![]() In conjunction with the replay system is the addition of Observer mode into both games. Players will be able to watch replays from their custom and quickmatch games, and we’re currently iterating on the available controls within the replay system itself. In a further effort to help modernize the online play experience, we’re also introducing replays into the Remaster. I fondly remember being one of the best C&C3 players in the world for about 2 hours when the game launched, only to be quickly humiliated when competitive players began to learn the game, haha. We’re looking forward to watching the most competitive players go head-to-head and see who can become the top ranking commander in each game. To highlight the results, 1v1 Quickmatch will be supported by an in-game leaderboard to track a player’s wins, losses, and points. Games will pull from a filtered map pool with set game rules to reduce luck and randomness (For example, no Crates in Quickmatch). Quickmatch will focus on competitive play and utilize an Elo-based matchmaking algorithm. You can also chat with other players in the game lobby, and ensure you get the perfect setup for your custom game.Īlongside custom games is the introduction of 1v1 Quickmatch for Tiberian Dawn and Red Alert™. (Yes, the Visceroid has also been remastered and is as weird as ever) We’re then looking into some additional options based on guidance from the Community Council. In terms of rules, we’re aiming to support the most relevant multiplayer options, from starting resources and units to flagging Crates or Visceroids. Once players join a game lobby, they can choose their team setup, select maps, and set game rules. When navigating to the Online portion of the menus, players will first have the ability to host or join custom multiplayer games. Now let’s jump into the actual modes and features. We’ve been playing multiplayer games for several months with our QA teams around the world, and feeling confident about the stability the architecture is providing. Starting with the backend, Multiplayer now runs on dedicated servers based on Petroglyph’s architecture, with a goal of providing reliable connections and prevent misbehavior. So for this update, we wanted to take a deep dive into the components of Multiplayer and describe how we’re approaching this beloved part of the game.Īt a high level, Multiplayer has effectively been rebuilt for the Remaster. Now, since the announcement of the project, many of you have been asking how Multiplayer will function in the Remaster. ![]() This allows us to play both games in a completely remastered fashion, and identify areas we’d like to continue polishing based on feedback from the team, colleagues, and the community. Every frame of animation, every tile of terrain, every second of audio, and every piece of UI has received a remastered pass. This is a huge moment for the project, as it means there are no longer any legacy / placeholder pieces of content in the game. In terms of development progress, we just completed our Content Alpha milestone. ![]() For those of us on the Remaster project, we’ve been hard at work over the past two months since our last update. We hope everyone had a great holiday season and their New Year is off to a positive start. New and Remastered Features PC System Requirements Mod Support Developer Updates News Media New and Remastered Features PC System Requirements Mod Support Developer Updates News Media Remaster Update and Multiplayer Overview The team provides an overview of the Multiplayer features coming to the C&C Remaster. Remaster Update and Multiplayer Overview Command & Conquer: Rivals Command & Conquer: Tiberium Alliances Command & Conquer 4: Tiberian Twilight Command & Conquer Red Alert 3: Uprising Command And Conquer Red Alert 3
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