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Hey Sorbet,Unfortunately there are no current plans for online multiplayer. My goal with Party Panic was to create first and foremost a really solid local multiplayer party game, one that you can get together with your friends and have a good laugh on the couch. I know for many people this is difficult, and sometimes online is the only way they can play together.Months ago, when Party Panic was in a very early state and only had a few games, I spent some time networking it so I could see if there was a possibility to have online multiplayer, but because of a few issues (outlined below) the game became more frustrating than fun, and that conflicted with the core ideas I was after.Online is tricky. Regardless of the server structure (central servers, private servers, p2p, etc) because data transmission isn't instant, issues arise trying to keep the players sync-ed fast enough, especially in a game like Party Panic which relies heavily on physics, ragdolls, has fast gameplay and lots of physical interaction between players (e.g., punching them in the face).
Because the physical state of the game is tightly related to the outcome, it's important to keep the physical state of the game as in-sync between clients as possible, and this is hard.Party Panic is built with Unity, which uses PhysX. PhysX is NOT deterministic, which means if you run the same simulation with the exact same parameters twice on same computer, it's not guaranteed to have the same outcome, even when the simulation is super simple. Trying to sync physics online makes things worse.Party Panic makes use of ragdolls a lot. In some games (like a FPS) ragdolls are not synced over the network because it doesn't matter if two players see the ragdoll land in different places (and they will because non-deterministic physics), and it doesn't affect gameplay. But in Party Panic when you get ragdolled, you get back up on your feet and get back in the game.
If two people see your character getting up from ragdoll in two different places because the physics are out of sync, and then try to go punch them, frustrating things begin to happen. You end up trying to punch a character that you see in front of you but miss because they're not actually there, or get punched by someone who is all the way across the map on your screen - all because the game is out of sync.
This is just a few examples of what happens, it makes the game feel unfair, and it's not fun. These kind of things begin to happen even when there is a slight drop in network latency, and snowball pretty quick. Additionally, since each minigame only lasts 30 seconds, if one player does begin to lag it doesn't have very much time to try and catch up and correct itself,Party Panic has also grown and changed a lot since the prototype that I implemented online with months ago, it's become more fast-paced, and lots more physics-based interactions between players. It's built around the idea of a couch-multiplayer game, and at this point online can't really be shoe-horned in without a major rework of the game, gameplay mechanics, and the underlying code - and while I'm not opposed to doing this, online easily doubles the amount of work that needs to be done.Even if there was some way to make all these issues disappear, unless you were to set up an online game with specific friends, the game would need active players for you play against. It's difficult to find players to play against automatically unless the game takes off and has a huge player base.Online presets a lot of technical challenges, and because I'm the only person working on this game, it's important I decide where time is best spent.
Online WOULD be awesome, and would open up the game to a huge amount of players, but so would porting it to consoles, which aligns a bit more with my initial goals for the game. However, if Party Panic does well, I would absolutely consider looking into online again once the game is complete. It would require a heavy overhaul of the game, and possibly hiring some help to for the heavy lifting, but I can't promise anything. Unfortunately it's not something that's possible right now.It has been a big concern of mine that a local multiplayer game will limit those that can play the game, but all I can do is all I can do. I hope that I can find and impress the local-multiplayer community and single player community (as you can play the game against AI!)Sorry if that's not the answer you were hoping for, but I hope that clears things up! Well I always check out games like this when they come to Steam and, yeah, it is sad and disappointing.I am at least happy with your response - for once, the Dev.TRIED.
to make Online and, for once, the Dev.GETS IT., you understand that Local MP is a feature whereas Online is a requirement nowadays.So many Devs are like 'muh dream of couch MP is most important thing'. It's 2016.So, it is quite unfortunate that the nature of your game (combined with its indie status, I am sure) prevented it from having Online MP).I can't say I'm interested in it now, but, oh well.Good luck.
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