Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
:(
from a development perspective, there should not be any reason multiplayer shouldnt be possible (hard, ok yeah definitly, but not inpossible)
- item drops: give them like a boss bag tag so they drop client side (every player drops their own)
- balancing: ok this one is hard but example would be 1.5x or 2x enemie spawns + bosses have 30% more HP or more
- connection: try to rerout them to the online create world area when activating multiplayer. for the joining..... well i guess that is kinda impossible, however you could allow the creation of a "RogueLike Caracter" that can only be used in roguelike worlds, resetting inventory when joining a new world (tho that may be difficult to be fair)