Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also thanks for addressing this Kubold for those who hadn't seen your previous posts. Hopefully our little communities will be enough to scratch that multiplayer itch. I am excited for the singleplayer all the same and this is one big reason why I bought it :).
Yeah I am not sure why they are requesting this. Especially given we paid with the expectation they would be included and you even took a step further to add more content than previously promised. Keep at it Kubold, many of us are very excited for new characters and stories.
I've also noticed the issue with multiplayer in the game "Hellish Quart" and I'd like to propose an idea that could be beneficial for its development. I suggest extracting the multiplayer module into a separate open-source code so that enthusiast developers can contribute to its improvement. It would be helpful to provide documentation for the endpoints and ensure test coverage for the module. Certain parts of the module's code can be published and compiled into a separate DLL file, which can be replaced for local testing and module enhancement.
Architecturally, for a game like this, the main objective of the multiplayer is to establish a connection between two friends who are playing through Steam. Similar to games like "Overcooked 2," there's no need to create a centralized server. As a player, I would like to have the ability to play with friends consistently, and the current options provided by Steam don't always meet this desire.
I believe that an open development approach for the multiplayer module and community involvement can lead to a more convenient and high-quality multiplayer experience for players.
Sounds nice, but, I can't even imagine how would I make a module that is separate from the game, give it to people, and they somehow will just make a good online mode. I don't think this is possible at all without releasing the source files of the entire game, and I of course can't do that, even if I wanted to, because a lot in there is licensed assets and plugins.
But, I opened the game for mods. If someone wants to, it is possible to add all the code you want to the game along with a mod. Mod system gives anyone a wide open door into the game. You could write a netcode script and just attach it to the character Skin.
I don't know how to do that, but if you know - go go go! :)
And the final nail in the coffin is, that I think you overestimate how many people play this game. The peak player number is 50. Realistically, 10% of that would want to log in and just duel random people on the net. A whopping 5 players. Man, this is a tiny niche game for sword and history fans. I'll make a nice story mode, some progression mechanics... it'll be a fun, unique little game when finished.
1. In an online game, you need to send the information about player input to the opponent.
1. In a physics game, the outcome involves some randomness/apparent randomness, in addition to player's input.
1. On top of that, there is ping delay, which means that you can't even easily apply your opponent's input to the exact same game state as on their machine.
1. Therefore, the results on each player's computer may be different: you just barely manage to parry on your computer, but on your opponent's, the attack goes through.
Which, of course, is bad. Normally, it is the server which stores the canonical state of the game, and each running copy of the game needs to continually synchronize with it, and correct its state *in a fluent way, transparent to the player*. For some games, it will be easy, but apparently, it is not the case for the physics engine in Unity (or whatever third party engine HQ is using). This problem is not easy even if you designed your own solution from scratch, but when you are using a ready solution, may potentially be downright impossible, if the engine used does not make provisions for it. Personally, I am willing to trust the experienced devs Kubold contacted on this one, that it is, in fact, very difficult, if at all possible. I am willing to bet that if it was a question of a couple of weeks, he would have had contracted someone to do it. But when the success is doubtful, then I can understand that it is not something they wish/are able to do at the moment.
However, while an official, anti-cheat, competition ready server may be out of question,
or even any dedicated server, for economic reasons, it is probably possible to create a simple match making frontend component to Steam functionality, at least if Steam allows a game to query for all players currently running it. In other words: not include a proper game server, but just code for setting up a peer-to-peer connection between players who don't know each other. I have no idea if Steam provides this functionality, though (or if there is another service for it, now that arcade is gone).
My friend and I tried to play Hellish Quart online via Steam. But this gives a big advantage to the host. It would be enough for us to equalize (average) the delays.
this is exactly the prime issue. you could only ever have a neutral and fair competition if you let the simulation run server side entirely. and servers would need to be provided by Kubold. and those servers would cost money and eventually closed once Kubold moves on... so yeah, never gonna happen.
For example, games such as Counter-Strike and Wreckfest publish the server to the public. If I bring up the game server, it will appear in the list of game client servers.
I have hardware "under my bed" on which I am ready to host my favorite projects for free. There are thousands like me!
I was surprised, but today you can play Super Mario on an NES emulator with a friend over the Internet! People host many rooms where you can start a gaming session with your friend.