Celaria is a first person parkour platformer with emphasis on fast and reactionbased gameplay. Use the enviroment and its different effects to your advantage and find a way to the goal as fast as possible.

Report RSS Celaria - now with multiplayer

One of the biggest milestones yet. Working multiplayer with a custom multithreaded server.

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It has been a while since i postet any "big" updates for this game.
Well, i'm always working on the game. Sometimes i make huge progress in a short amount of time, and sometimes i can't dedicate enough time for the game in order to make substancial progress.

Now, one of the bigger things i was working on was multiplayer support for Celaria.
The server is written entirely in java and optimized for multithreading (at least as good as i can with my programming skills). I plan to support up to 64 Players per server.

I'll go more into detail about the technical side of things in a following video/post here in IndieDB and Youtube. (which should be soon this time around.)
In the meantime i'll leave you with this video showcase. ;)

If you want to know about development news more frequently, you can follow me on twitter @DARKLEWA

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e_Glyde
e_Glyde

Gameplay looks great, does the multiplayer have any impact on it?

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DevLewa Author
DevLewa

It depends on what you mean by "impact". Players aren't colliding with each other and can't affect each other "physically" in game.

Realtime multiplayer helps to bring the game alive in terms of multiplayer (seeing other people playing with you on the same map) and it allows me to implement gamemodes like a "realtime race" (where everybody starts simultaneously and has to reach the goal as fast as he can.)

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e_Glyde
e_Glyde

By impact I meant like what does it bring to the table, but you seemed to answer it. Thank you.

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lightyagami777
lightyagami777

Seeing multiplayer like this makes me wonder about the possibilities, and what games could be added. Really any children's game could be implemented. I would love to be able to play tag or capture the flag in Celaria. In a bigger would like this, hide and seek would be amazing. Other than racing, (Which is another highly anticipated concept) what other ideas do you intend to add along with multiplayer?

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DevLewa Author
DevLewa

The first thing which i'm going to do is to implement multiplayer in the game with just the support of the main gamemode (time-trial.) So the players can't collide with each other, they are just seeing each other and racing against the time.

Later i'll implement other gamemodes. And as you said, something like tag would be a very interesting concept in Celaria.
One of the multiplayer modes which i thought about is something like capture the flag, but with only one flag and no base.

The server splits all players in equal teams. There is one such package/item (like the flag) on the map which has to be captured. Each player has to try to capture the packet and hold it for as long as possible (holding it increases the points of the team). The players of the other team have to capture this player (by touching) to take the item away and increase their score by holding it as long as possible. To make teamwork a huge part of the gamemode, players have the ability to throw the item away (while running, jumping ,etc...) so that (as an example) another player of the same team can capture that package and run away from potential players of the other team.

This of course depends if i'm able to make the collision detection to work properly in multiplayer (without introducing major network-lag.)

That's one of the concepts right now. I have a bit of work to do until i reach the point where i can implement something like this.

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lightyagami777
lightyagami777

Would the races take place on randomly generated tracks? I love the idea of everyone taking different routes to get to the finish, but if the tracks are pre-made, there must be a most efficient way to get to the end. It might get to the point where only one or two paths are being used. Would there maybe be a possibility of the race taking place in a large world like the one in the video, and having the finishing spot be placed somewhere random that the players must find?

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DevLewa Author
DevLewa

You are right. If the tracks are pre-made, there will be different routes and one of them will be the superior one. But while there may be one route which is bein used by the most people, it doesn't mean that this is the best route. The maps allow for a very large variety of paths (intentional and unintentional paths.) So finding a good path is an important element of the game.
Also, finding a path isn't the whole story. You also have to execute it well. If there are let's say 2 or 3 completely different paths but with a similar timescore, the player has to choose which one he takes depending on the risk/reward faktor and/or depending on the skill level of the said player.

Random block placement would be possible, but it is a bit hard to determine if it is even possible to reach the generated goal.
(Allowing map-creators to create multiple goals which then will be choosen randomly is a potential solution.)

Note that i plan to allow players to create maps with the built-in editor which can be used in multiplayer (by using it as a server map and hosting this server.) So the map-variety (besides the built-in maps) would be then determined by the community (given that there is a community which would play this game actively)

Allowing players to store those maps online is also one of those things which i've planned (and i hope that i have the time to make that happen.)
This would allow for a variety of neat features like: Making an ingame map-browser which connects with the map database (for downloading the maps or viewing highscores) or daily challenges where every 24 hours one of the player-created maps is chosen and players have to find the fastest way to the goal. (also with daily leaderboards) It is also possible to change the map weekly instead of daily to allow players to take their time and find the fastest route. (Would probably encourage players to work together and experiment to find the fastest route.)

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camlew22
camlew22

when setting up these multiplayer servers is it as easy as portforwarding and maybe making a custom port?

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camlew22
camlew22

Is it Possible to get multiplayer right now on 2.0 or do i have to wait till 3.0
I really don't want to wait so when will it come out... the multiplayer

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