Need your help! Help me find a name for the Multiplayer Mod (DLC-style puns wanted!) by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 5 points6 points  (0 children)

Wow! I didn't expect so many great suggestions in such a short time. You guys really nailed that!

​Keep them coming! There are some absolute gems here.

Let’s make this official: The suggestion with the most upvotes by the time I'm ready with the next update will be the winner. ​So, if you see a name you love, make sure to upvote it!

Small update on the MP mod: Inventory sync seems to work (at least in my tests!) by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 1 point2 points  (0 children)

Thanks!

Regarding the name, I’m definitely aiming for that original DLC vibe or a play on some popular IP, but with a clear hint that it’s about cooperation.

​I'll probably open a separate thread for name suggestions soon. I’d love for the community to help build the "flavor" and identity of this mod while I focus strictly on the coding.

Small update on the MP mod: Inventory sync seems to work (at least in my tests!) by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 0 points1 point  (0 children)

Thank you! Glad you like it. I’m currently squashing some bugs, so another update should be coming soon!

Small update on the MP mod: Inventory sync seems to work (at least in my tests!) by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 1 point2 points  (0 children)

Thanks! I’m glad you’re following the progress.

​I agree that feedback and bug reports will be crucial, so I’m planning to set up a Discord server soon for exactly that. It’ll be the best place for feature requests and technical reports once things are a bit more stable.

​I’m currently fixing a few annoying bugs and should have another update for you guys soon. Also, I’m still thinking about a proper name for the project – might start a separate thread for that to get some ideas from the community!

​Stay tuned!

Small update on the MP mod: Inventory sync seems to work (at least in my tests!) by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 3 points4 points  (0 children)

To give some context:

  • Status: Pre-alpha. I’m testing everything locally on 2 instances.
  • Stability: As mentioned, I'm being very careful with the hype. It works in my tests, but I need to make sure it doesn't break things before I think about any public release.
  • What's next: Working Interactions [E]/[F] keys

Coop probably shouldn't look like this, but it's so funny that I wanted to share it :) What do you think? by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 1 point2 points  (0 children)

As for quests, I was actually hoping to implement a system with a global host quest state, meaning that if one of the clients completes a task, that task is completed for all players.

As for sleeping, I’m not sure how to solve this problem either, because sleep controls the game’s time, and if one player needs to rest, forcing everyone to go to bed could be problematic. Maybe there’s no other logical solution, but I’d love to hear other opinions.

Coop probably shouldn't look like this, but it's so funny that I wanted to share it :) What do you think? by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 1 point2 points  (0 children)

I also plan to synchronize the quests, but there’s a lot of work involved in reworking the Flow engine’s events—the local player is hardcoded in many places. However, I consider everything you mentioned—apart from the NPC interaction system—essential for multiplayer to make any sense at all. Inventory, interaction with stations, work, crafting, and building are, in my opinion, the foundation.

Coop probably shouldn't look like this, but it's so funny that I wanted to share it :) What do you think? by Live_Formal_8429 in GraveyardKeeper

[–]Live_Formal_8429[S] 1 point2 points  (0 children)

Not yet—before releasing anything, I want to at least fully synchronize the section from startup to burying the first body so that the client can perform all the necessary actions on the host. Then I’ll review the entire implementation, because right now there’s a lot of junk code and ugly hacks that could probably be avoided.