Shared Variable
Likely a pipe dream that may not even be possible.
A variable that is shared and affected by all players of a game. Would open so many options. For example, counting total number of players that played the game and making logic that could change the game accordingly for everyone. Or possibly a limiting number of resources. etc..
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definitely get behind this idea! My guess is stuff like this (if ever) will start to surface once they move to their briefly mentioned new server structure. I mean setting up a live counter api is trivial, but scaling it?
If the variable updated dynamically, you could essentially use it to create realtime multiplayer games!
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"If the variable updated dynamically" --I think that's where it would get really tough. You'd need a lot of the pieces you'd need for actual online multiplayer to get that to work properly. So probably wouldn't come until online multiplayer comes.
Only way I could see this coming earlier than that would be if it worked just like the variables do now--loaded at the start of the scene and not actually "live." Which IMO would make it almost not worth having at all.
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I think it would still be plenty useful even if it wasnt truly "live". It could load whatever it is at the moment you start a Dream, with your in game actions affecting your game, but other players wouldnt affect you while you are loaded, but the variable would be continually updated for the next time you load the game. Plenty of ways it could be useful and definitely worth having.
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For it to load at the start of a scene it would still have to have the same server structure really. With multiple people potentially reading/writing the same shared value, operations would have to be atomic. Otherwise which is the true value of counter when many people are changing it? The value would still have to then be saved back to the server, so it would really make no difference (in practice) to the frequency of that operation. Even if it was limited to a couple of read/write per 10 minute play session.. what if 1000 (or more) people all played within the same period of time?
So yeah echo your sentiment Tap, its kinda seems like it needs to be part of a proper multiplayer backend!
But even if a hacky version was added, it would still be awesome. Could create some kind of games that have a market place!
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A HTTP Request gadget could open a whole new world of possibilities. The gadget could be as simple as a text field for the URL to request, a toggle to choose between GET/POST method, a timeout in milliseconds with sensible max value default and a single fat wire input.
The output could be another fat wire, this would limit request payloads and response bodies to be formatted as an array of up to 8 numbers, anything else returned from the server would fire a signal from a bad response output node (so we can show custom error text widget if server is down for example).
With just that, it would leave the server responsibilities up to the dreamer, a simple atomic counter with a two endpoints to increment and retrieve value wouldn't be difficult, I imagine it could open up some cool IoT projects, I could adjust the colour or dim my studio lights, read real world sensor information (temperature, humidity etc...) and present that information in amazing ways with dreams just by being able to send and retrieve eight values mixed with a timer for periodic updates. 🤯
Even if we get multiplayer in a future update with realtime sockets, a HTTP gadget would still be an amazing addition.
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The idea would be brilliant.
It could be used, for example in a racing game, to determine what is the global record (the fastest among all users) that should be beaten...
In this way you would compete against the fastest in the world, and not only against your fastest lap...
It is just an example.
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