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You explore a galaxy far away together with your small group in spaceship. You can play the game with different roles like space pirate, merchant, bounty hunter, miner or slave trader. You can retrofit your ship's rooms to your needs. Use botanical gardens to grow your own food or build teleporters and shield generators to get tactical advantages. But don't forget to fulfill basic needs like crew quarters, a bridge or thrusters. You can also explore the planets! Use your teleporter to send your crew to a planet's surface and search for treasures. While playing the game, you can unlock achievements which can be used to customize and enhance your next games.

Post news Report RSS Multiplayer Dev Diary, Part III

I extended the space event view to enable player votes. In addition, a lot of game features were made ready for multiplayer including trading goods and items, retrofitting the ship, equipping weapon turrets, selecting drones, skilling the crew members, ...

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I am completing the third week working on the co-op multiplayer for Galactic Crew and I made some great progress.

Multiplayer

User interface
Most features of Galactic Crew are identical in singleplayer and multiplayer games. However, some features work in a different way like events in space. When you are playing a multiplayer game with friends, each of you can vote for the event option he/she wants to select. Each vote is marked with a colored ribbon so that everyone can see the votes. After all players selected an option, one of the selected options is randomly chosen.

Example: If two players vote for Option A and one player votes for Option B, there is a 2/3 chance that Option A is chosen and a 1/3 chance that Option B is chosen.

Communication
This week's main work was enabling features in co-op multiplayer. Here is a list of some things I enabled in multiplayer: trading goods and items, retrofitting your ship's room, replacing weapon turrets, selecting drone types, renaming characters, promoting characters, skilling your crew members, using useable items, ...

Today, I will spent most of the day making the communication layer more stable. Events like a leaving game host must be handled and I want to make sure that opening, closing and updating user interface controls remotely doesn't cause any trouble.

Other features

I spent most of the development time with the multiplayer mode, but I found some bugs that needed to be fixed. I will include a full list of bug fixes in the content update's patch notes.

What’s next

I plan to spend the next week entirely on the communication layer. I want to synchonize all characters so that the position and action for all characters is identical for all players. After this is done, I want to start synchonizing the tool bar actions and travelling.

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