Blog

  • Testing gameplay II

    Testing gameplay II

    Continuing the previous–to paraphrase–“Testing is painful” post, we did everything we could to reduce this pain. Tests indeed aren’t easy, so we need to do all we can to reduce this pain & friction. In KOPI, we support local multiplayer for “couch mode”: if you plug in two controllers, and…

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  • Testing gameplay I

    Testing gameplay I

    Tests are crucial part of any system; tests help us make sure the code we ship works as intended. Ah yes… and yet, there are bugs left. And a lot of the times, it’s the players that discover the bugs: strange bugs; complicated and unexpected sequences of actions, leading to…

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  • A few C++ tips

    A few C++ tips

    const_cast It is the case that const_cast can remove or add const ness to things. However, even if the const ness is removed, if an object is declared to be const in the first place, making any modifications to it remains undefined behaviour. Consider this code Here we use const_cast…

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  • Fast local iterations

    Fast local iterations

    In case you didn’t notice, we’re building a game. The game of course runs “without any bugs 🫣” in the Unreal Editor, but it is necessary to test the game on various local devices as quickly as possible. We could use our CI/CD, but that is a touch slower: it…

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  • Multiple local controllers II

    Multiple local controllers II

    In KOPI, we needed to implement couch co-op mode with multiple controllers all driving the game’s user interface using Unreal Engine’s CommonUI. All controllers should share the same focus, but a APlayerController should only be spawned for a controller that joins. To implement this kind of functionality without strange glitches,…

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  • Dream on a Stick build environment

    Dream on a Stick build environment

    Ignoring the artwork side of things, game is a piece of software; and as serious engineers, we knew that we could not fall back into “it works on my machine”; or as is the case may be in Unreal Engine, “works on my machine in the Unreal Editor”. We needed…

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  • TWWL 2

    TWWL 2

    Let’s do another round of This Week We Learned–laugh and point at our mistakes and blunders so you can avoid them. Do not use pointers [to assets] in Data Tables If you want to keep asset references in your data tables–in our case ingredients that need their specific UStaticMesh and…

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  • Kopi is going to Yorkshire

    Kopi is going to Yorkshire

    We are super pleased to announce that we’re going to be attending and demoing at the GaYaMo #22 event in Tileyard North on 23rd May. So, we will be bringing the latest and greatest build of Kopi for everyone to enjoy. Prepare yourselves for lots of organised chaos and fun!…

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  • TWWL 1

    TWWL 1

    As an introduction to the series–we will summarise things that we found useful in one week of game development; think of this as a collection of tips and tricks, a collection of mistakes made (so you don’t have to repeat them), a collection of our development patterns (so you can…

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  • Command-line builds

    Command-line builds

    In the early days of working on our game, after the honeymoon phase of playing with tutorials, we suddenly remembered our days of software engineering, where we needed repeatable builds and tests. And by repeatable, I don’t mean clicking the run button in the IDE, clicking on the Unreal Editor…

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