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Multiplayer Mode

PostPosted: Tue Jan 08, 2019 9:53 pm
by Cynthetic
So full multiplayer would be a stretch right? Too many bouncy slimes! Instead of story based multiplayer, how about a defense based multiplayer, on a smaller, more controlled map? 2-4 Players start the day at 6:00 and specific slimes spawn in a designated area near the players (i.e. pink/rock/tabby for the first day). The players will use their allotted money and slimes to build defensive turrets, walls, etc. Once night strikes, the Tarr slimes begin attacking the ranch! With this new map, new types of Tarr slimes will spawn as the days progress, some shoot tar at the players damaging/slowing them. Some are made to attack turrets and walls, heck some might even fly! The goal is to keep as many of your slimes alive as possible, and keep your ranch open for as long as possible. After an amount of days that the player decides (10 days/20 days etc.), the players win and they are returned to the menu to start once again. The map could also be played peacefully with some limitations on slime count, food, and other items being laid on the ground to increase performance. I personally love playing slime rancher and I've always wanted to play with my friends, it would make for an AWESOME 4-player split screen game.

Of course its just an idea, maybe something like it could be done in the future. :)

Re: Multiplayer Mode

PostPosted: Thu Jan 10, 2019 9:19 am
by MisfortuneRising
Cynthetic wrote:So full multiplayer would be a stretch right? Too many bouncy slimes! Instead of story based multiplayer, how about a defense based multiplayer, on a smaller, more controlled map? 2-4 Players start the day at 6:00 and specific slimes spawn in a designated area near the players (i.e. pink/rock/tabby for the first day). The players will use their allotted money and slimes to build defensive turrets, walls, etc. Once night strikes, the Tarr slimes begin attacking the ranch! With this new map, new types of Tarr slimes will spawn as the days progress, some shoot tar at the players damaging/slowing them. Some are made to attack turrets and walls, heck some might even fly! The goal is to keep as many of your slimes alive as possible, and keep your ranch open for as long as possible. After an amount of days that the player decides (10 days/20 days etc.), the players win and they are returned to the menu to start once again. The map could also be played peacefully with some limitations on slime count, food, and other items being laid on the ground to increase performance. I personally love playing slime rancher and I've always wanted to play with my friends, it would make for an AWESOME 4-player split screen game.

Of course its just an idea, maybe something like it could be done in the future. :)



I hate to burst your bubble, but the chances of any kind of multiplayer happening are slim to none. They stated in a Steam post a while back that to add multiplayer would cost to much time and money, and it would be extremely challenging. They’d pretty much have to rework the entire game to put in multiplayer. Besides, Slime Rancher is fine without multiplayer. I don’t want a chat system, I don’t want random people showing up to my ranch, and I certainly don’t wanna run the risk of someone trashing my hard work. Also, they’d have to give players the option to customize Beatrix. Whether that be costumes or palette swaps, because having a couple thousand people playing as the same exact colored character would be extremely confusing. Plus, the lag would be off the charts, and definitely worse than Smash Ultimate online. The point is, is that I don’t see multiplayer happening anytime soon. Sorry. It’s a good concept though, nonetheless. :)

Re: Multiplayer Mode

PostPosted: Thu Jan 10, 2019 1:35 pm
by orempswenel
*emeraldplay reflexively types "no.'*

Re: Multiplayer Mode

PostPosted: Thu Jan 10, 2019 1:48 pm
by SlimeCone99
orempswenel wrote:*emeraldplay reflexively types "no.'*
hehe

Re: Multiplayer Mode

PostPosted: Fri Jan 11, 2019 7:01 am
by EmeraldPlay
Yes,

Re: Multiplayer Mode

PostPosted: Fri Jan 11, 2019 7:20 am
by orempswenel
oof got fooled again

Re: Multiplayer Mode

PostPosted: Fri Jan 11, 2019 11:34 am
by SlimeCone99
orempswenel wrote:oof got fooled again
hehe

Re: Multiplayer Mode

PostPosted: Sun Jan 13, 2019 5:27 pm
by Noggy05
I had a similar idea with an (endless) battle and it had lovely little stickmen.

Re: Multiplayer Mode

PostPosted: Fri Jan 18, 2019 8:21 pm
by akkamaddi
Noggy05 wrote:I had a similar idea with an (endless) battle and it had lovely little stickmen.



You know....

As cheesy as it sounds, a simple multi-player tower defense game could be fun. It could be an endless stream situation. It could be a simulation of Viktor, or BoB trying to defend his... swarm? from tarrs.

Achieving certain milestones could unlock plort prizes, and eventually a few Slime Science decorations or perhaps even an "exotic" plort that could be used to make a new largo.

(I've said a couple times, I think there are some good ways the game could have collaborative or multiplayer-like mechanics that let you reach out to other ranchers, without true multiplayer.)

