Local coop

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Re: Local coop

Postby Cornflakes_91 » Thu Dec 11, 2014 11:55 am

Talvieno wrote: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.



Controller and screen wise, yes.

But networking is a different thing altogether.

And i guess building working networking is much harder than to have only one client to manage.
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Re: Local coop

Postby Dinosawer » Thu Dec 11, 2014 2:26 pm

DWMagus wrote: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.

Josh said it works great with an xbox controller, and we have one of those, a hotas, and a keyboard and mouse (we just play on my computer) so I think it would work just fine. :)
Talvieno wrote: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.

Sure, but our 2 gaming-capable computers are 2 floors apart which kind off negates the idea of local coop :lol: I have two monitors though. I'm not sure my graphics card can draw to both, but... :mrgreen:
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Re: Local coop

Postby Talvieno » Thu Dec 11, 2014 2:31 pm

Cornflakes_91 wrote:
Talvieno wrote: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.



Controller and screen wise, yes.

But networking is a different thing altogether.

And i guess building working networking is much harder than to have only one client to manage.

All very true. Dinosawer did have a point, though - instead of splitscreen, multiple monitors would work even better, if doable.
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Re: Local coop

Postby fatmop » Tue Dec 23, 2014 10:37 am

The question becomes what happens when one of the players decides to transition to a new star system, region, or even just zone. LT is intended to process lower LOD for things further away from the player, but I'm willing to bet it doesn't have a dynamic way of interpreting where the player actually is if there's more than one, and then scaling the processing accordingly. It sounds to me like a non-trivial problem.

If you're willing to make some concessions that can break immersion for one of the two players, you could have the first player determine which system they're both in at all times - every time P1 changes system, P2 is dragged along for the ride, Sonic & Tails style. But that feels kind of lame in a simulation game.
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Re: Local coop

Postby Talvieno » Tue Dec 23, 2014 10:56 am

Easy enough. Just make them both have to try to change systems at once - they both have to be at the door, more or less. "Hurry up, I want to see the next system". It's better than forcing the second player along, and allows them to discuss their next course of action.
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Re: Local coop

Postby DWMagus » Tue Dec 23, 2014 11:06 am

Well, there's another thing to keep in mind.

One of the things that hasn't really been stated one way or another is that when you have multiple ships and you're controlling them via a fleet view (similar to the LT Prototype), you'll need to be able to control them in real time in order to still be an RTS game.

So if you're trying to organize a pincer attack on a system from multiple surrounding systems, you'd need to be able to snap to other systems near instantly or at least instantly enough so you're not having to load just to select and order a new unit.

This leads me to believe that any systems your ships are in will always be processing at the higher LOD. If this is the case, then that means that there is already code in place to allow for multiple systems to be processing at a higher LOD depending on whether or not a ship is of your faction. From there, it's just a short walk to choosing which ships get the higher LOD processing.

But these are just my thoughts.
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Re: Local coop

Postby Scytale » Tue Dec 23, 2014 4:49 pm

I'm not really sure where the most local chicken coop is, I'll have to go exploring I suppose
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Re: Local coop

Postby Dinosawer » Tue Dec 23, 2014 4:53 pm

Scytale wrote:I'm not really sure where the most local chicken coop is, I'll have to go exploring I suppose

Badum-tsh
(Okay, okay, I laughed :lol: )
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Re: Local coop

Postby Scytale » Tue Dec 23, 2014 4:54 pm

Dinosawer wrote:
Scytale wrote:I'm not really sure where the most local chicken coop is, I'll have to go exploring I suppose

Badum-tsh
(Okay, okay, I laughed :lol: )


:D

I think we can do better though. Is local coop the part of Interstellar before they go out in the spaceship?
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Re: Local coop

Postby Dinosawer » Tue Dec 23, 2014 4:55 pm

Scytale wrote:
Dinosawer wrote:
Scytale wrote:I'm not really sure where the most local chicken coop is, I'll have to go exploring I suppose

Badum-tsh
(Okay, okay, I laughed :lol: )


:D

I think we can do better though. Is local coop the part of Interstellar before they go out in the spaceship?

I'll put in my agenda to laugh at this in 2 years or so when I've seen that movie ;)
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Re: Local coop

Postby Scytale » Tue Dec 23, 2014 4:56 pm

Dinosawer wrote:
Scytale wrote:
:D

I think we can do better though. Is local coop the part of Interstellar before they go out in the spaceship?

I'll put in my agenda to laugh at this in 2 years or so when I've seen that movie ;)


Haha I'll hold you to that, Dinosawer
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Re: Local coop

Postby Dinosawer » Tue Dec 23, 2014 5:06 pm

Schermafdruk.png
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Re: Local coop

Postby Talvieno » Tue Dec 23, 2014 5:08 pm

That last post really made me laugh. :lol:
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Re: Local coop

Postby Dinosawer » Tue Dec 23, 2014 5:24 pm

I expect to be rather confused two years from now.
Ah well, life's an adventure. :mrgreen:
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Re: Local coop

Postby Scytale » Tue Dec 23, 2014 5:33 pm

"Hele dag" hahahaha
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