Half Sword

Half Sword

Will Half Sword Have Multiplayer?
Will there be a multiplayer mode in Half Sword? Are the developers planning to add it, or is it not in the plans yet? Given the game's strong reliance on physics, would it even be possible to implement a networked multiplayer mode?:Grenadeincoming:
Originally posted by HSG Community Manager:
FAQ

Originally posted by FAQ:
Q: Will it have multiplayer?
A: We fully understand the appeal of multiplayer and especially PvP. We understand and agree that challenging your friends in duels or group fights could be equally entertaining and hilarious, especially if you are in discord with them as you either behead or disembowel them with a hoe. We fully grasp how we could build an extremely re-playable meta there. However, we also wish to draw your attention to the fact that physics-based multiplayer on Unreal Engine 5 is as hardcore as it gets as far as development: it is no easy task & Half Sword is our first game. We are focusing on single player physics right now to build a strong experience aimed at offering hundreds if not thousands of hours of fun. This will enable us to build strong foundations hopefully to offer, in a second phase, an equally polished multiplayer experience.
To summarize: do we think about it? Yes, a lot. Do we see the added value? Absolutely. Are we able to offer multiplayer at release: highly unlikely. Will we do our utmost to provide multiplayer after release: more likely.
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Showing 1-4 of 4 comments
Ramstar Feb 4 @ 9:30pm 
It seems they are leaning towards it being hard technically and not on priority list. Personally I wouldn’t even play MP But feel like they need to find a way to implement it, don’t disagree it’s hard but don’t suspect impossible…just makes business sense if they want to expand audience. Anyway not my money so there’s that..
Skygaze Feb 5 @ 8:33pm 
I'd kill for multiplayer, even if it's just local for remote play kinda like Hellish Quart.
A developer of this app has indicated that this post answers the original topic.
HSG Community Manager  [developer] Feb 6 @ 11:44am 
FAQ

Originally posted by FAQ:
Q: Will it have multiplayer?
A: We fully understand the appeal of multiplayer and especially PvP. We understand and agree that challenging your friends in duels or group fights could be equally entertaining and hilarious, especially if you are in discord with them as you either behead or disembowel them with a hoe. We fully grasp how we could build an extremely re-playable meta there. However, we also wish to draw your attention to the fact that physics-based multiplayer on Unreal Engine 5 is as hardcore as it gets as far as development: it is no easy task & Half Sword is our first game. We are focusing on single player physics right now to build a strong experience aimed at offering hundreds if not thousands of hours of fun. This will enable us to build strong foundations hopefully to offer, in a second phase, an equally polished multiplayer experience.
To summarize: do we think about it? Yes, a lot. Do we see the added value? Absolutely. Are we able to offer multiplayer at release: highly unlikely. Will we do our utmost to provide multiplayer after release: more likely.
Originally posted by Ramstar:
It seems they are leaning towards it being hard technically and not on priority list. Personally I wouldn’t even play MP But feel like they need to find a way to implement it, don’t disagree it’s hard but don’t suspect impossible…just makes business sense if they want to expand audience. Anyway not my money so there’s that..
Its not impossible its already been done with a mod, just have one person simulate the game and a remote user control another npc basically although that might have an issue with the lag giving an unfair advantage to the host, or you can do interpolation and a third party server where both people send inputs to a server while simulating it on their own and having changes and updates from the server interpolated, its definitely possible if games like garrys mod can do physics with hundreds of physics objects all being simulated and synced between players without any lag.
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Showing 1-4 of 4 comments
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Date Posted: Feb 4 @ 2:10pm
Posts: 4