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This is my punch stick
We are working on melee damage, on gun melee damage, to be precise. However, this new feature comes at a cost. Using your firearm in melee combat will damage its durability. Guns without any additional modules won’t deal a significant amount of damage, but they will have a stunning effect, which could help players either run away or even come out on top in a fight. But for those who have modified their guns with additional modules, the melee damage potential becomes even greater. In fact, in some cases, the gun’s shooting ability will become just an additional feature, as the main purpose of these guns will be melee combat. The melee damage feature adds a new layer of strategy to Lost Region, as players will need to consider the durability of their weapons before engaging in melee combat. It also adds a new dimension to gun modifications, as players will now have to consider which modules will help them deliver the most effective melee damage. If the melee damage is your goal, of course, it comes with a prize. Guns that are focused on melee damage are much heavier and could be less effective in range battles.
What is replication?
For those unfamiliar with replication, it is the process of synchronizing the game state across all players in a multiplayer game. This includes everything from the positions of objects and players to their animations and interactions with the environment. While replication is crucial to a smooth multiplayer experience, it is also one of the most time-consuming tasks for game developers. This is particularly true when working with Unreal Engine 5, which offers incredible graphics and gameplay capabilities but also requires careful attention to detail when it comes to replication. The Lost Region development team is working hard to ensure that the replication system is fully optimized. This involves extensive testing and debugging. Unreal Engine 5 offers a powerful and flexible replication system, the system uses a combination of client-side prediction and server-side reconciliation to ensure that the game state is accurate and up-to-date at all times. Now You know a little more about Unreal Engine 5.
To describe a little more. Client-side prediction is a technique used to make the game feel more responsive by allowing the client (i.e., the player’s computer or console) to simulate and predict the game state based on input from the player. This means that the player can see their actions in real time without waiting for confirmation from the server. Server-side reconciliation is the process of comparing the predicted state with the actual state on the server and making any necessary corrections. This ensures that all players are experiencing the same events and that the game remains fair and balanced. Unreal Engine 5 also offers several features to optimize replication performance, such as automatic network bandwidth scaling and selective replication of relevant data. This means that only the most important data is replicated to clients, reducing the amount of network traffic and improving performance.
Hope You all have a great weekend and an awesome Friday! Cya next week! 😉