SimplePlanes

SimplePlanes

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HellFireKoder  [developer] 22 Jan, 2016 @ 5:04pm
Multiplayer Mod [In Development] Dev Logs
Me and UnstableOrbit are developing a mod that adds multiplayer.

Here's an early alpha (well.. pre-alpha) video: https://www.youtube.com/watch?v=pJ_Z8-ikx0w

Since the video we have fixed several bugs, and begun on debris and detacher sync, when that's working we'll move to weapon sync (or something...).

Release date is TBD

Dev logs will be posted here (though they are likely to be sporadic).
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Showing 1-15 of 79 comments
I am UnstableOrbit(my reddit username), BTW.
HellFireKoder  [developer] 22 Jan, 2016 @ 5:58pm 
[Reserved For Future Update]
HellFireKoder  [developer] 22 Jan, 2016 @ 5:58pm 
[Reserved For Future Update]
HellFireKoder  [developer] 22 Jan, 2016 @ 5:58pm 
[Reserved For Future Update]
HellFireKoder  [developer] 22 Jan, 2016 @ 5:58pm 
[Reserved For Future Update]
Game Over, Man 23 Jan, 2016 @ 4:48am 
Honestly, who expects multiplayer to be MODDED into a game?
That's not to say your hard work isn't appreciated,
IT'S MUCH APPRECIATED.
When AI vehicles can't fly their planes decent, it's time to gang up on each other. Dogfights, Races, and Coop will be the new highlights of this game, instead of hoping your opponent can provide a challenge, now there's plenty to be found.
HellFireKoder  [developer] 23 Jan, 2016 @ 6:32am 
Originally posted by Game Over, Man:
When AI vehicles can't fly their planes decent, it's time to gang up on each other. Dogfights, Races, and Coop will be the new highlights of this game, instead of hoping your opponent can provide a challenge, now there's plenty to be found.

Haha, yeah, I wish you could fight more at once or something... Hopefully the devs add that to the main game, but if not (they really try, they've gotta support mobile as well), I have something for more enemies (and enemies/targets in sandbox) in my list of "mods I also want and will maybe make some of after MP is done"... it's a big list, though...
dean ween 23 Jan, 2016 @ 3:00pm 
Wishing you luck in this mod, sounds like immense fun when it is completed.
Originally posted by Slappy:
Wishing you luck in this mod, sounds like immense fun when it is completed.
Thank you! And indeed, it is very fun even in this state. Hellfire and I would often start up the game to test a feature for five minutes, but wind up trying to smash into each other in various different ways or pull stupid little tricks for an hour instead.
HellFireKoder  [developer] 23 Jan, 2016 @ 3:57pm 
Originally posted by Slappy:
Wishing you luck in this mod, sounds like immense fun when it is completed.

Thanks! And yeah, what UnstableOrbit said =D
I'm really looking forward to when we get debris+detacher sync working fully, as the method we're using for that should also sync missiles and bombs (with a little tuning for best results) :steamhappy:
(of course, I'll just get destroyed by UnstableOrbit... but there'll surely be someone else who's willing to test with me! :p)
Last edited by HellFireKoder; 23 Jan, 2016 @ 3:58pm
JAGIELSKI 25 Jan, 2016 @ 2:35am 
Hey, I like this game very much and will be buying it on February (unless something unexpected happen) 15th. I hope that at least rudimentary release is done by then. Are you using Unity's networking, Photon or something else?
HellFireKoder  [developer] 25 Jan, 2016 @ 5:45am 
Originally posted by Darkhog:
Hey, I like this game very much and will be buying it on February (unless something unexpected happen) 15th. I hope that at least rudimentary release is done by then. Are you using Unity's networking, Photon or something else?

Don't get your hopes to high for that early, we've got a lot to do before public release. (Sorry, I hope it'll be well worth the wait!)

Something else, and jumping through a bunch of hoops because it only wants to instantiate pre-made prefabs, which we don't have access to, them being in the SimplePlanes assembly, and we need to keep track of everything ourselves, so I've got my own networking manager that uses the networking asset for pretty much sending and receiving RFCs, and of course all that more complicated background work, like actually dealing with joining and hosting servers (server is a separate executable, if your router supports UPnP you should be able to just run the executable and give anyone around the world your IP, it handles port forwarding if it can)
bbuez 27 Jan, 2016 @ 5:40pm 
I'm just wondering, despite as seen in the video with the name tags, are you going to move it over to the current game targeting system? As you see in dogfights, or are they going to be the same.
bbuez 27 Jan, 2016 @ 5:43pm 
And will there be support for other mods, like if you've seen the "Air Pollution" mod that adds smoke trails, so would any changes be client side not server side?
HellFireKoder  [developer] 27 Jan, 2016 @ 7:43pm 
Originally posted by Flightsonic:
I'm just wondering, despite as seen in the video with the name tags, are you going to move it over to the current game targeting system? As you see in dogfights, or are they going to be the same.
Probably after we get usernames working, for current testing you just type <SetName "new username>, but obviously people could pretend to be other people, or copies of people, and it'll just cause confusion, I think I want to check what username users are signed into the site with and use that.

Then we could have the Aircraft Target set the name to the User's name instead of just the plane (which we actually have working already, you can target other players... though your missiles won't launch on their screen so it'll be all funny XD)
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