MultiplayerTCP/IP vs. Local systemStage: Planning & Considering...
Concept Art: 4 Player Mockup ---
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!