MultiPal FPS - Online Multiplayer Action Game Template (NGO+UGS)

==> EARLY ACCESS launch ETA May/June <==
(Asset Store Link coming soon)

Jumpstart your online multiplayer game creation with Netcode for GameObjects (NGO) and Unity Gaming Services (UGS)! MultiPal FPS is a fast Boomer Shooter FPS template with online split-screen support.

Uncompromisingly designed and optimized for online action games that are best played on superior gaming platforms. That’s PC & Consoles of course. Glad you asked! :slight_smile:

MultiPal provides you with a framework where all the annoying service integrations and networking challenges have been solved so you can get right into content creation.

Developed by a professional engineer with 30+ years worth of game engine experience, ten with Unity, you can expect all features to be of high quality, well tested, and thoroughly documented.

Built with awareness for teamwork, source control, iteration time (disabled domain reload), automation, compliance, extensibility and customization in mind, MultiPal is a full-time commitment with frequent updates, integrating user feedback and requests.

[Documentation] [Discord] [Forum Thread ] [Youtube]

Main Features

  • First Person Boomer-Shooter template with Quake-like character controller (Mouse/Keyboard and Gamepad)
  • Fast-paced, bandwidth-optimized gameplay for 16+ players at 128 Hz tick rate
  • Split-Screen with up to four players in local AND online game modes!
  • Dedicated Server builds, with code and asset stripping (Multiplayer Roles)
  • Client-Hosted games with Unity Relay service
  • Multiplayer Playmode fully integrated for convenient in-editor multiplayer testing
  • Designed for Unity 6 with Multiplayer Playmode, UI Toolkit, Cinemachine, Input System fully integrated
  • Retro textures and audio included

Early Access Feature Development
Most of the early access development will be spent on these features:

  • More Boomer-Shooter gameplay features and game modes (goal: roughly feature parity with Quake 1 but also considering other archetypes and modern remakes)
  • Avatar: Mesh selection, IK Animation, death ragdoll and gore, …
  • Weapons: all archetypes like raycast, projectiles (linear, gravity), melee, area
  • Environment: Doors, Lifts, Buttons, Plates, Crushers, Wind, Water, Lava, …
  • Enemies: typical enemy archetypes with retro AI
  • GUI: more menus and panels with full gamepad support
  • More documentation as tech and features evolve and stabilize
  • Lobby and other Unity Gaming Services integrations (prioritized by demand)

Hot Steam Tags
The following important steam tags are within reach with MultiPal FPS:

  • Fast-Paced, Action, Retro, First-Person, Boomer Shooter, FPS
  • Online PvP, PvE, Singleplayer, Multiplayer, [Online][Split Screen] Co-op
  • Controller and with Tom Feldmann’s badass metal music: Great Soundtrack

Consider how many Boomer Shooters don’t even have online or split-screen multiplayer! Yours could easily be the next all-caps drive-through shooter experience alongside DUSK, DOOM, WRATH, CULTIC, POSTAL, HROT, ULTRAKILL … and many more, like Prodeus.

Contact me! Or comment below! Let me know what you wish or need. YOUR feedback determines how MultiPal will shape the future of multiplayer action game development.

But if you’re going to ask for greasy touch input … swipe left!

4 Likes

Greetings,

I recognize you from around the Unity community, and props to this next exciting offering of yours. :slight_smile: I hope that its widely adopted and a super-hit. I will also keep it in mind for future projects which would benefit from this very helpful network-prepared code.

I was reading through the features and wondered when and how would I use online split-screen ?
I’m imagining that it’s me at my house, playing with my friends online at their house or on their device, and I ? can see them playing while they can see me playing? Sort of as if we were playing Co-Op in the same room from the same console, but we’re actually “playing co-op” but (online) in different locations/devices albeit with the internet joining us, just as if we were in a local co-op game?

The future’s looking brighter!

Thanks for the compliment! I appreciate this a lot. :slight_smile:

I should probably make the online splitscreen aspect clearer, perhaps with a graph.
Local splitscreen is you and three friends sitting around the same computer, playing locally.
Now imagine you could take your splitscreen peers with you into an online match, where other clients may also be joined by local splitscreen peers. You could have a 16 player match on just four networked machines. :wink:

But you gave me an idea here. It would be possible to make the kind of splitscreen you mentioned. In this case, four machines each with one player. But everyone sees the other player‘s point of view in the other three quarters of their screens. I can‘t remember a game that has ever done this but given the right gameplay it might be an interesting option to have!

1 Like

Congrats! I haven’t kept track of your work in a while so that was a nice surprise to see you made such a cool project. I think I will check it out not only for making a game but to study all the multiplayer stuff and how it is wired together.
Good luck!

1 Like

Thanks! :slight_smile:

I have a status update that I want to share: I plan on releasing together with Unity 6 Preview. This will be in May.

I’ve gotten a little concerned releasing MultiPal now when there’s only a Unity 6 beta with few users.

I’m also executing a slight pivot: rather than fleshing out an entire game archetype (Boomer Shooter) before moving on to other game types, I am now implementing third person and top down playstyles in parallel.

This is to avoid being perceived as a niche game template, rather than a versatile multiplayer action template. Having the three predominant view and control styles all working seamlessly together should help stress this point.

I’ll initially leave more of the gameplay feature development to users while I focus on gaming service integrations. There will be Avatar customization that remembers a player’s setup for example.

Sound like a good plan. Regarding the few unity 6 users… That might be an issue but it might also be that people are looking for example projects that cover the new features to get up to speed. If you have it early on you can polish and add features over time so each new user that comes to u6 later will find a rock solid example to use.

Looks pretty cool, I found this through the only video on youtube that demonstrates the Unity 6 MPM.
MPM sounds pretty great, so we’ll be trying to upgrade Unity to it going forward, so I wouldn’t be too worried about few users right now. Perhaps the opposite, it might be good to get ahead of the curve like you have and be ready to go

Traditionally if a new LTS is released, the same month >50% of developers are using that new LTS version according to stats shared by Unity among publishers. If you just go by what you read on social media, you would think most devs are still on 2021.3 or earlier.

In so far I hope I can catch the wave and ride along with it. :slight_smile:
And MPPM … that is such a blessing, even compared to ParrelSync. Particularly since you can also test asset stripping alongside.

I totally support the plan to show off the fact that this is not a single genre type of plug-in. People need to see those first few screenshots (and the video preview) with a variety of multiplayer games shown, so they don’t click away/dismiss it as something else. :slight_smile:
Also, ( I think you know it already) but don’t forget that the Asset Store does allow for releasing multiple versions, specifically for X version, so you can have a Unity 6 version and Unity 2023 version, if desired. (I do realize that this may be based on Unity 6 features though, so that might be a moot point. :slight_smile:

Keep up the great work, and thanks for the update!

1 Like

Thank you, much appreciated! :slight_smile:

Good to know that I can have dual-version packages, in case there’s high demand for a 2022 version. Currently the only 6-only feature that I’m aware of is MPPM.

FYI I rebooted this project with a better architecture and a far more modular approach. I blog about the progress as Write Better Netcode. I also made an announce post for this here.

I also submitted the project to the store as MultiPal and is currently, very slowly, grinding towards the review. It’s been day eleven now and it only went from queue #62 down to #54. At that rate it might take another month (mid October).

1 Like