Kick, punch and dribble your way to success in LUNARBALL, your next favourite sport! Featuring 3v3 team-based gameplay, play with random queued players in Quickplay, or organise a custom match in the Server Browser.
Steamworks integration, including cosmetics and items
This was my first multiplayer game that went beyond silly prototypes with friends. It was a huge challenge that I set for myself to learn more in depth about Unreal Engine and multiplayer networking.
Custom real-time swing tracer system
Directional parry system
Stamina system
Classes with different weapons, movement stats and damage types
Steamworks integration
The game went through a few different temporary art styles, but the mechanics remained the same.
Ultimately, VENATOR was never released – the project lasted about 2 years of continued development but it proved to be far too much at the time. However, I learned so much from creating this (and had a lot of fun playtesting!) so for me, I still consider it a success.
The shutdown of Echo VR forced us to change the direction of this event. It shattered the competitive VR space that we knew and loved and split the players (and therefore our attendees) into many more games.
This event became more of a showcase event for A2, which is Another Axiom’s attempt at a spiritual successor to Echo VR. We worked with Another Axiom to provide the first public broadcast of their game in alpha, which did put a fair bit of pressure on me to get it right.
I worked with notblue to create bespoke software for this event, as I needed to create an overlay that would work in multiple games – it had to work with A2, Breachers, Racket Club, Blaston and Onward.
In April of 2022, I got to produce and present a professional broadcast package for an in person eSports event in Bournemouth
During the 2022 event, I created and ran the broadcast package live for the VR Master League twitch channel.
However, during the event I ended up spending a lot of time on repetitive tasks such as saving replays, changing certain scenes or team names, or opening too many applications to the point where it just made more sense to combine them all into one tool or app.
For Duckman LAN 2, I have created a much more streamlined version of the package from the ground up, with more traditional scene naming structures much akin to what is standard practice in programming (e.g. an image for the scoreboard will be named ‘Image.Scoreboard.X’), which allows a much easier time in OBS when reusing assets and reorganising scenes. I was using the Echo Arena API before, however it was largely just to trigger animations. I was using a modified version of the Broadcast Tool which I made years earlier to save scores and select teams, but for this year I have integrated all of that functionality into Stream Deck using Companion and Python scripting. In doing this I have created my own API hub to access Echo Arena’s score values, as well as team name listing using the Google Sheets API.
Automated things in the package include round score input, team name/logo display, goal animations and replay saving/transitions.