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Yeah the lag would be horrendous for everyone involved. Just imagine an order for fish comes into prep station 2. Player 1 presses 2, preps the fish and starts cooking it. At this point, player 2 presses 2 to start prepping the order, inadvertantly sending it out for a bad order.
Looks like an amazing game, and I loved the first, but no online multiplayer is a deal breaker for me and many others.
Also, netcode wouldn't be a problem with this
you would have to have max online 2 players tho, otherwise you'd have to increase the amount of customers/stations to such a rediculous level it wouldn't be fun.
That said I'll have more to say about multiplayer features at a later time.
I mean hell, I'd offer my services for free to see this get done (I've written a few custom built netcode classes over the years for various games), and from my perspective it wouldn't be a difficult thing for this game style. I loved the original but having to bring someone over my place to play is just meh lol.
I mean, I don't have a ton of experience with this sort of thing, but it certainly sounds to me like the hard part isn't what has to be sent between players, but how you handle latency (which will be present completely regardless of packet size and frequency) when it does occur. As someone else mentioned, this is a game in which some foods can be prepared in under a quarter of a second, and this is a game that needs absolute agreement between clients as to what's going on, not something like an FPS or MOBA where you can interpolate between updates.
Also, the multiplayer in the first game would be kind of dull online, in my personal opinion. One player basically just picked the orders off a list. It felt like more of a way to involve someone who wanted to play but wasn't fast enough for the real game than an equally engaging experience--maybe nice for personal company, but that's almost entirely lost online. A head-to-head battle where you send orders back and forth at each other would be more interesting, but at that point you're developing entirely new game modes rather than making a minor change to how an existing system works--certainly a post-launch endeavor since it's not in the planned features.
As for the asychronous multiplayer idea... well, that was already in the game in the form of the weekly challenges, just with less stats and customization, and versus the whole pool of players rather than just one (though you could compare against friends).
You don't have to handle latency if you use the model that I suggested (simulate button presses and send game updates to the connected players). If a connected player hits a button that is too late to take effect (because someone else already activated something that disabled that action first) then it would be like pressing the button at an improper time. The game will still function, and nobody will notice any problems.
Unless you're playing with 200+ ping, it would never feel like you're online if done this way, and existing code wouldn't need to be altered (I've taken a few single player games and turned them into multiplayer games with this methodology). CSD2 sounds like a perfect candidate for this too.
I only ever really played the first game with my ex, as single player was kinda boring. Sharing tasks to complete goals is what I enioyed most about it, which is what I was hoping for with CSD2, but without online multiplayer I don't know if I can bother.
Great idea!
Since the game is part of the monthly bundle and a friend of mine and i are looking for fresh games to play together with, this would be an interesting thing to have.
Sadly online is still not a thing. But will it be or never?