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Physics simulations don't translate well for network traffic. Keeping the objects sync'd up either requires a HUGE amount of network traffic or a lot of cheating. Most people don't have access to the kind of bandwidth it would need and cheating the physics takes a ludicrous amount of work and/or jarring, teleporting objects between client syncs.
But really, it doesn't matter what gets done, people will complain.
I just think it'd be fun to have a dozen Dad's trundling around, wresling the controls to get stuff done when I'm my own worst enemy.
OKAY HERES MY IDEA: The limit is you and 1 other person, (you can only connect with friends) Story is still played normally, either you or your 'friend' can do things that progress. (Or you can goof off) if your friend hacks, it of course (like you said) Run out of sync. BUT you can always disconnect or reconnect with that friend and tell them not to do it again (what im saying is cheating is more of an OPTION when your with a friend. If you get to another checkpoint and your friend doesnt follow you, they get sent to the checkpoint with you. You also share a suspicion meter, one out. two out. And the servers dont have to be on them! you can always host one yourself! if things start getting out of sync (most games do this, this is what lag comes from) it will freeze up a bit and attempt to reconnect.
By that i meant the Devs. Like they dont have to put up a database.
The existing multiplayer modes are honestly probably sufficient for the type of game. Local play, as Luthyr suggested above could be done without a complete rebuild of the entire game, and I wouldn't argue against it being implemented but it is pretty far from what the video is showing.
As stated in the OP, I'd just like to see a workshop mod or patch to add in the ability to spawn some more Dads to cause chaos with.
If we're going to see proper multiplayer it would probably have to be in a sequel with that in mind from the start, or maybe a major DLC/expansion. I don't think I'd get my hopes up unless they started hiring network specialists.
We're continuing to work on content/features, so hopefully you'll like what we have in store for everyone. :)
As far as making multi-dad a real thing, we'll see. Multiplayer indie games like Towerfall, Samurai Gunn, Sportsfriends that do not do online have really toxic discussions and I'm not sure we'd escape that. It's a gamble if that expectation will die down a bit or if it gets even worse with local-only games.
It really should be completely understandable why Octodad, or any physics-heavy game, would need massive sacrifices to even make a half-way playable online multiplayer. I know what you mean though, and I can't blame ya for wanting to avoid that kind of "discussion."
Plus, people have to consider Octodad would need a lot of changing or new levels to really feel like a multi-Dad experience, local or online. I'd much rather have the already solid single player and just do controller/KBM swaps or use the current multi-limb co-op. Though I think multi-Dad as is could still be loads of fun, I can understand if there may be the additional fear that some folks might be upset the levels don't necessarily accommodate multi-Dad.
Funny thing about people being upset over a lack of online for games, I actually wish more online games also had local :P Nothing beats actually playing with a friend right there. I understand it's harder on a console, but PC is kind of looked over in that regard. Heck, some games with local on console have it removed when ported to PC.
PS, also excited to find out what that content has in store :)