Machinations is a real-time strategy game where you manage and direct swarms of ships to take over and destroy your enemies. Plan your attacks carefully to gain the the most tactically advantageous Nodes (space-stations which build and house your fleet). Upgrade your Nodes with defensive lasers or build shipyards to augment your fleet. Capture super-weapons to cut swathes through your enemies' fleet. Play against up to three AI players in frantic, randomised melees matches. Or complete the Campaign mode to help Admiral Sudo (your robotic commander) reclaim his lost empire.
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Aug 18 2012 Anchor | |
So we really want to do multiplayer but there are a bunch of paths we could take so some feedback on what direction to take would be great. Do people prefer to play:
How many players? Is 1v1 enough or are you really hanging out for and epic cut throat 4 player match? To get multiplayer would you be willing to sign up to a third party lobby/net play organising app/site? The motivations for asking the questions are multiplayer is hard and we don't want to put tons of effort into features people don't want. |
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Aug 21 2012 Anchor | ||
Well, multiplayer would definitely add another level of interact-ability to the game which would be kewl. I think a well developed campaign mode could be just as engaging as multiplayer though, so I wouldn't rush to develop both concurrently, but rather tackle whichever is easiest first. Over the net: against random players, against friends, potentially both: If over the net on mobile data or just WiFi? Device to device via WiFi or Bluetooth? How many players? Is 1v1 enough or are you really hanging out for and epic cut throat 4 player match? To get multiplayer would you be willing to sign up to a third party lobby/net play organising app/site? |
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Aug 23 2012 Anchor | |
The mobile vs WiFi difference is the latency. We don't know how much slower it would be any if we could make our comms code cope. What we are trying to get a feel for is if everyone said 'Hell Yes!, if you don't support mobile mutliplayer I will not play your game and shake my fist at you' then we would put a lot more effort into it then if everyone went 'meh' Same with WiFi vs Bluetooth. Close proximity networking could be easier then doing full blown stuff, but again we don't know yet. The answers help though. Thanks for the input -- Tim |
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Nov 10 2012 Anchor | |
I think multiplayer is very important for the game. You can have a great campaign, and make the AI so tough that it's near impossible to beat and thus a great challenge, but you will never replicate the tactics that a human opponent will use in-game that will continually surprise players and make them want to keep playing. Initially, I thought local multiplayer (ie: between devices in reasonably close proximity, no internet usage) would be the strongest aspect of the game, but I'm not so sure anymore. It's analogous to the LAN vs. network gaming debate of most computer games these days. Playing an opponent on the internet with no other means of communication (unless you somehow integrated chat, which I think is a distraction) other than the gameplay would just feel like playing an AI, but perhaps more of a challenge when you get a good opponent. I think people would want to be able to use WiFi or mobile data in a network communication scenario - and not have to worry about it. For device-to-device, I wouldn't really think it would matter either... Bluetooth or Wi-Fi, whatever is easier or will allow the most devices to play (I suppose Bluetooth is in more handsets than WiFi... though with any new phone you'd expect both to be present) . I'd be a little disappointed if multiplayer didn't support all human opponents. The third-party host for multiplayer is probably a necessary evil, at least initially. Do people want multiplayer ASAP, or wait for ages whilst you write a customised solution, which for all we know could be doing all the naughty things that a third-party plugin would do anyway? -- MilkFairy |
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