Quote from: KhrisMUC on Fri 24/04/2009 20:05:05I may not take into account some things, anyway I have a thought that to a first approximation this could work using event handler that gets a message about other player(s) actions. Yes, actually I believe that only player-originated actions need to be shared (sent between machines), because all other game events either depend on those actions or are independent and, since each machine has same copy of the game (that is copy of game logic), these resulting events could be processed by each machine on its own without synchronising them beyond starting point.
As for the technical side: it's pretty heavy to code a client that'll keep in sync and will display own actions and those by the other two players, all without any blocking code.
(I hope my thoughts are explained well.)
Ofcourse, there shouldn't be any blocking processes, as was mentioned, unless all player-controlled characters are participating in the same cutscene, for instance. Not sure yet will this cause any real difficulties. I'm afraid my AGS-scripting experience is not big enough yet to see all possible troubles here.
Quote from: KhrisMUCAs a simplified version it could be made so that only 1 real player could participate in conversation with non-player character(s). Not very realistic, ofcourse. And ofcourse it should be made real-time. Uh. Yep
Coding a dialog system alone would be hell.

I have a suggestion, this interesting idea just came to my mind. Would it be possible to make a multiplayer (or a rather 2-player) simulation, simply to uncover any potentional problems, as a game where user(s) can control 2 characters for example one by mouse and another by keyboard?