![jydge co op jydge co op](https://1.bp.blogspot.com/-o7sZv8a7Lwg/XU0CPlasvAI/AAAAAAAAOUs/Pmx8I5pz4Qohok0RodZOlqFxQyzse2LzACLcBGAs/w1200-h630-p-k-no-nu/68477404_2689214747779503_3260308111025504256_n.jpg)
That said, I'm very happy to have local as well. I just personally would appreciate online co-op more. But so is respawning - And killing your friends by landing on them with your drop pod.īut the developers know their limits and personal desires for the game better than I could ever claim to do. Though it probably has an easier time syncing information between players since players are locked to the same screen.īy design - Friendly fire is always on and killing your friends is really easy. I don't know, I can think of twin sticks with online play.
JYDGE CO OP FREE
If someone here is still interested in playing any 10tons games online, you're free to try GeForce Experience Share (host needs 7 Mbps upload though, and requires GeForce Experience beta installed)
![jydge co op jydge co op](https://gray-kxii-prod.cdn.arcpublishing.com/resizer/Dve1vAtmhRk1p5odStmi0MGPkuM=/1200x675/smart/filters:quality(85)/cloudfront-us-east-1.images.arcpublishing.com/gray/WHAOU5VA2FLHBECHQRBM5OHY4Q.jpg)
Honestly, sometimes it's better to forget online play and focus on a better local experience, using features that are hardly available in online games due to replication limitations, excessive calculation or delay. The faster paced the game is, and the more independent moving objects there are, the harder this is in general.ĭarkness a écrit :It's really rare for twin-stick shooters to feature online play, it certainly wouldn't be a good genre to start with without proper experience, specially in a game that allows stealth, enemies have a cone of vision and all, it'd be really easy to get spotted by a minimum delay. We're using our own engine built from scratch, so Unity/UE/etc don't really help us, but then again, there are no easy automatic solutions that work for all cases. So lots of those problems to solve to make it the enjoyable experience people are expecting. What should it look like on the client who shot the bullet? We can't delay shooting the bullet as that would feel laggy, but we can't necessarily kill the target either before we get a confirmation from the server. As server is usually the one who has the "correct" world state, depending on the server state, that bullet may or may not actually hit the target. For example a bullet shot by a client in JYDGE could already hit and kill the target before the information reaches the server. There's also a lot of ♥♥♥♥♥♥ going on in online games to get around latency issues. Steam does have some functionality to help with the matchmaking etc, but the biggest task is certainly to make sure the game itself stays in sync on all clients. We would love the do several updates as we've got tons of additional ideas, but it's all determined by the audience size. Level creator and other additional stuff depends a lot on how well the game sells, to be honest. (There needs to be a few ways to kill the bosses really fast for the speed medals in those stages.) Just have to be carefyl I don't mess up with any medal goals. Anyways, I'll look into weapon/perk balancing before the release as it can definitely be improved. It's still a good choice in early game as its upgrades are the cheapest. The very first fire mode is actually meant to be replaced pretty quickly so that you wouldn't just stick to it as it's the one you've likely upgraded the most at start. There are different use cases for different fire modes, but not all are equal unfortunately. It's also a very good combo with Snyper or Ion weapons if you can handle the faster gameplay pace. Yeah Rythless probably unlocks a bit too early and/or doesn't have enough disadvantages - especially after you've unlocked Riot Shield and force field.