Cave Story Tribute Site Forums

gamemanj
gamemanj
...Well, I *can* clone NPC data across the 2 instances...
but trouble is that flags won't work properly,
and since NPCs that are important to the plot can be deleted when not in use,
the game could very well become unplayable simply because one computer will "finish" before another.
Oh, and the NPC AI is designed to handle 1 player at a time(for obvious reasons), so a NPC would have to be "owned" by someone...so only the owner would be targeted by the critter, for example.
This could be solved in theory, but for now the "next project"'s only going to support seeing other players, not interaction, since unless I entirely duplicate the game's state whenever something important happens(this includes flags, <END, <TRA, and goodness knows how many others) this project will become unplayable very quickly.
I wonder how MultiCave is ever going to solve this.
gamemanj
gamemanj
...Nevermind, found a solution...simply make plot-relevant NPCs local to each player, but make generic enemies synced.
EnlightenedOne
EnlightenedOne
Multicave is on a completely different engine, not a modification of the Vanilla game.
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