
Federation Mycha (2024)
Derpy Nerd Studio (In Association With Zygobot)
Tools Used: C++, Unreal 5, Steamworks, Github, Hack n Plan, Epic Online Services
Lead Network Developer
Setup integration with Steamworks within the project
Reworked backend systems in order to facilitate network connection
Ensured all modules and all code developed by other developers worked within our network framework
Guided other team members in the creation of several systems which were failing to work in multiplayer
Worked with the level design team to rework the level loading system to be more streamlined and load faster for clients
2d Artist
Created several UI elements for the player select screen
Created several UI elements for the lobby menu, voice chat, and text chat
Systems Designer
Designed and created the ping system within the game
Designed and created the shotgun weapon within the game
During the development of Federation Mycha (Derpy Nerd Studio, 2024) we ran into an immediate issue with our network connectivity where the game would behave unexpectedly when the clients and host were out of sync. Naturally, as the lead network developer the task of fixing this was left up to me. During research on how to fix this issue, I took a look at the work of Koyama et al. (1998) to try to gauge some way of simplifying and fixing our connection’s race issue. The results of the paper, a way to vary the data flow within a LAN network were taken and adapted into a new system for Federation Mycha, the “Network Governance System” (Derpy Nerd Studio, 2024). This system uses EOS as a backbone to create a variable data channel to allow two separate connections, one for essential data, which the game would fail without, and one for unessential data which can be handled on the client for a short duration (Derpy Nerd Studio, 2024; Epic Games, 2022). This system fixed most of our connectivity issues and was used later in Project Conflict (Nuclear Launch Coding, n.d.).