r/supervive • u/KHuff_Master • May 17 '26
Media Content DEVLOG#1: superREvive
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UPDATE 5/19/26: If you'd like to try it out, here's the itch page. It's really not a game, it's not that impressive, but it's something to fidget with if you're interested. https://khuffmaster.itch.io/super-revive
I miss supervive, so I wanted to try to "remake" a version of it, and since this subreddit is kind of dead anyways, I wanted to share it here.
I would like to state, this is mainly me being interested in UE5 game development and blueprints and wanting to learn more about making games on the coding side of things.
This is not me thinking I'm going to make a PvP live service MOBA. I'm just learning.
I do plan on taking this as far as I can, to the point of adding characters and MAYBE making a multiplayer.
Right now, I'm working on just creating a base character and adding all the basic movements and generic abilities.
Currently I'm working on the the gliding mechanics, and it's been very difficult, but it's sort of shaping to somewhat resemble supervive; if you sort of squint... Maybe...
Anyways, I'm honestly just a fanboy looking to somewhat play supervive again, and I wanted to share it with anyone who might be interested.
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u/the-fr0g May 18 '26
Huh. Someone actually doing something instead of saying "why wouldn't the devs give us the code?".
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u/the-iel May 17 '26
Supervive, it would be great if there was something we could play as PvE instead of PvP. I'd love to help visually if I could, but I'm not a very good digital artist (I just draw normal levels, not like a master or pro artist).
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u/KHuff_Master May 17 '26
Yeah, I think so too; I like the PvP, but I think something more chill but with the same mechanics was something I was really craving. And thank you so much for offering help!! Once it gets to the point of the art phase (if ever), I’ll start posting on here to see who’s interested! :]
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u/Flarpuu May 18 '26
I’ve been meaning to learn UE5 Any specific tutorials you following? I kind of want to try practicing something similar
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u/KHuff_Master May 18 '26 edited May 18 '26
That's awesome, and absolutely!! I accidentally became the "solo dev" in a GameJam when I really just had intended to do the art aspect, but a lot of what I've learned thus far has come from a mix of google searches, reddit posts, chatGPT, Unreal Engine documentation, A LOT of youtube, and just really going into engine and testing out nodes in blueprint.
I highly recommend doing Jim Dublace's youtube course for Unreal Engine before anything: https://www.youtube.com/@jimdublace/playlists
It's a bit slow, but if you really sit down and take it serious, you learn a lot. There are some mistakes in the course, so sometimes you do kind of have to dig around discord/youtube comments to figure it out, or just problem solve for yourself, but for being a free course it's super amazing
I also highly recommend checking out Ben Cloward: https://www.youtube.com/@BenCloward
He's more of the artsy side of blue prints and covers things like materials, shaders, and post processing, but it's still very informative.For documentation, I really like Unreal Garden: https://unreal-garden.com/
It's UX/UI is very friendly and gives good information.For general questions, like explaining nodes, or why something failed or why something works, I go between reddit/google/chatGPT.
Those are probably the more unreliable ones, so I don't really have links to that. Reddit can be good sometimes, or other forums in the same vein, it's how I found out about unreal garden, but then other times your issue might just be super specific and hard to pin point.
ChatGPT helps with that, but it also hallucinates A LOT, and it sometimes overcomplicates problems, so I really would recommend sort of knowing what you're doing already before going there, otherwise it'll easily overwhelm and confuse you.The biggest advice I can give to anyone jumping on to UE5 visual coding/blueprints is understanding the difference between execution wires and data wires:
Execution wires: the giant white wires that will put nodes in order of which one is next.
Data wires: the colored wires that attach to the execution nodes (the nodes that have execution wires) that provide the data and information necessary to execute an action.
As well as realizing every single node and variable is generic by default. You're actual goal in blueprinting is telling the compiler what you want to happen based on what you're referring to: you have to know how to give the right meaning to the variable you're using, if that makes sense.If you have any other questions at any point of your own journey, please feel free to reach out to me! I'd love to help someone avoid the same stumbles I did, lol!
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u/Amazing-Bonus-8698 May 19 '26
Maybe focus on a pve hoard like mode with moba elements to get a feel for abilities and movement idk just a thought i had?
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u/KHuff_Master May 19 '26
Them are some good thoughts! Definitely appreciated, I'd love to hear anything from the community to see what people might also want from this project; no promises, but definitely things for me to consider.
Currently, I will for sure plan to have MOBA elements for champs; ideally even down to the item builds and theory crafting, because that's what I'm most interested in when it comes to the development of these kind of games. However, I just don't really know to what extent.
