![]() ![]() Additionally, since each minigame only lasts 30 seconds, if one player does begin to lag it doesn't have very much time to try and catch up and correct itself,Party Panic has also grown and changed a lot since the prototype that I implemented online with months ago, it's become more fast-paced, and lots more physics-based interactions between players. These kind of things begin to happen even when there is a slight drop in network latency, and snowball pretty quick. This is just a few examples of what happens, it makes the game feel unfair, and it's not fun. Regardless of the server structure (central servers, private servers, p2p, etc) because data transmission isn't instant, issues arise trying to keep the players sync-ed fast enough, especially in a game like Party Panic which relies heavily on physics, ragdolls, has fast gameplay and lots of physical interaction between players (e.g., punching them in the face). I know for many people this is difficult, and sometimes online is the only way they can play together.Months ago, when Party Panic was in a very early state and only had a few games, I spent some time networking it so I could see if there was a possibility to have online multiplayer, but because of a few issues (outlined below) the game became more frustrating than fun, and that conflicted with the core ideas I was after.Online is tricky. ![]() My goal with Party Panic was to create first and foremost a really solid local multiplayer party game, one that you can get together with your friends and have a good laugh on the couch. Hey Sorbet,Unfortunately there are no current plans for online multiplayer. ![]()
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