Latest Dev Blog Posts


  • Party Features Implementation

    Parties aren’t just about teaming up—they need structure. Now, the HUD overlay shows current party members, and only the leader can start a match. Party invites and requests are streamlined with click-based functionality.

    • In-game menu tab for party roster, chat, etc
    • Party follows leader into matchmaking
    • Automatic chat channel creation upon forming a party
    • Click/autofill invite system instead of manual ID entry

    Technical Challenges

    • Moved from a system that needed an ID like 70 characters long to a more user friendly way
    • Party chat has to be more flexible than DMs, Guild chatroom, or match/team in-game chat
    • Members game state syncs properly now

    Next Steps

    • Implement more functionality like a more fleshed out party leader transfer system
    • Expand chat functionality to include party voice options
    • HUD Overlay

    Lore Integration

    “Alright, we need a third. Not running another op as designated bullet sponge.”

    “Agreed, let’s not mill around while they take the objective.”

    “I got someone.”

    “Who is it?”

    “Usually runs with another squad, but they’re not on today. Solid guy. Knows when to push, when to hold. Doesn’t talk just to hear himself.”

    “He’s not on my list, why’s he solo?”

    “No idea. Maybe his -“

    “Whatever, looks like we’re getting ready to roll, send the invite.”


  • SFX Implementation

    SFX framework is in. Footsteps, gunfire, bullet whizzes, and running water now hook into the settings menu and trigger dynamically.

    • SFX volume controlled via settings slider
    • Synced with animations & scripts
    • Leveraged AudioStream2D for spatial audio

    Next Steps

    • Expand soundscape variety
    • Add reverb & spatial effects

    Lore

    The battlefield isn’t quiet. Footsteps in the mud. Gunfire in the distance. A round whizzes past your head. If you hear it, it’s already happening.

    smthngclvr https://youtube.com/@smthngclvr has been making the audio assets and we worked through the implementation together on VS Code liveshare (proved that concept)

Read the rest here: