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Second Thoughts on MC2 - Page 4

#31 2020-10-21 16:29:02
@Stecat94

But.. the game will be like a MMORPG, a game with a persistent map where players can make continuous changes, changes valid for all players.

Most of this game are build in classic server-client structure.

Maybe, can be perfect for Colony war, few player and maps with limited duration.
#32 2020-10-25 11:25:42
bastecklein said:Actually the game could just as easily have both options. If basically all the centralized server is doing is managing trade routes and resource prices, any un-modded non-creative game type should be able to connect.

That's basically what multiplayer region was going to be, right?

But I thought the major change compared to MC1 was going to be the fact that the server does the simulation and the client does the rendering. Is this not going to be the case with the centralized server ? It's too bad, I liked this idea. And same-map multiplayer should be easier to implement as well.
Creator of Coloniae

#33 2020-10-27 15:45:41
Sobeirannovaocc said:But I thought the major change compared to MC1 was going to be the fact that the server does the simulation and the client does the rendering. Is this not going to be the case with the centralized server ? It's too bad, I liked this idea. And same-map multiplayer should be easier to implement as well.


This would only be the case with decentralized servers. I could not personally afford or even manage the server infrastructure to do the processing for every single MC2 player.
Owner of Ape Apps
#34 2020-10-28 17:52:48
Ok well you have cleaned my main concern about game performance anyway.

I still feel like I would prefer decentralized servers, but maybe that's because I'm an experienced player. It should be harder for beginners to understand how that works.

Here is the reason : the main argument for a centralized server is the ability for everyone to communicate and trade. However, should trade be as easy as in MC1? Surely not. If you are isolated and the goal is to make your settlers survive it should be physically hard to exchange goods. Communication could still happen, just embed Ape Chat in the game and bam players can give each other advice but not gifts. It very much ressembles single player with just a chat.

With decentralized servers however players could play on the same map. I don't remember if that was said before but I think of a decentralized (player-hosted) server as one planet and all the players can either play cooperatively or in competition (up to them if they want to give each other goods, which is not physically hard in the same planet). Also I like to think of all the modding possibilities!

I guess it comes down to the lore of the game. If trading is not a important feature of the game it reduces the multiplayer aspect a lot and the centralized server is less relevant.
Creator of Coloniae

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Ape Apps is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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