Re: Multiplayer Mode

PostPosted: Fri Jan 18, 2019 11:28 pm
by Noggy05
EmeraldPlay wrote:Yes,

Emerald, are you feeling OK?

Re: Multiplayer Mode

PostPosted: Sat Jan 19, 2019 4:59 pm
by Purplecharmanderz
Noggy05 wrote:
EmeraldPlay wrote:Yes,

Emerald, are you feeling OK?

Sarcastic to contradict expectations.

Re: Multiplayer Mode

PostPosted: Sat Jan 19, 2019 5:06 pm
by Purplecharmanderz
Cynthetic wrote:So full multiplayer would be a stretch right? Too many bouncy slimes! Instead of story based multiplayer, how about a defense based multiplayer, on a smaller, more controlled map? 2-4 Players start the day at 6:00 and specific slimes spawn in a designated area near the players (i.e. pink/rock/tabby for the first day). The players will use their allotted money and slimes to build defensive turrets, walls, etc. Once night strikes, the Tarr slimes begin attacking the ranch! With this new map, new types of Tarr slimes will spawn as the days progress, some shoot tar at the players damaging/slowing them. Some are made to attack turrets and walls, heck some might even fly! The goal is to keep as many of your slimes alive as possible, and keep your ranch open for as long as possible. After an amount of days that the player decides (10 days/20 days etc.), the players win and they are returned to the menu to start once again. The map could also be played peacefully with some limitations on slime count, food, and other items being laid on the ground to increase performance. I personally love playing slime rancher and I've always wanted to play with my friends, it would make for an AWESOME 4-player split screen game.

Of course its just an idea, maybe something like it could be done in the future. :)

One primary issue here is that it attempts to get around one point but ignores the core principle of the point and as such tries to limit the effect of the point.

The issue being syncing across systems isn't just due to how many slimes there are, but also how many things per slime there are to sync. Next is how it tries to limit the issue, which starts to drift away from the initial concept of "fixing" or "getting around the issue" and in the end nets 1 problem solved, the main story...

Re: Multiplayer Mode

PostPosted: Sun Jan 20, 2019 12:54 pm
by Cynthetic
Purplecharmanderz wrote:One primary issue here is that it attempts to get around one point but ignores the core principle of the point and as such tries to limit the effect of the point.

The issue being syncing across systems isn't just due to how many slimes there are, but also how many things per slime there are to sync. Next is how it tries to limit the issue, which starts to drift away from the initial concept of "fixing" or "getting around the issue" and in the end nets 1 problem solved, the main story...


Maybe a special slime farming machine which would keep the slimes away from bouncing around so much, you could even rework the enemy movement to not be affected so much by physics. There are work arounds for this kind of thing, anything can be done with enough will and coding.

Re: Multiplayer Mode

PostPosted: Mon Jan 21, 2019 6:24 am
by Purplecharmanderz
Cynthetic wrote:
Purplecharmanderz wrote:One primary issue here is that it attempts to get around one point but ignores the core principle of the point and as such tries to limit the effect of the point.

The issue being syncing across systems isn't just due to how many slimes there are, but also how many things per slime there are to sync. Next is how it tries to limit the issue, which starts to drift away from the initial concept of "fixing" or "getting around the issue" and in the end nets 1 problem solved, the main story...


Maybe a special slime farming machine which would keep the slimes away from bouncing around so much, you could even rework the enemy movement to not be affected so much by physics. There are work arounds for this kind of thing, anything can be done with enough will and coding.

"Enemy movement not to be affected by physics" this entire line pretty much says "make the enemy do nothing". Like echoes are still partially affected by physics and you want to say make the enemy not be? May I note echoes still cause issues in loading and would still need to be synced?

And regardless, while begins to simplify the issue a bit, it doesn't remove it. There are some limitations to how a system can run and the programs it can handle.

Re: Multiplayer Mode

PostPosted: Sat Feb 16, 2019 11:23 am
by reaperpeeper
You know....

As cheesy as it sounds, a simple multi-player tower defense game could be fun. It could be an endless stream situation. It could be a simulation of Viktor, or BoB trying to defend his... swarm? from tarrs.

Achieving certain milestones could unlock plort prizes, and eventually a few Slime Science decorations or perhaps even an "exotic" plort that could be used to make a new largo.

(I've said a couple times, I think there are some good ways the game could have collaborative or multiplayer-like mechanics that let you reach out to other ranchers, without true multiplayer.)


i was thinking of something like that because we already have a misson from oregon ortiz, mochi miles, and coming up with victor, a defense kind of game for bob would be fun

Re: Multiplayer Mode

PostPosted: Sat Feb 16, 2019 12:15 pm
by SlimeCone99
I have to warn you about "Necro"

you necro when you post something in a old post, bringing it to the top of the page and it's annoying but you are new so it's ok, but:

YOU'VE BEEN WARNED