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In any case, congrats on making a fantastic game. Looking forward to release!
oh thats so sad i cant even word it, it looks great and i would so much play it day one, but without online mode i wont. So sad.
Seriously though, I hate doing the whole 'do this, or else' thing, but I really have no interest in buying this without online functions. I mean I already supported Crawl despite lack of online and I'll tell you the same thing I told them: Twitch.tv is a thing but it'll only happen for your game if streamers can play with other streamers.
There are two reasons you wouldnt do online multiplayer for it:
You dont have the money
You dont have the skill/dont know how to do it
Both are common, developers are no multitalents who can do anything a game needs to the best quality. And both are also interwined with each other (for example if you lack the skill to implement such a feature, you need more money to get someone who does it or who learns how to do it).
So these are two reasons as to how they wont do it.
On the other hand, its a tough decision, because not doing it wont get them out of the hole they are sitting in with this problem. Differently said, when they dont have the money to implement the feature or pay someone to do it, with only going local they cut their game so much to a specific audience that is very small and at the same time they "waste" their release date and sudden appearance when they dont have it from the start (people seeing it has no online and skipping it with never looking back even if it gets the feature=missed sales). These two problems cause that they dont get rid of their initial problem (or two problems) and so the cycle continues.
So either they are lucky enough to sell enough to get the money to insert it later or they fail with that. Thats people, why being "indie" isnt the best thing to do in this industry.
I know all this hype of being oh so independant and calling big publishers out to be the evil one is a nice nerdy hipster thing especially at something like PAX, but in the end thats a prime example of why you need someone with money to back up the game you make. Either it is a bank where you get a loan, or a publisher that pumps money into it beforehand. Otherwise you have to cut down your project and dont implement features that might be needed very much.
And we could see many prime examples in the past of why a publisher is such a great thing to have in this industry and why literally new publishers got popular to support small developer teams and suddenly are "oh so good again" for some indies (Devolver as an example here).
Apparently being Indie isnt really that nice because you lack the money to make a game. (lets just look at the popularity of early access to see that this is true)
Result:
Implementing Online Multiplayer for such games is a must. Obviously there are valid reasons to not do it. To ignore those reasons still wont solve the problem and maybe even make it worse.
Thats why we have investors/banks/publishers, because being Indie is ♥♥♥♥ and they know it, yet they call it out to be the best thing in the world ignoring factual problems.
Solution: code the game to at least make it possible to be implemented later (netcode anyone?) to maybe still grab some people later who would like to play it and so gather some money to back up the next project and get out of this cycle.
Search for someone (like a publisher) to back your studio and make it possible to create a better game for more people.
I know you want to be independant, i can see why, i really do and often enough its a good way.
But not when you already have to cut down in features that are needed because you lack the money.
Thats not a solid and intelligent business decision then. A good decision would be to have a publisher as long as you cant fully fund your game with all the features it needs to be good for a wide audience (wide enough to be worth it at least). Good game first=independence later.
Ask small publishers to fund it and implement online=all are happy.
Even more because you insinuate that every "developer" has the same skills. Apparently you think that being a "developer" means anything. No, they have different skillsets. Some are better in coding, some in design, some in artwork and artdesign, music and sounddesign, storywriting, technical engineering, netcode creation....is that enough for you? What do you think why credits quote names under different categories? Because a technical engineer might have 0 skill in sounddesign. Simple as that.
Inserting Multiplayer needs skills and knowledge to accomplish. Very simple. I dont need to know ♥♥♥♥♥♥♥♥ about coding a videogame to know that. Its with every job on earth the same. You need knowledge and skill to do it and some special fields need special knowledge. To create proper multiplayer you need to know how this is done and how it gets done properly. Not every developer (main category here, again doesnt mean anything because its no accurate job description) knows how to do that. Its the same with anything you could think of. Besides that, thats why there are seminars and schools to get exactly that knowledge and skill if they need it.
So it stays at these two things. Either they dont have the money, or not the skill to do it. That simple. And both problems are legit things.
Also report for you for name calling in such an offensive way and then on top of that failing the basic understanding of anything written here. Applause to you, please never write again.
Also you just looked like an ... with the last part.
Wow I didnt realize that this was only going to be local at launch... that really destroys any chances I had of buying it unfortunately... I am actually kind of shocked, I mean I know its a small dev team, but I just can understand how a modern PC game skips out on online functionality in a multi-player focused game.
This seriously bums me out, I really hope that you guys get the chance to bring online functionality to this game, because it looks like really good fun. :(