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Slime rancher doesn't seem to have to deal with that, at least as far as I have seen so far. Competitive first-person shooter games have all sorts of issues dealing with lag, issues with "I shot you"/"I didn't see it"/"No fair, you're jumping around the screen", and all the things that you need to do to deal with that get to be very complicated. Once you have the ability to have both computers agree on what time is being displayed on screen, and you have been agreeing upon what events to show on-screen at a given timestamp, you have 95% of the multiplayer synchronization.Īnd, that's all you need for this game. For the second computer, instead of saying, "I'm deciding to put this slime into the world at this time and position", it is saying, "I have been told to put this slime into the world at this time and position". And then, send that list - time, location, event (including which slime, what velocity it has, what actions it plans to take) to the other computer.Īt this point, the goal is simply to have both computers display the same thing at the same time. Step 3: the computer that is responsible for a given room will decide such things as "this spot will spawn these slimes at this timestamp". Come up with a way to determine which computer is responsible for a given room. Step 2: I'm assuming that your map is basically made up of "rooms", that there is already some sort of division of areas. Bonus points if you are able to support pausing - they have both an internal, always incrementing event time, as well as an external, visible, "current time of game day", and when one computer pauses, both computers show the same paused game time as well as the same incrementing event time. Your goal in step one is simple: get the 2 computers to display the same game time.
#Slime rancher game unblocked how to
If you know how to configure it, it even has filters to prevent dial-up lines with their low total transmission pipe size from having a clock shift when something else is being transmitted. NTP is extremely well-designed, well debugged, and very good at accounting for transmission time of the synchronization packets. Step one: implement a shared clock between the 2 computers. Having just seen your GDC talks on Slime Rancher development, I'm going to use the same-finished step by finished-step approach. The fundamental assumption that I'm going to make is simply 2 computers agreeing to display the same thing at the same time, after they have first agreed on what the time is. In particular, you are not shooting against another player, so we can change one of the fundamental assumptions that have come out of the Doom-style multiplayer. Second, slime rancher is not the same as a typical first-person shooter. This is not the normal way of doing multiplayer games.įirst, the predictable "this is where it will fail": dial-up. I wanted to talk about a possible way of doing multiplayer in Slime Rancher.