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But ofcourse its tons of work and i personally would prefer more mutators, randomizer functions or New Game+ stuff or whatever you can think about first.
Netcode is only one of the many problems that will need to be fixed before Selaco can have coop
It does have MP support. The netcode is just not very good.
Trust us, we thoroughly discussed this internally to see if it would be possible, but for a team our size, it would simply be too much work. Nothing in Selaco is written with another player in mind to the point that nearly every system would need to be partially rewritten. This also applies to our AI and our level design, which are not designed around having to consider a second player.
These things, unfortunately , aren't that simple. Selaco changed so much compared to Doom that we cannot just slap a second player in there and call it a day. Remember that our budget is limited and we only have two coders, one of which is also responsible for level design, game direction and gameplay, while the other already has his hands full improving the engine and doing our UI on top of a fulltime job. If we would suddenly get hundreds of new backers we could expand our crew further and co-op could be reconsidered, but for now, the resources simply aren't there.
Sorry! Perhaps we can have this discussion again after the game launched and we need fun ideas for post-launch. But for now, we are focusing on the single player experience .
A coop mode would be cool and maybe after release you design a separate coop campaign or a spin off, maybe a prequel or sequel story possibly even focussed on cooperative play.
Or not.
But you know people would love to see that and if its in any way possible, there would be an audience, because there isnt much in the genre to play coop sadly.
I expect this game to be a major hit upon release. And if im right you might be able to expand the team and create a coop campaign as a DLC for those who want it, to also justify the additional cost.
I expect most people know how tough of a task it is, well at least imagine and maybe even have a clue about it.
Ofcourse adding a player needs a review of every level, every room, every AI decision process, how scripts work out, how events workout, how dialogues happen, how sound works, graphic rendering and what not.
At least i hope most people know that.
We've already expanded the team since we've opened up a Patreon! It allowed us to get a an extra Artist and Level Designer on board. I'm sure we can expand the crew further after launch assuming the product sells well.
We're not really planning on doing DLC. Everything we add post-launch will be free with the Official (uncompressed) Soundtrack being the only exception.
Its easily requested but hard to be done.
And in 90% of the cases when people open these threads, they know that very well.
I hope all goes well for you.
I personally would love to see more modes and mutators to expand replayability first, but coop, if it ever strikes you as possible and feasable in some way, would be dope as hell.