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 Multiplayer Concept 
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Post Multiplayer Concept
Multiplayer
TCP/IP vs. Local system

Stage: Planning & Considering...
Concept Art: 4 Player Mockup

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Having cooperative multi-player in Polo would be pretty sweet and would make the game much more re-playable. But what kind of Multi-player would be good for Polo? The decision lays between either local multi-player, where players play on the same PC, or TCP/IP, over a network.

Problems with TCP/IP

The problem with playing over TCP/IP is Syncing data and making sure certain data is consistent with each player. This includes making sure if a player kills an enemy, the enemy is killed on the other players computers. The location of each player is the same.

Now, I had put together an engine where two players can connect to each-other and navigate about a little level. (Lann Version 2.0.2) However, This test was just sending and receiving each others X & Y coordinates and other else and it was having a few hiccups but nothing more. It worked quite nicely. But then Enemys, upgrades, player hearts, player completing a level, etc etc comes into play and things got more confusing fast.

At this point, I decided to hold back on TCP/IP support for awhile.

Local Multiplayer

This is much easier because (if you read TCP/IP problems above) syncing data is much easier. Not much more can be said here because it hasnt been planned. So I cannot promise Multiplayer, but It is being considered!

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Mon Mar 01, 2010 7:27 pm
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Post Re: Multiplayer Concept
2 Player Keymapping (biggest hassle to make) video

http://www.youtube.com/watch?v=EOvdiQq1d3s

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Fri Apr 30, 2010 12:12 pm
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