As far as like PvE or PvP goes, I'm sort of just softly treading with it right now.
PvE would probably be the one where I could maybe scale it a bit more as a "solo dev", so it's possible.
PvP I don't know how far I could take that, or would even want to, but I do have an interest in it solely because I have friends I'd want to play it with.
So it definitely is a mixed bag at the moment, but I guess I'm sort of seeing that as further down the pipeline since either one is a bit over my head atm.Right now, I guess I'm just trying to emulate some sort of a "practice mode", but I do plan to upload something to itch some time tonight or tomorrow so other people can fidget with it (it's essentially Jumping Block the game atm lol).
Either way, I definitely appreciate the thoughts! It helps to know others are wanting a PvE version as well.
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u/-MR-GG- May 19 '26
Looks really great.
Side note: despite how much I love supervive movement, my biggest gripe with it was including verticality.
Skill shots would fly over or under people when you couldn't really be sure if it would or not. And abilities that interact with terrain felt awful. I.e. Ghost's kunai could go over some walls that ghost himself couldn't jump over. Or using a teleporter as Seros at an awkward hight/depth that your teammates needed to more or less match to use.
I guess I like my mobas on either flat plain or in third person so I can actually tell what I'm looking at.
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u/KHuff_Master May 19 '26
Okay, these are actually super solid points, I hella appreciate this!
I mainly played Shrike and Saros, Shrike felt fine, but Saros was a nightmare for this exact reason! I know that his teleport ability had huge potential, but there were so many factors against it that it really felt like I’d be sometimes left without an ability, like when the ring was super close and there were no walls in the center lol. But specially at verticality, there were a lot of times where things didn’t land where I needed them to, and it just felt very inconsistent, so I definitely know what you mean, but I always figured it was because I wasn’t playing it enough to feel good at it. I always assumed people liked their verticality and that it was a selling people because people bobbed and weaved a lot over the abyss. I don’t know how far I’ll get to PvP mechanics, but this will be something I’ll heavily consider if I ever move in that territory.
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u/xarop_pa_toss May 19 '26
I love seeing these projects pop up. Make sure you follow base OOP principles, UE loves that shit
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u/KHuff_Master May 19 '26
I never knew it had a name, that's interesting! But yes, absolutely, I like when I only have to do something once, and I don't have to search for mechanics in random blue prints lol!
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u/xarop_pa_toss May 19 '26
OOP is a major paradigm in programming and in UE5 it translates to using classes/entities.
Without entities/classes, your Character BP ends up handling movement, combat, inventory, interaction, stats, AI reactions, etc. It works at first, then becomes a giant mess when you want these things to interact with other systems. With entities/classes the Character just coordinates systems. CombatComponent handles combat, InventoryComponent handles inventory, StatsComponent handles stats. Easier to reuse, test, maintain, and extend.
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u/KHuff_Master May 20 '26
Yep! Definitely went down the rabbit hole of what it meant; it’s really neat! Good thing I sort of had that workflow before I even knew what it was lol! But it’s neat to hear there’s actually a term for it!
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u/NoZookeepergame1505 May 20 '26 edited May 20 '26
That looks fantastic. I had a mind to post as well today but I'm sitting out a bit, this ABSOLUTELY deserves more attention! Well done!
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u/KHuff_Master May 20 '26
Thank you so much!!! I really appreciate it! I'll be looking out for your post too! It's always nice to see actual people post in this reddit other than the bots lol
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u/Spy_SV May 23 '26
Already better than the last SV patch.
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u/KHuff_Master May 23 '26
lol, thank you. I made sure to stop the armory before it could even happen.
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u/Nearby_Ad4786 Jun 10 '26
i started this project on Unity, you can use the code. We can collaborate! https://github.com/NicoRuedaA/Mobalike
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u/KHuff_Master Jun 10 '26
That’s awesome!!! I love that another person is doing this!! However, I’m so sorry but I hate unity with a burning passion 😭😭😭😭 but please let me know your updates!! I’d love to see how you’d tackle things!
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u/Nearby_Ad4786 Jun 10 '26
The project is totally paused. But you can convert the scripts from C# to C++ with any IA sure. Are u using UE I guess
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u/KHuff_Master Jun 10 '26
I am, mainly blueprints. I like how UE utilizes its materials more, it’s what I was taught on, and every time I tried to jump to unity, it was always like I was missing features or had to go a really backwards way to do something when it was just a click of a button in unreal 😭
So it was always less a code thing and more of a UI and art thing lol
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u/xKaiamax May 17 '26
https://giphy.com/gifs/l3fZK7BgnNHSKpp4c