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Rapporter et oversættelsesproblem
On a serious note, it is something that technically exists, but feels way too shoehorned (and currently incomplete) to add to Dadliest Catch. If/when we make a sequel in the future, we definitely want to try making a great version of it. The issue in any case is that because it's so physics-heavy, that online is not very likely. And people on Steam have been pretty vocal about not liking local multiplayer-only games.
Anyway, I can admit that I myself actually wanted this, deciding not to admit it is possibly a joke, so I can honestly say I was saddened myself, but so much for fooling around...
Interestingly, if you have a PS4, you can use SharePlay to play co-op online, since it shares your entire screen and streams it to another person (no netcode ingame required).
It was our April Fool's joke for last year, though...
That was by accident, and code-wise it wasn't difficult to just drop in more Octodads as objects.
It still requires connecting input to each Octodad in a mappable way differently from co-op, and even in that case, cameras were not made to work properly with multiple Octodad's. Going through levels doesn't work properly and things get pretty messed up. If it were so easy, we would have fully implemented it. :P
I'm guessing that's why all of the Multi-Dads were close together in the trailer. But how did you set up the individual inputs for the trailer if they're not in-game?
Just bought the game. I enjoy but it's disappointing to learn that co-op is only local. Some of us don't have local irl friends to play co-op with :/