![]() ![]() Given the high demand of collaboration in the game, it would not be ideal. Without it, we could still support both PC/PS4 players playing together, but they would likely not be able to use voice chat to communicate. ![]() In order to support cross-platform voice, the first issue came to our mind was whether there would be a 3rd party voice chat solution that can work for both PC and PS4 players. And the bigger issue was, it cannot be used for PC players. It provided some basic voice chat features, but not enough to cover all the voice chat features Guns provided. However, this voice system required Steam running for all players, and cannot be used for PS4 players. Guns of Icarus started as a PC game (Windows, Mac, Linux) that integrated Steam’s API, and therefore we implemented our chat on top of Steam’s Voice Chat system, which was done via peer to peer networking. Thankfully, Photon and Photon Voice were instrumental in making this cross-platform dream possible. Realizing the vision of fully integrated cross-platform play and voice chat between PS4 and PC (Win/Mac/Linux) on Steam brought about set of novel challenges that we had to find creative ways to overcome, as there hadn’t really been precedents that we could follow or emulate. This meant that having cross-platform voice chat support was essential. Not only did we want people from PS4 and Steam PC to play in the same match, we also wanted them to fully communicate through all the means available. Therefore, as we took Guns of Icarus Alliance – the complete edition of the game – to PlayStation 4, seamless cross-platform play was something we aspired to from the start. The main tenets of the Guns of Icarus experience were teamwork and bringing people together. ‘Guns of Icarus Alliance’ is available on Steam. It is a fantastic airship-to-airship combat game that’s all about teamwork, tactics, and fast-paced action. Their hit-game ‘Guns of Icarus’ raised the stakes on team-based PvP combat with an emphasis on strategic competition and truly cooperative play. This guest post was written by Howard Tsao, Team Lead at New York City based indie studio Muse Games.
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