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Re: What will you try and achieve when the full game comes o

Posted: Sun Jan 29, 2017 2:23 pm
by Silverware
Damocles wrote:Now demanding the multiplayer to be able to handle more and more, will make it more likely not to exist at all.

Apart from the technical side (networking code, keeping persistence, balancing, handling lag and dead reckoning, server costs and administration, cheating etc...)
There is one major issue with any "smaller" multiplayer game:

if there are not enough people playing it live, there will never be enough people playing it live.
Games relying on a live audience, simply require a live audience any time a player logs in. Else they are just empty worlds,
making the players who would be a potential audience to leave shortly after.
So you need a critical mass for a real time multiplayer game to work.

Thats why Im making some more realistic suggestions to implement some multi-user interaction to an otherwise
singleplayer oriented game. (single player oriented both in design and technology).
There is a reason why I would be focusing on getting the player-owned npc ships as a critical part of the game.
Players wouldnt need to be as active as they could set their empire up, and it would produce two types of players.

Those building their own empires, and carving out the stars.
And those flying around working for those empires.

Re: What will you try and achieve when the full game comes o

Posted: Sun Jan 29, 2017 4:24 pm
by Black--Snow
Silverware wrote:
Damocles wrote:Now demanding the multiplayer to be able to handle more and more, will make it more likely not to exist at all.

Apart from the technical side (networking code, keeping persistence, balancing, handling lag and dead reckoning, server costs and administration, cheating etc...)
There is one major issue with any "smaller" multiplayer game:

if there are not enough people playing it live, there will never be enough people playing it live.
Games relying on a live audience, simply require a live audience any time a player logs in. Else they are just empty worlds,
making the players who would be a potential audience to leave shortly after.
So you need a critical mass for a real time multiplayer game to work.

Thats why Im making some more realistic suggestions to implement some multi-user interaction to an otherwise
singleplayer oriented game. (single player oriented both in design and technology).
There is a reason why I would be focusing on getting the player-owned npc ships as a critical part of the game.
Players wouldnt need to be as active as they could set their empire up, and it would produce two types of players.

Those building their own empires, and carving out the stars.
And those flying around working for those empires.
Sounds just like EVE Online but with more agents. :V

Who wants to take bets on how long it takes Silver to drop the half finished project??
I'll give him 2 months max.

Re: What will you try and achieve when the full game comes o

Posted: Sun Jan 29, 2017 4:30 pm
by Silverware
Black--Snow wrote:
Silverware wrote:
Damocles wrote:Now demanding the multiplayer to be able to handle more and more, will make it more likely not to exist at all.

Apart from the technical side (networking code, keeping persistence, balancing, handling lag and dead reckoning, server costs and administration, cheating etc...)
There is one major issue with any "smaller" multiplayer game:

if there are not enough people playing it live, there will never be enough people playing it live.
Games relying on a live audience, simply require a live audience any time a player logs in. Else they are just empty worlds,
making the players who would be a potential audience to leave shortly after.
So you need a critical mass for a real time multiplayer game to work.

Thats why Im making some more realistic suggestions to implement some multi-user interaction to an otherwise
singleplayer oriented game. (single player oriented both in design and technology).
There is a reason why I would be focusing on getting the player-owned npc ships as a critical part of the game.
Players wouldnt need to be as active as they could set their empire up, and it would produce two types of players.

Those building their own empires, and carving out the stars.
And those flying around working for those empires.
Sounds just like EVE Online but with more agents. :V

Who wants to take bets on how long it takes Silver to drop the half finished project??
I'll give him 2 months max.
Yeah, and that's when the rest of you get to finish my solid start to the work. :V

Re: What will you try and achieve when the full game comes o

Posted: Sun Jan 29, 2017 5:22 pm
by Damocles
I also have the habit to start many (purely as a hobby) game projects, and have them not at a finished state.

Thats why I try to keep them smaller now, so they can at least get to a minimum playable state. (not just separate tech modules and prototypes)
Wich is also good for motivation, in case I abandon them yet again. At least when revisiting them, they let me get into the game quickly again.
But its just too much fun to try out a new idea :P

Re: What will you try and achieve when the full game comes o

Posted: Mon Jan 30, 2017 8:19 am
by Cornflakes_91
Silverware wrote: Yeah, and that's when the rest of you get to finish my solid start to the work. :V
//LTMPM 0.0.1 by Silverware
port.open([randomhardcodedip],[randomhardcodedportnumber]);
msg(port, "test");
port.close();

EOF

Re: What will you try and achieve when the full game comes o

Posted: Mon Jan 30, 2017 12:07 pm
by Silverware
Cornflakes_91 wrote:
Silverware wrote: Yeah, and that's when the rest of you get to finish my solid start to the work. :V
//LTMPM 0.0.1 by Silverware
port.open([randomhardcodedip],[randomhardcodedportnumber]);
msg(port, "test");
port.close();

EOF
Man you obviously haven't seen my code. I would have offloaded ALL of that work to libraries and configuration files.
Then rewritten the library.

Re: What will you try and achieve when the full game comes o

Posted: Mon Jan 30, 2017 1:21 pm
by Cornflakes_91
Silverware wrote: Man you obviously haven't seen my code. I would have offloaded ALL of that work to libraries and configuration files.
Then rewritten the library.
No, because you'd have lost interest long before that and leave the three lines i used as example as "solid foundation"
:V

Re: What will you try and achieve when the full game comes o

Posted: Tue Jan 31, 2017 12:05 am
by Black--Snow
Cornflakes_91 wrote:
Silverware wrote: Man you obviously haven't seen my code. I would have offloaded ALL of that work to libraries and configuration files.
Then rewritten the library.
No, because you'd have lost interest long before that and leave the three lines i used as example as "solid foundation"
:V
Cornflakes knows how it is.
Actually he'd leave a half rewritten library because he got bored of rewriting it then say it's a good start. :V