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Re: Multi-Player
[Re: William]
#69774
04/08/06 01:33
04/08/06 01:33
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
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Joined: Aug 2002
Posts: 572
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Hi William, Quote:
That is why this request is impossible if you want a perfectly optimized click-together multiplayer game. That said, there is also many ways for setting up multiplayer and where you want certain functions to run(server or client). If your serious about coding a multiplayer game be sure to research the logic before attempting to code it.
The point I am trying to make is that for the past several years, I have heard Conitec saying that they are focusing their efforts on making the 3DGS engine more "click together" capable. Okay. Single player has working templates. Enough. Time to focus on putting together a basic working multi-player setup. Every multi-player game, like every single-player game has a standard set of core components. Message receivers, meassge senders, screen updaters, status detectors, etc. What is the sense in having EVERY developer start from scratch when trying to build every game? (Yes, yes, if I manage to do it successfully once, I will have some code that I can use as a base for the next one. WHY NOT GIVE UP THAT INITIAL CODE TO START WITH????) If it is so hard, then why not make it easier?
Quote:
Developing an advanced A.I to fit anyones project would require a fair degree of time; best to code it yourself.
Didn't say that there should be every possible type of AI, or one that will fit every situation. Just one that actually works, works well, and can be adapted for different situations. These 2 above are advanced coding efforts. If the aim is to make the 3DGS engine attractive to new indie and hobby developers, why would they be expected to deal with the ADVANCED TOPICS? Shouldn't the hard things be the first things that the developers provide to neophytes? If I could already code an awesome MP framework with a great AI, would I really need to use c-script, and would I have difficulty creating the simple movement and other templates? I would be demonstrating a solid base in advanced math and programming skills. Think about it.
The others are much less important, but desirable. The bottom line is that I have been waiting, waiting, and waiting some more for any development in these areas, and all that I hear is "coming soon". How bloody long is SOON? Conitec staff should be eating their own dogfood. Show me what YOU can do with this frekin' engine. Give the community something back for all of the wonderful efforts, loyalty, patience and DOLLARS that have been sent your way. Cobble together a complete working game that shows us beginners how to do it! If you've got the kahonies, make it a multi-player, multi-level, kick-ass game that takes the classic templates to the next level! Break the mold. Demonstrate the engine's capabilities. Think outside of the box and STAY THERE.
I would like nothing more than to see the 3DGS engine succeed and explode onto the market because it deserves to be there, not because the company that flogs it managed to seperate a large number of $50 licenses from thousands of college kids and hobbyists because they were told that MP was "coming soon".
Why do you think there are so few completed projects, and so few awe inspiring titles built with this engine? IMHO it is because the development effort has been token at best, focused on the wrong things, and stretched way too long.
Just my opinion, street value 2ยข. Cheers! Mark
People who live in glass houses shouldn't vacuum naked.
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