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Caravel Forum : DROD Boards : Feature Requests : I think this would be fun-fun. (Multiplayer DROD!)
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cheese obsessive
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icon I think this would be fun-fun. (0)  
Maybe...hypotheticlly DROD could be played over the internet in a variety of multiplayer challenges and whatever...

1-Co-op multiplayer DROD!!!...There could be a hold with 2 different entrances, and you would have to help solve each other's puzzles to get to the exit located in the middle. For example...a room could be split into 2 sides, and some orbs on side one toggle the doors on side 2, and vice versa.

2-Competitive multiplayer!!!...a bunch of people could be playing the same hold, and whoever clears it first wins, or something.

3-The neather!!!...one player could be Beethro, and someone else could be controlling the neather...If it is way too hard to program it...why not have someone control it?

I don't expect to see this anywhere anytime soon...but I would personally like to see this eventually. ;)
11-20-2004 at 07:05 PM
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Krishh
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icon Re: I think this would be fun-fun. (+1)  
Check out This thread for some discussion on multiplayer DROD.

The idea there was to make each player control more than one unit, because if each player controls only one smitemaster the game would suffer from extremely erratic pacing. Go to the anything forum and check out my game "The Flow" and see the levels with two flows, for an example of the horrible pacing this would produce. Now imagine that you have to wait like that for another player, maybe just so he could press 5, and the frustration increases tenfold.

If you make it not turnbased, it would be very much against the spirit of DROD.

[Edited by Krishh at Local Time:11-20-2004 at 07:40 PM]
11-20-2004 at 07:37 PM
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agaricus5
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icon Re: I think this would be fun-fun. (0)  
This was discussed before quite extensively, I believe.

Co-operative DROD might be quite a fun idea, especially if we could get some sort of internet server going, but you'd need to make a whole host of new levels to make it viable.

Competitive DROD was ruled out, I think, since problems with stalemate, such as just before both players go down a narrow corridor, could occur with high enough frequency to make it not worth playing.

The 'Neather/Beethro deathmatch is an idea I haven't heard before, and it sounds like the most promising of the three. Perhaps rather than having a 'Neather and Beethro, two Beethros could start in separate portions of the room and try to kill each other using dungeon elements. A player getting trapped, for example, by trapdoors, or surrounded by tar, might still cause stalemate problems, though.

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11-20-2004 at 07:41 PM
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cheese obsessive
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icon Re: I think this would be fun-fun. (0)  
Actually...I was thinking more aong the lines of a "live" version of co-op DROD, as opposed to turn-based. That way, you wouldn't have to wait for the other person to move, unless they have to do something like hit an orb so you can go through, but your counterpart went for a snack and got lost. You could have a chat option, even.

About the competitive DROD...I wasn't thinking everyone in the SAME EXACT hold, I was thinking more...everyone in the same hold, except in different locations. You could be playing the exact same hold, but no other players can get in your way. Sorry for not being too specific. So everyone can join in an internet room at a certain time, and then someone says "GO!" and everyone races to see who can finish the hold first. Yeah...

2 Beethros?!?! Even better idea!! I didn't know they had cloning in The Eighth!! :D Anyways...instead of someone trapping themselves results in a stalemate, it could result in a win for the other player(s). I think one person could lure someone else into trapping themselves...basically..like you said. Using the dungeon elements as battle tools. That would be so DRODerific. :-O!!!!!! I can't believe I just said that.


Thanks muchly!
11-21-2004 at 12:34 AM
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masonjason
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icon Re: I think this would be fun-fun. (0)  
If the two players are in different rooms, a semi-realtime approach would seem to me to be viable - each player plays normal turn-based style in the room they're in, but they can move at the same time.

When they're in the same room, a similar approach could work - the move counter could increase whenever one player makes a move. So say player A moves 8 times and player B moves 22 times; that would make one spawn cycle. The enemies would move whenever one player moved.

[Edited by masonjason at Local Time:11-21-2004 at 10:19 AM]

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11-21-2004 at 10:19 AM
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nem-z
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icon Re: I think this would be fun-fun. (0)  
losing the absolute turn based mechanic is a big no-no... you're basically saying the guy with the slower connection will get completely overwhelmed by roaches before he can make a handful of moves.

If 2-player is even a remote possibility (and i don't think it is at this point) then the normal turn structure must be retained.
11-21-2004 at 11:01 AM
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masonjason
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icon Re: I think this would be fun-fun. (0)  
Yeah, connection speed is an issue, but I think it's overcomable - speed handicaps, for instance, could mean both players have to move at the speed of the slower. That would reward quick thinking rather than a quick connection.

