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Hammerwatch Discussion / Re: A few questions
« on: February 20, 2014, 02:40:02 PM »A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)Alternatively give each player a Unique ID and assign it to their choices/expenses. When a player with a character using the same Unique ID joins the hosted game, it uses the stored information.
Edit: Thanks for the warning Flygar, I'll keep it in mind.