The game is ready to launch, however, the 7 issues below either diminish the value of the scope of the game, prevent us from using a critical feature that is intended to otherwise work (or worked when we started development and is closely tied to the core game loop), or massively slow down the publishing process. We have a larger list for all our issues, these are only the critical ones. You can reach out to Halcyon Knight for the project file, and feel free to DM me for any clarifications (or reach out in Discord, or through DevRel).
The list is prioritized:
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Servers start lagging past 14 players in a single lobby (the tick rate of the server drops under 30, then past that point, per player that joins we lose 1 tick). We disabled all verse consoles and the issue remained, which led us to believe it’s not our fault. We even disabled world streaming and the same effect (lag insisted). We lack the profiling tools or server insight to check what is happening, which at the moment has us in a blocked state unable to fix the issue.
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Players and any audio they make derender at 150m, this renders the survival element a bit pointless, as you can’t see where others are and attack/hide/flee, this is crucial for survival games. Also, snipers won’t work well since you can’t see others at long distances. Even if you get shot from that distance, you will not hear the gunshot.
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Some users see some unknown UI get stuck on their screen “Matchmaking status” forever and never goes away, even if you respawn. This happens when you join in progress:
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Minimaps cause ingestion errors and can’t pass moderation. We need them but we also need to publish. (was told this issue was fixed, I haven’t confirmed yet)
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Day sequence device with a region enabled stops working if you get eliminated. This prevents areas that have special effects (like a snowstorm that blocks the view) from working and achieving their gameplay purpose (which is to limit visibility and prevent engagement from far away).
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Selecting specific verse devices in our map, after an update happened, causes immense freezing in UEFN, taking as long as 15 mins to respond when selected, tested in a beast PC (4090 and the like) and UEFN causes the PC to go 100% CPU the entire time. The issue was recorded in this video: https://www.youtube.com/watch?v=KMQLGV5pKYE&ab_channel=I'maLAMA
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Memory calculation on our map takes around 53 minutes on a PC and around 2 hrs on a Nintendo Switch. This again happened after an update, the process used to be 10 times faster (take this with a grain of salt though, something we did may have caused it, but we don’t know what).
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