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Forum » SpaceEngine » Feedback and Suggestions » Multiplayer
Multiplayer
TalismanDate: Tuesday, 23.08.2011, 22:48 | Message # 1
Pioneer
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United States
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Has anyone thought about multiplayer? Nothing too complicated, just so you can explore with a friend and go to each-others locations, you'll be able to see your friend/friends as little dots flying around in the universe.

Would that be hard to do?







Edited by Talisman - Tuesday, 23.08.2011, 23:11
 
SpaceEngineerDate: Wednesday, 24.08.2011, 14:41 | Message # 2
Author of Space Engine
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Russian Federation
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It is one of the goals to be developed in near future. Players can have co-op style gameplay - fly together and share locations via internet server database.

*





 
ElliottB1Date: Friday, 13.05.2016, 21:53 | Message # 3
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So I have an idea for some multiplayer functionality within SE. Basically, if the server host's copy of SE is modded, then those mods will be uploaded to the server, and the SE client automatically downloads the mods from the server when you join said server. That way, the SE universe is the same to everyone connected to a single multiplayer server.

If a player is currently controlling a ship, then they will appear to other players as said ship. If they are not controlling a ship, they will appear to other players as a placeholder ship. You can customize the placeholder ship to your own extent (other players will see your customizations).

There will also be support for voice and text chat, and when you go to an object by pressing G your ship will leave a blue trail behind, to create a "warp drive" sense.

Ships may be extremely small, but this is fixed by slowing the camera velocity whenever you're near other players (you can reset the velocity to your previous one once you're done with the other players).

However, this may have some flaws. You can technically get players to download any file, even viruses, from your multiplayer server as long as they're in your SE client's mods folder.
 
HarbingerDawnDate: Friday, 13.05.2016, 23:25 | Message # 4
Cosmic Curator
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Quote ElliottB1 ()
Basically, if the server host's copy of SE is modded, then those mods will be uploaded to the server, and the SE client automatically downloads the mods from the server when you join said server.

This is not a good idea, for a number of reasons. For one, it would mean that a person who wanted to host SE would have to upload potentially gigabytes of data, which could take many hours depending on connection speed. It also means that the client would have to download a similar amount of data whether they want it or not, which again could take a very long time, possibly longer than their play session itself would take. On top of that it's a pretty inefficient system. It's also a potential conduit for malware, as you pointed out.

A much more reasonable system would be to employ a neutral centralized mod/addon handling and distribution system (like Steam Workshop), and the client can simply load the list of mods being used from the server and download them from the workshop. This is a safer and more efficient system.

But little if any multiplayer is likely to ever be done on private servers. Most play will be done on one or more (but preferably one) official server. A private server option may not even exist.



Aside from those points, some of your suggestions seem to be centered around the idea of SE as it exists today having multiplayer. This will not happen. Only the as-yet-undeveloped game will have multiplayer, and since the game will lack a free camera, the idea of a "placeholder ship" is meaningless. A player will be represented in the universe solely by their characters, vehicles, and buildings.





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The_BlazerDate: Sunday, 15.05.2016, 16:20 | Message # 5
Space Tourist
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Italy
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What about some kind of simplified proto-multiplayer system that can be implemented (hopefully, considering the quirks of software development) relatively easily, without having to assemble a whole company? Something perhaps for the Steam release, so that SE can be said to have some form of gameplay, at least.

What I'm thinking of would be a "Social Exploration" system, using a discovered bodies database similar to the current places.cfg, except that this one would be synced online to a global player-driven database. When someone who is playing "online" discovers a body (using the same criteria for the journey log), the body is automatically "claimed" by him and uploaded to the database. People visiting this body will now see, in addition to its other properties, a "Pioneer: [playername]" indication. In addition, the pioneer will be able to create Wiki descriptions for this planet and give it a name (that will show up alongside its engine name); discovered planets would get a little icon on the system browser.

From the game, players could access a social network-like system (UniverseBook?) that would allow them to follow their favorite pioneers and their discoveries, see a searchable list of discovered bodies, add player tags to them (like Steam tags), share discoveries with others and all that. Players could also view an activity heatmap of a galaxy or even the universe, allowing them to see which areas are being eplored the most. Each player could choose to make his last location public, so that his followers could follow along his steps in their journey. There would also be a basic chat/forum system of course, each discovered planet would have its own little page where players would be able to share exact surface location and times. For example, on a desert orbiting a gas giant, someone could make a thread "Look how cool this sunset looks!", that operates like a Reddit link: on click, it brings the players to the exact spot on the surface at the exact time as when the thread was created, so that he would see the same sunset that the creator saw. He could then comment and vote the thread.

The idea behind this is that it wouldn't need any "real" game netcode and it wouldn't be realtime, requiring very little server power to run. Being a social system, it could be integrated with Reddit or Facebook and help build up a community and some buzz for the game (which it will need to be relevant on Steam); it could also form a base for a future Civilization-like game.

Alternatively, for an ever simpler social system, the game could be given a functionality that allows it to be launched at a precise location and time from a web link, a bit like downloading a Steam game from the browser. So you could click a link on this forum and your copy of SE would launch, check that the version corresponds, and take you to the place and time that the OP specified (by copying a string from his own SE game).

Of course all of this would be optional. You would have the option to switch to offline mode if you wanted and get the singleplayer Space Engine experience.





Born too early to explore space... But just in time for Space Engine.

PC Specs:
GTX 770 (2GB VRAM) - i5 4570 - 8GB RAM


Edited by The_Blazer - Sunday, 15.05.2016, 16:26
 
MosfetDate: Sunday, 15.05.2016, 16:42 | Message # 6
World Builder
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And what happens when in the next update there's a change of the "seed" number in procedural generation? A whole universe reset, like a procedural Big Bang?
"I used to be a discoverer of worlds like you, then I took a seed in the knee" biggrin





"Time is illusion. Lunchtime doubly so."
Douglas N. Adams
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deejayaechDate: Saturday, 25.06.2016, 03:17 | Message # 7
Space Tourist
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The_Blazar good idea
 
butterarmyxjrblxDate: Tuesday, 05.07.2016, 02:37 | Message # 8
Astronaut
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I have an idea:
You have 80 servers, similar to Minecraft servers. They can hold around 500 people. You can explore space with others. There are expeditions, which serve as groups. Pretty simple premise, right?





"You can't spell Challenge without change. You need to change to overcome challenges." -Bo Dallas
 
hunterbickel2003Date: Thursday, 25.08.2016, 02:01 | Message # 9
Space Tourist
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Pirate
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i feel like space engine is a single player experience, just saying.
 
coldfuseDate: Friday, 23.09.2016, 11:34 | Message # 10
Observer
Group: Newbies
Poland
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Same here. I don't think it would be possible to implement any multiplayer/co-op mechanics without cutting off major factors of experience, as shared visuals (not defined directly by client) or even seeing each other. Too much for game to handle, even more for server.
 
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