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Is there a local coop yet?
I´ve heard, that a local coop will come out later.
Is there now one included in the game?
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Showing 1-15 of 45 comments
Shrike  [developer] Sep 15, 2018 @ 1:52pm 
No, not yet, might take some time
The Fighter Nov 3, 2019 @ 3:22am 
Any news about it?

Originally posted by Shrike:
No, not yet, might take some time
N'wah Nov 6, 2019 @ 10:10am 
Originally posted by The Fighter:
Any news about it?

Originally posted by Shrike:
No, not yet, might take some time
The console update was split because it was taking a long time on their end. If I could guess it might come when that is released.
Shrike  [developer] Nov 6, 2019 @ 10:12am 
Dosnt look good for local coop, we already have/had waay too much work with the console changes and other content for the updates to have any time left for such a big feature
The Fighter Nov 6, 2019 @ 10:42am 
Originally posted by Shrike:
Dosnt look good for local coop, we already have/had waay too much work with the console changes and other content for the updates to have any time left for such a big feature
So that means it wont get added right? Thats really disappointing news.
plantlyfe3 Nov 13, 2019 @ 6:20am 
No local coop is a deal breaker. Another single player top down game among thousands.
Shrike  [developer] Nov 13, 2019 @ 6:37am 
Its not single player. There are tons of local coop roguelikes, there are basically none that have online coop like us, so we focussed on that.
Last edited by Shrike; Nov 13, 2019 @ 6:38am
The Fighter Nov 13, 2019 @ 6:55am 
Originally posted by plantlyfe3:
No local coop is a deal breaker. Another single player top down game among thousands.
Yep, I have to agree. After I have finished God's trigger I was looking for another top down shooter to fill the void and this one seems really interesting. But the lack of local coop considering that it has online coop is really disappointing. These games are more enjoyable with friends.
Boba194230 Nov 14, 2019 @ 3:45pm 
Controller support is being updated constantly so why can't there be splitscreen?
Bongwater Pizza Nov 15, 2019 @ 2:20am 
Originally posted by Boba194230:
Controller support is being updated constantly so why can't there be splitscreen?
Already explained by the dev... the hid and inventory system would need a major rework.
Boba194230 Nov 15, 2019 @ 5:31am 
You could always do it as a shared screen with information for player one on one side and player 2 on the other
Bongwater Pizza Nov 15, 2019 @ 5:36am 
Originally posted by Boba194230:
You could always do it as a shared screen with information for player one on one side and player 2 on the other
Yeah... and that would require a rework of the inventory system and the hud -_-.
The Fighter Nov 15, 2019 @ 7:31am 
Originally posted by Bongwater Pizza:
Originally posted by Boba194230:
You could always do it as a shared screen with information for player one on one side and player 2 on the other
Yeah... and that would require a rework of the inventory system and the hud -_-.
So? The console release also needed a lot of work but they did it. As long as the game is designed for coop and you don't have local coop you stay behind from your competition as most coop games have local.
Flow Fire Games  [developer] Nov 15, 2019 @ 8:36am 
There are a lot of systems that would need a rework and also design issues like view distance are basically not solveable.

We took a very close look at local co-op but the amount of work required to pull it off from the game is right now is in the neighborhood of making a new game.
Tyrian Mollusk (Banned) Nov 15, 2019 @ 11:14am 
Then you built your game wrong and I hope you learn from your mistakes for the next project, so doing obvious essential things are not "in the neighborhood of making a new game", which is a pretty ridiculous excuse.

View distance not solvable? Center on the midpoint between the players and average their individual view vectors, but apply the adjustment from views incrementally and somewhat slowly, so one player changing aim suddenly doesn't make all the other player's targets move out of their aim as the camera jumps. You created a problem by moving the view around based on the mouse, so no as-is local mode is going to just make that go away. You either zoom out and drop the mouse-based looking while in local or you average the players together and give them a least-bad compromise. Tell players there are some compromises to playing local, because there are (it's not like Helldivers does local without problems). Put the UI info vertically, each player on a side, and move the stat screen popouts entirely to pause screen stuff so players can access them without screwing up what's visible during play.

Of course it's hard now if you didn't plan for it. It's dishonest to even say you'll do local if you aren't planning for it, especially given how often you seem to just punt with excuses if something is hard to do.
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