Dwarf Fortress > DF Suggestions
Multiplayer Arena, Anyone?
Chagen46:
This would be a cool idea for a DF-inspired roguelike, though.
JanusTwoface:
Go read all of the previous thread on multiplayer:
Spoiler: Footkerchief collection of posts from *2010* (click to show/hide)
--- Quote from: Footkerchief on December 14, 2010, 11:28:58 am ---Multiplayer is one of the most popular suggestions of all time:
http://www.bay12forums.com/smf/index.php?topic=72937.0
http://www.bay12forums.com/smf/index.php?topic=26680.0
http://www.bay12forums.com/smf/index.php?topic=3348.0
http://www.bay12forums.com/smf/index.php?topic=23329.0
http://www.bay12forums.com/smf/index.php?topic=4478.0
http://www.bay12forums.com/smf/index.php?topic=31711.0
http://www.bay12forums.com/smf/index.php?topic=2977.0
http://www.bay12forums.com/smf/index.php?topic=4742.0
http://www.bay12forums.com/smf/index.php?topic=42244.0
http://www.bay12forums.com/smf/index.php?topic=5181.0
http://www.bay12forums.com/smf/index.php?topic=44975.0
http://www.bay12forums.com/smf/index.php?topic=4697.0
http://www.bay12forums.com/smf/index.php?topic=6179.0
http://www.bay12forums.com/smf/index.php?topic=33017.0
http://www.bay12forums.com/smf/index.php?topic=25837.0
http://www.bay12forums.com/smf/index.php?topic=51329.0
http://www.bay12forums.com/smf/index.php?topic=23914.0
http://www.bay12forums.com/smf/index.php?topic=6257.0
http://www.bay12forums.com/smf/index.php?topic=26102.0
http://www.bay12forums.com/smf/index.php?topic=23574.0
http://www.bay12forums.com/smf/index.php?topic=4080.0
http://www.bay12forums.com/smf/index.php?topic=41136.0
http://www.bay12forums.com/smf/index.php?topic=41593.0
http://www.bay12forums.com/smf/index.php?topic=72836.0
http://www.bay12forums.com/smf/index.php?topic=64021.0
About half of those suggestions take an approach similar to yours, where each player controls a fortress in a more-or-less asynchronous world.
Tags: multiplayer multi multiple many player players metaworld upload transfer send
--- End quote ---
If you tried and the site's search didn't work (it's problematic at best), use Google:
Google Search
As a side note, you completely underestimate how much work it could take if you think it would barely "require any tweaking at all". Adding multiplayer to a game is non-trivial. Take a look at Orcs Must Die. They specifically choose not to make the game multiplayer early in the design process so that they could actually polish and test the game and still get it out in a year. Why would they do that if it doesn't require much effort?
DwarfMeister:
--- Quote from: 10ebbor10 on May 15, 2012, 10:24:31 am ---
--- Quote from: TheCoolSideofthePIllow on May 15, 2012, 09:51:01 am ---
--- Quote from: slothen on May 15, 2012, 09:16:47 am ---No. Not because it wouldn't be fun, but because it would require a complete re-conceptualization of the game and interface, and would be a distraction from the core development goals. It would also probably require a full engine re-write.
Also this thread has been made a million times, and its fantasyland.
--- End quote ---
In no way what-so-ever would it require any tweaking at all, let alone a complete re-conceptualization of the interface (which, let's be honest, could use an overhaul anyway) since the game would essentially play the same. Core engine changes, however, may be necessary, but in all likelihood are not. Taking the stuff that's already there and simply sending that information across a network would be (relatively) minor, if Toady ever decided to add it (or release source code so others can add it themselves). About the only mechanic change needed would be the removal of pausing. Maybe even slow the game down so it's manageable without pausing.
I certainly would not expect such an addition soon; something like this would be a mere after-thought compared to everything already on the coming features list and what's already in the game.
--- End quote ---
It would require an interface change, and an engine change and a gameplay change. The main problem is getting and keeping all the forts synched. ie, what happens if one player wants to pause the game. What if someone has a slow PC. Slowing the game down so that it is doable whitout pausing would be impossible. Since, as you might have noticed, the game autopauses( probably because the engine doesn't allow it otherwise) during designations.
Forget it, it's not going to happen how many times it's suggested.
--- End quote ---
*cough* *cough* Server side connection!!! *cough*
And why the HELL would you pause a multiplayer game? It wouldn't make any sense. If your dwarves die, it's because YOU (their god) has forsaken them.
Corai:
Noone ever said "Many forts."
Its map, with two forts. Two forts on a single embark, with enough space in between for players to build.
Unless I misread.
Nerjin:
I personally find this as an interesting concept. I would think not being able to pause would be a bit of a boon in a competitive sense. As for the slow computer thing that's something all games deal with. I like the idea. Don't think it's going to get made. But if Toady did choose to do it for whatever reason he'd have to make it sort of like a blitz fortress or something. But that's just my thoughts.
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