Hello everyone, Gal Axis here! I am the project lead and programmer of EndCycle VS! I just created a little update vlog on the state of the online multiplayer of the game here: [previewyoutube=uJh8uZEpVDI;full][/previewyoutube] Here is the content of the video in text form if you would rather read: As you might know, we have been reworking the online multiplayer systems of the game since early January. As such, the official servers have been offline a lot of the time. We apologize for this inconvenience. We are working diligently and as fast as we can on bringing out the new multiplayer experience. So the question on your minds must be how the new online multiplayer is coming along. After looking at the systems in place, I decided to keep the lobby system intact as it worked well until now. On the flipside however, I have started a complete rework of the old online battle code. Before the rework, it was extremely hard to maintain and it took a lot of resources to adapt it to changes and additions to the game, such as the ultra attacks. I have now made it possible for the battles to automatically transfer their entirety over the network and load it with barely any adaptations to the netcode to work. This change also makes it possible for modded battles to work online. However, this ended up being a mistake, as battles would perform very poorly in terms of FPS and the amount of data transferred. At the beginning my goal was to make the systems so automatized that it would need no further input from me or developers of mods to create online multiplayer content. Unfortunately, while I was testing these systems, it became apparent that complete automation was not possible. In a battle run situation, the game simply transferred too much data and ran very slowly trying to copy the state of all objects to the clients. I exhausted almost every possible optimization measure possible while still keeping it all automated. I kept insisting on this solution so that developers of mods would have an easy life, however it ended up costing me a lot of development time. I have now decided to rework this automatic systems and introduce some manual networking definitions that modders will also have to use in order to keep the data transfer low and the FPS high! What this means, is that I now need another go at reworking the online multiplayer to transfer events instead of the data itself! This change will minimize the amount of data transfer and make it not impact the performance of the game. This change is quite the big amount of work, so it will take some more time before the new online multiplayer is ready to be played. I hope you now have a clearer grasp at where the online multiplayer update is and hope you look forward to playing it. Thank you all for your continued support of the game! Look forward to more news about the release date of this update soon!
EndCycle VS
12B3
12B3
2019-01-01
Indie Multiplayer Coop EA
Game News Posts 58
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(76 reviews)
https://store.steampowered.com/app/886200 
EndCycle VS Linux 64 [142.52 M]
Fight foes in intense, fast-paced situations by combining reflexes, strategy and the right attacks!
- Build your very own deck and create a unique playstyle, by combining attacks and styling them with your own effects making for... if our calculations are correct... more than infinite combinations!!!
- Alter the battlefield and use it to your advantage!
- Choose from several characters, or bring your very own sprite into the game!
- With the included modding tools, you can create unique servers with their own rules. Giant battlefield, cannon attacks only? Sure! Tiny battlefield, 1-Hit K.O? Absolutely! Every player is a squirrel and the soundtrack consists of bagpipes? ....if you must.
- Create GIFs with the provided GIF recorder, that lets you record events after they've happened.
- With the Discord integration you can see who's currently in-game, looking for a fight, or even view current fight results on the go!
- OS: Windows XP. Vista. 7. 8. or 10Graphics: 128MBStorage: 400 MB available space
- Graphics: 128MB
- Storage: 400 MB available space
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