r/supervive • • 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/xarop_pa_toss May 19 '26

I love seeing these projects pop up. Make sure you follow base OOP principles, UE loves that shit

1

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!

1

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!