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Is a multiplayer aspect planned?
Posted: Sun May 03, 2015 3:51 am
by Flakface
Sure, it's fun against AI, but humans are so much more intimidating/fun to crush.
Re: Is a multiplayer aspect planned?
Posted: Sun May 03, 2015 3:53 am
by Arioch
Multiplayer isn't planned for the initial release.
Re: Is a multiplayer aspect planned?
Posted: Sun May 03, 2015 4:03 am
by Flakface
OH no. I meant "planned" as in "sometime in the future/maybe eventually"
lol I wouldn't expect it at release. You guys are doing an amazing job though (and now I partly know why it's been so long since pg 102
)
Re: Is a multiplayer aspect planned?
Posted: Sun May 03, 2015 5:10 am
by Sziklamester
Yes a multiplayer part in any games is crucial nowadays and real fun. I remember the old times when with my brother played moo2 hotseat mod.
The age of wonders turn based multiplayer absolute perfect and fit for this game also.
The I can play also with these guys here on the forum.
"Fly with me"
>>0>
;->I-I>o>>
>>0>
Re: Is a multiplayer aspect planned?
Posted: Sun May 03, 2015 6:29 am
by Arioch
Anything is possible in the future. I believe the basic engine is set up to allow it, but implementing and testing multiplayer netcode is a very significant effort.
Re: Is a multiplayer aspect planned?
Posted: Tue May 05, 2015 8:54 pm
by sven
My first goal for SiS is to deliver a solid single-player experience. If we can achieve that by release, I'll consider the project a success. Delivering a strong multiplayer experience is also something I'd like to do, but, I'd want to take the time to implement the feature well. And that means it would almost certainly need to be an expansion feature.
The core engine is designed to eventually allow multiplayer -- in fact, the hooks that I've built up for the purposes of AI development would make enabling a hot-seat multiplayer mode pretty straightforward. The bigger challenges I see in multiplayer have to do with pacing and balance. We'd need to think carefully about issues like whether or not to enforce a time-limit on player's turns, and how, exactly, to manage the complexities of simultaneous turns.