v0.2.1 Significant online networking improvements


If you stumble on this post and are wondering how to get the game when there is no download listed on the game page, we're in closed pre-alpha testing. So we *are* letting people play, but just not via a public download. So if you'd like to play Co OPERATION: MultiTurn, add your name to our email list. We aim to send out codes to new subscribers every Wednesday ish.

Have fun!

Shaz (the game designer)

Patch notes

v0.2.1

A quick fix for you!

The actions you enter on the phone/web controller now always get received by the game as you’d expect.

We had an issue where, sometimes, it seemed like your character was performing actions that you hadn’t scheduled on your controller. That happened when you accidentally double-tapped the “ready” button so all your actions were executed twice! Thanks to a fix from Joe, that won’t happen anymore.

V0.2.0

Oh look we’ve gone up from version 0.1.x to 0.2.x..! That must mean something, right?

We had some significant changes to the server code which will make the multiplayer connections more reliable, so we’ve shifted up a version number as we (slowly but steadily) head towards a v1.0 release (at an unknown point in the future).

Change log:

  1. If the host player temporarily drops internet connection, the game will automatically reconnect to the servers when the internet kicks back in. This means you can keep playing even if your wifi has a moment of self-doubt.
  2. In combination with a previous update where the phone controllers auto-reconnect when you drop signal, the online multiplayer aspect of the game is now more solid than it’s ever been. Boom! Nice job, Rupert (our lead programmer) :)
  3. The host player can now boot connected devices/players from the lobby screen. This is super useful if one of your co-op buddies is told they have to go home and eat their dinner during a gaming session but the rest of you have permission to stay up late and want to carry on playing. Great feature addition, Joe (our other programmer) :)
  4. Floor icons added so you can see where patients will spawn. Plan your tactics accordingly.
  5. Updated ‘smiley-score icons’ to look a bit more… smiley.
  6. Bug fix: objects no longer weirdly snap to the tile in front of you when carried. Thanks to our Discord community member stenwolf for highlighting this.
  7. Bug fix: if you throw a patient… and nobody catches them… and that drains all their health…the game no longer has an existential crisis and freezes. Instead, the patient loses all their health, leaves the hospital dissatisfied (disappears) and the game continues as normal. Do try and treat the patients with more care though…
  8. Bug fix: the phone/web controller will always let you add a 2nd, 3rd or 4th player to the same device. That’s so you can play in single-player mode and control multiple characters by yourself. You can also share one phone between multiple people if e.g. you’re playing with your kid and, quite sensibly, don’t want them to own a phone until they are… 28 years old. So they can share yours instead while playing Co OPERATION.
  9. Temp solution: If the host player closes the PC application window, next time you go to our web/phone controls URL, it still thinks you're connected to that game ID. So we added some UI which tells you the game ID you are connected to. You can now cancel it and enter a new join-code.
  10. Fixes and tweaks for modders and level designers: See API Doc changelog.
  11. Various other fixes, improvements and optimisations.

Get Co OPERATION: MultiTurn

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