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11-21-2004 at 12:08 PM
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cheese obsessive
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icon Re: I think this would be fun-fun. (0)  
Off of what masonjason said...I didn't even think of it that way! That idea of both players' total moves could cause the spawn cycle to reset could play a big role in strategizing with the other player. So normal turn based structure still exists, but you don't move every other move. Player one moves 5 times, and then player 2 moves 7, or something like that. It COULD work, but this is all just hypothetical at the moment, anyways. :?


Also...yeah..connection speed would be a big issue. Unless of course, you create different sections based on peoples' conection speeds. For example, "people using 56K modem click here...People using cable click here..." etc.


11-21-2004 at 07:08 PM
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joker5
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What about the old Webfoot method of 'if you wait too long the game moves w/o you"? That could work... say 5-10 seconds unless it's a really contemplative tar room in which case it would be 30 seconds or something.

And would would happen in coop if someone snuffed it? I mean do you restart the room? That's unfair to the better players, because if a n00b keeps charging roaches ALL THE TIME it's a little depressing.

Do the two Beethros move at the same time? I mean, gameplay would change hugely if one player went after the monsters... and who goes first? Or is it simultaneous like the mimics? I mean even they have priority code....

Yeah, on the topic of mimics: How would you distinguish between your mimics? I can just see it: *stab* "Traitor!" "Oh wait, that's mine."

Work out satisfactory answers and I'll be awesome happy.
Man would coop DROD be cool.

~joker5

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11-23-2004 at 02:18 AM
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Mattcrampy
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icon Re: I think this would be fun-fun. (0)  
And now you know why we haven't done multiplayer DROD yet.

Mike's still mad keen to do it, but, yeah, it's a hard game to do.

Matt

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11-23-2004 at 01:09 PM
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cheese obsessive
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icon Re: I think this would be fun-fun. (0)  
joker5 wrote:
What about the old Webfoot method of 'if you wait too long the game moves w/o you"? That could work... say 5-10 seconds unless it's a really contemplative tar room in which case it would be 30 seconds or something.

I think you could set a time limit based on how expierienced the players are. For example, experts could set it at 5 seconds, and beginners could set it at like a minute, or something. Also...what would determine the direction the player would move?


And would would happen in coop if someone snuffed it? I mean do you restart the room? That's unfair to the better players, because if a n00b keeps charging roaches ALL THE TIME it's a little depressing.

I would assume if you freely volunteered to play co-op with a person, I would assume they would try to assist in beating the hold. In the case of a n00b, If the more experienced player has enough patience, they could help the n00b by telling them what to do. ("press Q!!! press W!!! No! your OTHER W!!!) OF course, if you join a game where the other player is purposely trying to lose because they get a kick out of making people want to hurt them, then you could just leave the hold, and join in another hold with a different player. I think when you die, both players should restart the room, because just having one player regenerate with half the puzzle done already would make it 8743645987 times easier.

Do the two Beethros move at the same time? I mean, gameplay would change hugely if one player went after the monsters... and who goes first? Or is it simultaneous like the mimics? I mean even they have priority code....

Well...I think the beethro's moving seperately could play a role in strategy. For example...take a room like KDD level 7, 2N 1W, not exactly like it, but similar idea. Pretend there is no way to kill the queen by the time the snake dies, so therefore, one player would stay with the roaches, while the other goes and kills the other roaches blocked by the snake, whereas, if both people went after the queen, the snake would die, and make the room unbeatable. If they're moved like mimics, then how would you know if player 1 is in control, or player 2 is? "I didn't move that way!!!" "But I did!!"

Yeah, on the topic of mimics: How would you distinguish between your mimics? I can just see it: *stab* "Traitor!" "Oh wait, that's mine."

I think it could be something as obvious as making the mimics different colors. Yellow beethro can control blue mimics, and purple beethro can control red mimics, or something like that.


I think thats about as good as I can do for you. Don't hurt meeeee....
11-23-2004 at 08:44 PM
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wackhead_uk
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icon Re: I think this would be fun-fun. (+1)  
As soon as I heard the word n00b, I thought of this...

omg it zerg rushes j00 but j00 pwnz0r it lol!
D00d, u r so Lamz0r!
He omfgwtfs you in the skull. Eek! Oof!
stfu d00d u r teh suk.

kol rocks!
11-23-2004 at 10:16 PM
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cheese obsessive
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icon Re: I think this would be fun-fun. (0)  
OmGz eYe wuZ @ duH maL yEstuRda n dEr wuZ diZ haWt gI aNd EyE lyeK puNkiN pI wnAt sUm *sMeeRz sUm iN uR fAiZ8 oMg lLo dAtz GodDa feL guD cUz dErZ pUmIn pY iN Ur fAiZ!!!!!!!!!!111111111oneoneone



Let it be known that I almost had a seizure while I typed that. :w00t
11-23-2004 at 10:32 PM
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