So, this limit can vary greatly depending on how protective the players are towards their kings, as well as some other settings like aging speed and espionage restrictions. One “generation” is counted when the last of the players’ kings dies and is replaced by a new one. Time limit is an option, that can be set in several ways – it can be strictly specified, it can be specified with some random (and hidden to the players) extended time, and it can be set to “generations”. For now, let’s take a look just on those, which tie especially well with game modes. As there are many such settings, we shall talk about them in part 2 of the Multiplayer DevDiaries. Some non-default settings can result in substantial differences in the gameplay rules, which players must take into consideration and adapt their strategies accordingly if they want to maximize their chances of success. This is one of those things we can continue to work on even after the release of the game, too.īeside modes, there are many other game settings available that are useful in shaping up the experience the way players like it, but also provide more variety. There are already a few other modes implemented, but we are still iterating and have yet to decide how many and which will be included. This mode requires especially good planning in team games, as long-term expansion, trading and development strategies for the kingdoms in a team must be well synchronized to avoid producing the same resources. In “War for goods”, players have to find an efficient way to produce many different resources and thus they would be wise to carefully choose which territories provide the province features which they need to unlock and develop production chains. In “Greedy kings” the goal is collecting a large amount of gold as fast as possible, so here trading and economy are crucial, but waging war for that purpose is also a viable strategy. As these are very different between each other, they require vastly different strategies from the players in order to win.įor example, in “Peasants’ rush” the players (teams) are tasked with expanding their kingdoms to a selected size, so they have to find a way to make a rapid expansion and usually overtake their weakest neighbors, but also to defend their starting and newly taken lands. The second major setting is the game mode, which defines the victory condition. no force in the game can drive teammates into war, including espionage, pacts and others. When playing in teams, the players’ efforts and results towards a common goal are united and there are some additional benefits and rules, e.g. All of the 3 popular variants of team formations are available – cooperative play, team games and free-for-all. That number might be increased later on, but for now, we find it suitable. KoH2:S will be playable with up to 6 players in a game. Let us focus on the major questions first, though. What is a bit less obvious is that many mechanics are way more difficult to be balanced and fun simultaneously in multiplayer and singleplayer modes – especially diplomacy, battles, espionage, but many others as well. Permission levels and cheating protection are also important and there is really a lot of work on lobbies, connections and reconnections between players, chats, saving multiplayer games and so on. Well, the technical reasons are more straightforward – every simple logic must be well synchronized between the host and clients and split to request and responses. Maybe you wonder why is it so much more difficult for such a game to support multiplayer. There we mentioned that “multiplayer” is one of the pillars of KoH2:S and indeed, it nearly doubled the game design and programming efforts, but we still think it is worth it. Hello friends and welcome to the 19th DevDiary for “Knights of Honor II: Sovereign”! The time has finally come for us to talk about the multiplayer features in our game, and we can say that we’ve been waiting for this moment with a mounting anticipation ever since DevDiary 1.
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