![]() Zero outside of his role as MD and Dev posts under a different handle, which for privacy I will not reveal.Īnd FYI it was a little before release, but that is easy to tell from the wording. Everything Zero posts is official, because the account "Zero" is the only public representation of ZeroSumGames. ![]() The horses mouth is the horses mouth, whether it's on the pasture or in the barn. Please tell me where else you go to and expect to be told by the managing director of the dev company that something is going to happen then have some fan argue that "it's not on the official feature list so don't expect that to be true". I'm sure you will find something to change my mind eventually. If you had pressed him on why that is you would understand this better.Īlthough read that statement carefully and for a promise you get "I will TRY to get multiplier in"Īnyway. It's not and want in the official feature list gen. Condemn the him for saying what he wanted or expected he could do. ![]() It's not, and wasnt in, the official release feature list of the game. That statement quoted is the basics of the argument. Originally posted by Crunchy Gremlin:Gen. Well, that's one way to sidestep that issue since he planned it for Unity and not 2. Given how many other 'impossiable' things Blackbox has put out, it really wouldn't suprise me if they could find a way to add MP to the game if Zero gave em access to the game's source code.Īnyway, aZero stated he was planning to add MP in SD Unity, but with it being rebranded to SD2. I love how he changed from "Solvable problem, not that difficult" to "Impossiable". I'm going to make what people want to play ultimately. Or maybe we can do just some smaller arena style games.Īll of this depends on the game's reception. Or you could do a more traditional game where everyone has their own faction. So 2 on 2 would be like 2 people as the Kulrathi and 2 as the Pollops. I want to see modes where more than 1 player can play the same faction. All kinds of stuff.īut it's a solveable problem, and again, not so difficult just large. I have to consider who has what ship designs and how to trade those before a game starts. I'd also need to make a lobby and matchmaking system so that people could find each other. The various game screens like the shipyard cause the game to become paused, and we would need to address that for multi because there would be no pausing. The result looked pretty good at the time. The model I set up has the server doing all of the computation, with the clients doing their own simulation that gets corrected by the server. The issues boil down to who does the computation and what messages need to be sent from the server to clients and when. That said, I have played a basic combat match against myself before. With that goal achieved, then I will be able to implement the multiplayer.Ĭonceptually it isn't horribly difficult to do, but it will take a lot of testing and there are probably a lot of unknown unknowns standing in my way. I think it's going to be a serious undertaking and I want to make sure we have a solid core product first. ![]() I implemented some test multiplayer code about a year ago, but pulled the plug on a full implementation until the core features were in place. One of his statements about MP, made after the game's release.
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