EOS Core provides an additional abstraction layer to streamline commands/calls within Blueprints, which sped up development time significantly by enabling the team to avoid manually building every call.
The team also dove into the deeper levels of the plugin to create their own implementation that would spawn Blueprints at runtime depending on which platform the game was running on.
“Once we understood the structure and callback system, EOSCore let us build a fully functional online system without touching C++. It enabled us to work in a structure we're comfortable with, and provides us the ability to track things more easily,” says Navpreet Singh, Gameplay Programmer.
Handling the backend so you can focus on the fun
The team at RetroPixel is relatively small—less than a dozen people—and it was clear from the beginning that it wasn’t feasible for them to create the backend from scratch.
If the studio had to create their own systems for handling their networking services, creating those ‘cherry-on-the-top’ features that wow players would take much longer to develop, test, and polish. This could drastically extend their development cycle by months or even years—or make it necessary to entirely drop some of the features they really wanted to include in the game.