Half Sword

Half Sword

Robocon1a Nov 19, 2023 @ 10:45am
Multiplayer Or Coop
Before you release the full game, please consider making it a multiplayer or a coop game, this game has so much potential if it was multiplayer.
Originally posted by FeelinPeachy:
Never going to happen over the network, physics games like this are not easily networkable. Only way this could ever happen without massive game-play changes or physics reductions would be if the game was running solely on a server (no clients) and streamed to all players, which would induce lots of latency....think Google Stadia.

In typical multiplayer games, each player has an instance of the game running on their machine, all talking to a server which is also running an instance of a game and is treated as the authority. This means the game can stay responsive on your end, since your machine is running a game locally. However, if there's a discrepancy between your game instance and the servers, you get corrected (often in the form of rubber banding). Unfortunately, with physics heavy games with lots of complex non-deterministic interactions, with pcs and servers all running at different frame-rates and with packet loss and latency, there's no real way to keep everything in sync. You'd be seeing one thing, the server would be seeing something else, and the other players would also be seeing other things, making combat near impossible with all the corrections constantly happening.

Could be possible to do local multiplayer though, or steams weird multiplayer support where the game is running on one players machine and streamed to another....
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Showing 1-6 of 6 comments
Myth E Bear Nov 19, 2023 @ 6:38pm 
i second this.
Edward Forqueez Nov 19, 2023 @ 7:21pm 
i third this
Blamass Nov 19, 2023 @ 7:44pm 
I fourth this
The author of this thread has indicated that this post answers the original topic.
FeelinPeachy Nov 19, 2023 @ 8:00pm 
Never going to happen over the network, physics games like this are not easily networkable. Only way this could ever happen without massive game-play changes or physics reductions would be if the game was running solely on a server (no clients) and streamed to all players, which would induce lots of latency....think Google Stadia.

In typical multiplayer games, each player has an instance of the game running on their machine, all talking to a server which is also running an instance of a game and is treated as the authority. This means the game can stay responsive on your end, since your machine is running a game locally. However, if there's a discrepancy between your game instance and the servers, you get corrected (often in the form of rubber banding). Unfortunately, with physics heavy games with lots of complex non-deterministic interactions, with pcs and servers all running at different frame-rates and with packet loss and latency, there's no real way to keep everything in sync. You'd be seeing one thing, the server would be seeing something else, and the other players would also be seeing other things, making combat near impossible with all the corrections constantly happening.

Could be possible to do local multiplayer though, or steams weird multiplayer support where the game is running on one players machine and streamed to another....
Felky Nov 20, 2023 @ 6:21am 
I choose to ignore every logical explanation and fifth this because it would be giga fun :ExcitedMiria:
Boxfiller Nov 20, 2023 @ 9:25am 
What do you mean bro???.
It already is multiplayer. :steammocking:
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Showing 1-6 of 6 comments
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Date Posted: Nov 19, 2023 @ 10:45am
Posts: 6