Local coop

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Local coop

Postby Dinosawer » Wed Dec 10, 2014 2:54 pm

So recently I showed my sister the No Man's Sky trailer, upon which she was dissapointed to hear that it will have no local coop (we play quite some local coop together, it's lots of fun).
"But that would be fun, each in their own ship, why don't they put that in?" she said, and I had to agree.
So, I was wondering if there would be a way to mod local coop into LT :)
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Re: Local coop

Postby Cornflakes_91 » Wed Dec 10, 2014 3:19 pm

well, josh said something about network abilities for LTSL, so some kind of multiplayer should be possible in theory.

how good it could be is another question
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Re: Local coop

Postby Dinosawer » Wed Dec 10, 2014 3:20 pm

With local coop I mean on 1 pc. Either splitscreen or running 2 connected instances of the game on the same pc.
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Re: Local coop

Postby Cornflakes_91 » Wed Dec 10, 2014 4:12 pm

hm.. some kind of minigames should at least be possible.

split screen? im not sure if the engine can do that at the moment.
but josh mentioned ages ago (before the node UI) that he can make windows to show arbitary scenes in the universe.
in fact the main screen was just one of those windows.
if thats still in it should be possible to build some local MP.


and for running multiple instances of the game on the same computer:
it doesnt have much different requirements than general LAN/network play (afaik)

it can skimp on network detection and client discovery as it just has to poll ::1 or 127.0.0.1 and not search a network.

it can also drop much of network stability stuff, like dropped packets and ping issues.
which is much in terms of networking

but else it should have the same requirements.
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Re: Local coop

Postby DWMagus » Wed Dec 10, 2014 4:25 pm

Logistics aside, I'm not sure that LT would be well suited for local co-op. Yeah, he's playing it with a gamepad, but it just feels as though there would be too much to 'do' to be able to handle local co-op. If it was keyboard and mouse, I'd mention too many commands to be able to split between two people. :think:
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Re: Local coop

Postby Grumblesaur » Wed Dec 10, 2014 5:52 pm

Any game that is part-RTS or part-Management Sim would do poorly as a splitscreen game, in my opinion.
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Re: Local coop

Postby Flatfingers » Wed Dec 10, 2014 9:07 pm

Grumblesaur wrote:Any game that is part-RTS or part-Management Sim would do poorly as a splitscreen game, in my opinion.

Agreed. Anything that depends on asymmetric knowledge would be pretty hard to do well when both players can see the screen.

There's "hot seat" (turn-based) play, but that's generally not as much multiplayer fun as simultaneous play.
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Re: Local coop

Postby Dinosawer » Thu Dec 11, 2014 2:19 am

I was thinking of cooperative rather than versus play. A bit like 2-player minecraft.
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Re: Local coop

Postby Victor Tombs » Thu Dec 11, 2014 2:33 am

As long as Josh continues to do a good job of the SP, offline LT game in this version and all the follow ups I will be more than happy to splash the cash in his direction. If he wants to go to a full blown MMO (please no, Josh) I will continue to buy his products as long as I get my SP, offline game. :angel:

:roll: Of course this applies to MorrowJosh as well. ;) :D
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Re: Local coop

Postby Dinosawer » Thu Dec 11, 2014 2:51 am

I agree Victor, but there couldn't be a larger difference than online multiplayer and local coop :)
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Re: Local coop

Postby Flatfingers » Thu Dec 11, 2014 3:10 am

Dinosawer wrote:I was thinking of cooperative rather than versus play. A bit like 2-player minecraft.

I was replying to Grumblesaur, but you're right; no need to hide knowledge in true co-op play.
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Re: Local coop

Postby Victor Tombs » Thu Dec 11, 2014 4:44 am

Dinosawer wrote:I agree Victor, but there couldn't be a larger difference than online multiplayer and local coop :)


:lol: I was just pushing it to the extreme, Dinosawer. ;) I would be more than happy to see you get your local coop gameplay. We have to trust Josh to do what he feels is right for the game, everything else is in the lap of the modding community. :)

I've already been disappointed by one of the titans of that rare breed of true space sim developers I'm kinda hoping that Josh will be his replacement in the not too distant future. The king of procedurally generated games so to speak. :D :D
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Re: Local coop

Postby Talvieno » Thu Dec 11, 2014 9:11 am

Victor Tombs wrote:
Dinosawer wrote:I agree Victor, but there couldn't be a larger difference than online multiplayer and local coop :)
I've already been disappointed by one of the titans of that rare breed of true space sim developers I'm kinda hoping that Josh will be his replacement in the not too distant future. The king of procedurally generated games so to speak. :D :D

That's a tall order, but if anyone is up to it, it would be our coding maestro. :angel:


I also personally like the idea of local cooperative play, as I often play games with my brothers in this manner. It's a lot of fun - a lot more fun than playing with random people online.
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Re: Local coop

Postby DWMagus » Thu Dec 11, 2014 10:57 am

When I think local co-op, I mostly end up thinking couch co-op since it would need to be able to handle (usually) two controller inputs.

Speaking of the RTS side, I don't know if a controller would be suited to it at all. Anyone remember StarCraft or Command and Conquer on N64? :|

Edit: I'll admit I'm a bit biased because of that last point.
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Re: Local coop

Postby Talvieno » Thu Dec 11, 2014 11:05 am

When I think of it, I personally just think of hooking two or more computers together directly over a router. With separate monitors, everything becomes a lot easier to manage.
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