Regardless of effort, would multiplayer be interesting? I think it could be but I doubt I'd play a lot of multiplayer games with it. Get to 70-100 gnomes without lag with a stable kingdom! Or mine and purchase all the platinum you can for a 2 million dollar great hall. Try building a 3 million dollar kingdom with no lag and 70 gnomes. It seems that getting a kingdom up and running, that first few years when it is make or break - that seems to be the more fun aspect for me.īut for a multiplayer game, there would need to be some goals about when that particular game is finished (either resulting with success or failure) Ah yes, I see what you say. Part of losing interest is because I feel the kingdom is stabilized. As it is, I can play Gnomoria all day long but even on 2x speed, it is rare that I got to year 5 on many of my kingdoms before I kind of lost interest. Also you can prepare yourself for a lot of irate posters saying how terrible an idea multiplayer is based on some of the older posts. I'd probably try it out once just to see what it was like and then go back to building my own stuff )Įscrito originalmente por navorskatie:I know there have been some multiplayer games that take a looong time to play (such as Civ or Europa Universalis), so any such addition to this game would have to support that kind of long-term play also. Mickey Blue 7:23am From what I've read it sounds like 'no', or at least there doesn't appear to be any official answer (again that I've found). Just to give an example think about this: how would controlling gnomes work? Would each player get to control every gnome? Or would each player get their own gnomes? If they get their own gnomes how would incoming gnomes work? Would they be split evenly? Would the incoming migration of gnomes be based on the value of stuff that each individual player made? What if one player was focused on resource gathering while the other on building? Each decision then leads to more decisions to decide how to handle multiplayer. In many ways it would be like rewriting the entire game from scratch. Gnomoria is pretty far down the single player track and to go back to implement network code would be a huge undertaking. There are a ton of decisions that have to be made throughout the course of a game's development that directly impact how multiplayer would work. The game engine needs to be designed from the start with multiplayer in mind. Sorry to burst the bubble on that one but multiplayer (co-op or not) is not something that can just be added on to a game as an after thought. Because humans can choose to dig, then either with future siege equipment or just telling your gnomes to dig, the players can fight each other even if the opponent walled off.īut since this is Gnomoria, then a funny tactic would be to dig towards the other kingdom and attack from underground.Escrito originalmente por Coolfeather2:we just need to hope that the dev sees this Even if he did see it, I doubt it will happen. In the case of all human players, there can be an option to disable the pause button. Gnomoria is a sandbox village management game where you help lead a small group of gnomes, who have set out on their own, to thrive into a bustling kingdom Anything you see can be broken down and rebuilt elsewhere. On a larger map, just have 2 or more kingdoms going, and they eventually have to meet up and fight. In the case of team play, the gnome kingdoms can send traders to each others markets.Īnother case would be pvp. So that could be an example of multiplayer mode. Also don't forget to check the newest releases Archmage Rises Release date: ranked 11, Farlanders Release date: ranked 32 and TFM. In Gnomoria, I could see one person focuses on mining and keeping gnomes safe in the mines, and another focuses on the overworld and keeping things safe there. The top rated games you can find here are RimWorld SteamPeek Rating: 11.6 ranked 3, Prison Architect SteamPeek Rating: 9.9 ranked 28 and Banished SteamPeek Rating: 9.4 ranked 17. For better coordination, they had to agree for one person to focus on certain aspects of the game. I remember co-op Starcraft where the team players would negate each other's orders by telling the units to do something else.
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