What are the most recent plans for the social module release [including multiplayer hangars]?
TL;DRThe social module, planned for March, brings chat, friends, an elevator to a city with shops and early NPCs, and invitations to instanced server-side hangars; city multiplayer is not promised in the first release.
Yeah, so basically when we release the social module, as Jason said, sometime in March, the key features that you'll wind up seeing in there will be the chat system, the ability to basically maintain a list of friends. You will wind up having the elevator that I mentioned earlier that you can take from your hangar and actually transition for the first time up to an actual city. But before I get into that, just going back to your hangar, you will see the sim pod too. Again, that will be your new access point to Arena Commander and the upcoming first-person shooter module. You will be able to, once you go up into the city, traverse to each of the shops. They'll actually be in the game, all of the ones that we mentioned earlier with the exception of the clothing store, which will not be there. You'll be able to navigate through the interface, inspect a lot of the item inventory. You will see some very early NPC activity. We're probably at about the 40, 50% level in regards to the underlying technology. There's still a lot of significant work to do, but we're starting to get the first flickering bits of capability into the hands of the designers. There's still a tremendous amount of motion capture work obviously to do. We're going to wind up having multiple sessions throughout the year. And so what you'll see with the release of this social module is going to be NPCs wandering around doing some test animations. This is considered a very, very early version of what you're going to see in the game. There won't be any of the evolution of characteristics that I mentioned earlier. The economic simulator won't yet be plugged into the main game. Back to your hangar, the big feature, the big namesake feature of this whole social module is the ability to invite those friends to your hangar. Up until this point, when you ran the game, you were running just on your local client machine. And then when you joined an Arena Commander game, for example, you'd actually be transitioned over to one of our servers and you would play with other players. What's going to happen for the social module is a pretty significant step along the technological road towards getting you into the real persistent universe. That will be another milestone, sometime probably around the middle of this year, where we'll try to expand the scope of what we're doing a little bit farther. But getting back to the ability to invite: when you join the game, you will still be client-side. When you invite another player to your hangar, you will still be client-side. However, something kind of magical happens when they actually accept the invitation, and basically from within an elevator, you will both be shunted over to a version of your hangar that will be instantiated on one of our servers. And in that regard, it becomes very, very similar to what we're going to wind up doing in the near future in regards to all of the points of interest that you're going to be visiting in space. In this case, that map just happens to be a clone of your hangar. There's some possibility at this point that you may be able to transition up into ArcCorp, although we're uncertain as to the level. And so if we do it, it will probably just be for demonstration purposes as opposed to what we would...
What Tony is saying is that originally he was just going to have multiplayer in the hangar and I said, well, I would like to try to have it on ArcCorp when you're wandering around as well. So he's going to try for it but he's not promising it in the very first release.
I made the mistake of pointing out to Chris that given the way that we were organizing and building the technology and what would actually be available in that early March timeframe, what you would expect to see after you invited another player to your hangar, if you both got into your elevator and if you then selected ArcCorp, would be, well, your friend would effectively teleport back to his hangar. At which point Chris essentially said, well, wait, if you can share the hangar, why can't you share ArcCorp? Exactly.
Don't let the multiplayer hangar team off the hook.
Well, it's actually less a multiplayer... In regards to the backend server functionality, that's actually coming along. That's now starting to make some very significant leaps and bounds. The real problem is more one of optimizations. So for all of this initial NPC functionality that's coming, it needs to be optimized such that all of that logic operates client-side, and the server is only giving the basic commands of what these characters need to do. And then the actual execution, the navigation from point A to point B, the actual playing of the animations, all of that needs to happen client-side so that we can actually ramp up the number of players. And so getting multiple players into cities, given where the technology is very soon going to be, that's less of a concern versus the couple of solid months of optimization work that needs to be done to really allow you to scale to something where instead of eight players, we can actually get up to 30, 40, 50, 60 players and at the same time provide enough NPCs, because you have to take into account too, these cities are relatively large, hundreds of meters across. And so in order for us to actually make them look busy, we're not talking about putting 10 or 20 or 30 NPCs. We're really talking about having hundreds and hundreds of NPCs per planet. Now at any given time, you're probably only going to see a subset of that, but it's still a lot of network traffic given the fact that that part of the code base hasn't yet been optimized.