Hello!
I have surprising news. I've been working this whole time on keeping skyward mp-safe as I coded, but have not tested it in mp even a tiny bit. No point until sp settled down, right? Keith graciously offered to take a bit of time away from he next ai war expansion, and spent a day or so getting mp set up as you may have noticed. He found and fixed a few things in he actual gameplay actions related to mp, but mainly his work was on new code -- connections working at all; a manage players screen, some underlying logic, switch to a host-client model instead of a client-server model, etc.
After all that he was able to connect and place some tiles and such. Fine, I figured. Probably still a million bugs, and I'll get to those later. Well, today, I was planning on starting my own testing and seeing what I could see.
But last night Keith and his wife started playing a co-op game of skyward, and got to turn 10 without it having any mp-specific issues. Saving your game seems to kick the clients, which is bad. But apparently that was the only thing noticed thus far. I'll fix that early this afternoon (EST).
So! With that in mind, I guess it is actually time for real testing of the co-op by more people than just me, if it seems that clean! I'm sure there are other bugs in there, and I definitely want to root those out.
We also need to think about what counter force there should be, if any, to the fact that people get 1x the action points per player. Faster woes? More frequent bandits? The factional stuff will balance itself out, I'd think. My inclination is just to increase the speed of bandit spawns.
Thanks as always for your help!