@mlgcoolguys_1, thanks for tagging me. I agree, we should put the local multiplayer aside, but the story mode is not easy enough to finish in under a year. I’m not saying that we should stop progress on both, but I do have a suggestion: how bout we prioritize an online multiplayer version?
Yes, it is possible and at the same time difficult to add with Wick, and I don’t have enough knowledge of how servers work in order to add this in, but I’ve seen @pumpkinhead do it before (with a platformer game too).
I think pumpkinhead could edit the project a bit and add in functions for sending and receiving code to a server (or any other types of functions that we may need) and we could use these in order to make the game playable (in the summer of course).
The reason that I feel like we should work on and prioritize multiplayer is because not only will we have more keys free, but we might be able to actually have this version of the game finished earlier than if we were to work on story mode.
Then we’ll have something to release - But we won’t release it just yet because
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But we won’t release it just yet because if we do release it, we might lose motivation to add the story mode later on, and I don’t want that to happen because the story script is so amazing it’ll get us farther than just creating a game. We could, after finishing the story mode, however, release the online version and give people a “release date” for the story mode, and after the release date, we start releasing a chapter every week… this will help us a lot, I promise. If people will have to wait a week before every chapter, they won’t finish the game in a single day, and they could always play the multiplayer version in between. I should also add that not all chapters will come out in a week… we’ll have to rate the chapters based on their length and how interesting they are as well as how they end in order to determine how long the players will have to wait for the next chapter.
@pumpkinhead, do you think the server could make the game run slower by a huge factor?
My response to starting from a "fresh canvas"
I like the idea of starting from a fresh canvas and moving everything there, but I’ll have to agree with pumpkinhead, I think it’ll take some long time… and I don’t want this project to take longer than it already has because I believe that all the work we’ve put in is good enough in order to keep going. Plus, the project has complex animations and code, as well as many assets and notes, and was created with the help of many people… moving things from this project to another one can’t be done by one person. Yes, it’s still possible, but if we miss something during the process it might cause bugs that we might not even notice only after several updates.
An idea for reducing lag
I’ve been busy lately, but there’s actually an idea that I’ve been thinking over and over in the mean time… what if we could turn the clips for the characters, with their animations and everything, into text code… have it stored outside of the project… and when the user launches the game for the first time, it starts “downloading” these assets, since they’re text code, by saving them on the computer of the user… and this way… it’ll be able to load the assets while offline. That could help us since then we’ll only load the characters that the user selects into the project, as well as the map frame (if possible).
I also think we should switch from having our audio assets (which take up a lotta space) inside of the asset library to elsewhere, using this code.
Saying that, here are some things we’ll need to consider:
- A team repl with this project… I want to create a repl and add different types of assets into it and everything, but it would make me feel guilty to be the only one with access to it when this is a group project. I know not everyone uses repl, it’s only the programmers that should be a part of it.
- A shared social media account (maybe not now) for this project, as well as an FF server and all of that type of social stuff that we’ll need in order to build a community. I just don’t expect over a thousand people to check out the game after it’s beta release, but that’ll be easier to expect if we had a community (let’s not start building one now though, we’ll need to wait for the right time).
- This is just a suggestion, but I think if we track our timezones and find a certain period of time that most of us are free in, we could find a perfect time to meet like once a week. It doesn’t need to be for working or anything, we can just toss in ideas, thoughts, that type of stuff, like right now, maybe even hang out a bit, make sure everyone’s still alive, and make sure no one’s having any tough times with the project or with life. Just a period of time where most of us are online and chat (could be in text) about this collab. What do y’all say?
Wow, I always say I don’t have much time to work on the project even though I’ve just written an essay lol
But no worries, I’ll be done with school soon (by soon I mean in June)
Also, happy Ramadan to everyone fasting! Only a few more days are left