Author Topic: Second spectator ship  (Read 21085 times)

Offline DJ Logicalia

  • Member
  • Salutes: 191
    • [♫]
    • 35 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #15 on: October 02, 2015, 01:41:22 pm »
Heroes of the Storm uses that exact replay system. It's very nice

Offline Hilary Briss

  • Member
  • Salutes: 22
    • [DAGZ]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #16 on: October 02, 2015, 03:20:13 pm »
A CA applicant posted this on their application well in advance of this thread.

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Second spectator ship
« Reply #17 on: October 02, 2015, 04:18:57 pm »
kind of asking the impossible. limited spectators was precisely why there was lag (one of them at least)

That depends on the game engine and how much data is being sent to client.
It's a good idea actually. Saves like that would be recorded on client side in binary files and possible to play in game. And share. It's actually a really good idea, as long as the game engine is not constructed in a way that completely prevents that.

well you kinda answered your own implied question there.

for unlimited spectators to work. A massive overhaul of the spectator system will have to be done because its clearly not designed like that, hence the limitation to 4 people.

Offline Fynx

  • Member
  • Salutes: 30
    • [Rydr]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #18 on: October 02, 2015, 05:45:24 pm »
for unlimited spectators to work. A massive overhaul of the spectator system will have to be done because its clearly not designed like that, hence the limitation to 4 people.

Incorrect.
Amount of data is limited here. From what I see, data already being sent to client might suffice. Would need confirmation from Muse though.
If that's the case it's a matter of dumping that data and creating tools for record/replay. Which is no small fish either.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #19 on: October 02, 2015, 07:56:00 pm »
Maxi.... I think you missed maybe a little of, no, most of, no, all of the context of my post. The point of replays are to let people watch the match as a spectator AFTER it has been played via recorded data. Play, pause, watch from another angle, any angle, another player, rewind, fast forward, slow motion, high definition renders, commentary, etc.

You would have to record the data a spectator client would see, perhaps a little more. Then others can later access the data and replay the match. Perhaps even start watching the match before it ended. If your replay server is separate from your game server, there would be no lag bleedover.
« Last Edit: October 02, 2015, 07:59:30 pm by Richard LeMoon »

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #20 on: October 02, 2015, 09:35:28 pm »
I found an article by a game dev on creating a replay system for his Unity game. It's complex and is determined by how the game is set up. As one dev commented: "I put a ton of work into a replay system in Unity, my main piece of advice is to think about implementing the replay system early on, instead of trying to retrofit it later on."

http://www.gamasutra.com/blogs/AustonMontville/20141105/229437/Implementing_a_replay_system_in_Unity_and_how_Id_do_it_differently_next_time.php

« Last Edit: October 02, 2015, 09:41:54 pm by BlackenedPies »

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #21 on: October 03, 2015, 12:48:52 am »
That is the case with most systems.

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #22 on: October 03, 2015, 06:57:04 am »
Muse can't build their own replay system for this game. There is one viable replay system available for Unity called EZ Replay Manager. It allows full replays at any angle like spectator view, but requires integration and has a resource cost. Lower end computers might not be able to use it and playback might not be smooth on any system. The playback files are reportedly huge.

I don't foresee Muse trying to implement this into the game which would take time, create bugs, and isn't guaranteed to work. Until Unity develops a native replay system or a new game is built, replay seems off the table.
« Last Edit: October 03, 2015, 07:02:12 am by BlackenedPies »

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Second spectator ship
« Reply #23 on: October 03, 2015, 09:52:43 am »
so fixing current spectator is now out of the table?

would it even be neccesary if replays become a thing? Then again referees and stuff. Unless we get more lobby options for more rulesets like smash bros.

gonna email that actually.

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Second spectator ship
« Reply #24 on: October 03, 2015, 10:04:52 am »
so fixing current spectator is now out of the table?

would it even be neccesary if replays become a thing?

Changing spectator is not out of the table nor off the table, but replays are. Replay will likely not become a thing. I'm not convinced we need to change spectator to allow more than 4 people, which seems plenty. More spectators means less players.