gurulong.blogg.se

Parkitect multiplayer
Parkitect multiplayer













parkitect multiplayer

This might sound easy at first since the game can already load stuff from savegames and blueprints, but this isn't the same as what we would need for a proper undo (e.g. But for example the other way around would be harder, restoring something that you have deleted. For a lot of stuff this would be fairly trivial, like if you want to undo building something you only need to delete that, which is really easy because the game supports deleting stuff already anyways.

parkitect multiplayer

Next we would have to build the undo-actions for everything.

parkitect multiplayer

It is possible now because we also needed that for multiplayer, that's the part that's the "same work" I was referring to in my previous post. The first problem is that the game would have to be able to record your steps at all, which wasn't easily possible before. Yes, both players need the same DLC if you want to use any (you can select which DLC you want to be enabled when starting a multiplayer session).

#Parkitect multiplayer mac#

Not totally sure yet if it'll work with an ARM Mac for example but so far it seems like it should. The main parts where we have to be careful are randomness (both instances need to have synchronized random number generators - they will always calculate the same numbers as long as we request new numbers from them in the exact same order on both instances) and we can't have anything depend on time, so both instances need to run the game logic at a fixed framerate (the rendering framerate can still be different). Guests won't take different paths because they'll calculate the same decisions. The short explanation is that if both instances are in the exactly same state and we're being really careful they'll never deviate, because all computations they do will always give the same results. Yes, both game instances have to be exactly the same :)















Parkitect multiplayer