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Current state of the port

Howdy folks!


So, time for another post. This time I want to look at the current state of the UE4 port. At the same time I want to explain a little how we work together.

How we work


We are all sitting at home at our computers. There is no office where we meet. We are all over the world. Well okay, mostly we are all over Germany with recent additions from the Netherlands and Canada. Communication happens mostly over Skype (which I personally despise) where we argue about various issues ranging from how to implement & design a certain feature over balancing discussions on to talking about exciting things happening in the community (like the recent amateur-tournament, have you heard?).

The code is hosted on GitHub (in a private repository of course). The UDK version of Supraball grew from a prototype. This means, its code isn't as nice as we'd wish it'd be. A prototype is something that was done fast and sloppy, not caring how nice it looks internally or how easy it is to maintain and modify.

When we noticed that this was becoming the actual game, we started introducing peer-reviewing of our commits so that every line was seen by two eyes. So when Shammah implements a new feature, he creates a Pull Request in GitHub (A request to include his new code into game) and I (or anyone else) will look at what he did and comment on every line that seems dodgy. Sometimes it's just little things like a white space missing, a typo, but often the reviewer also discovers bugs or notices that something isn't easy to understand either because lack of documentation or because the way the code is written in which case the implementer has to rewrite those parts. In the UE4 port this is the only way a new feature gets into the master branch, so we have great code quality from the very beginning.

Current State


We ported the existing UDK maps to UE4 already (as you could already peek from Davids post):



The basics for the ball gun exist as well, you have the typical FPS view:



The functionality is not quite there. We're currently reviewing the code that will allow

  • proper scoring (before you could only score touch downs),

  • sounds to the weapon as well as

  • basic charging capabilities including overcharge and last but not least,

  • proper blocking of players at kick off


Yes, it isn't really much. It's going slow, but steady.