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Author Topic: Multi-Player Spelunky! Alpha v0.03, yep we got an update.  (Read 25216 times)
marsgreekgod
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« Reply #15 on: January 03, 2010, 06:06:46 PM »

well it matters what the rage DOES if it means running left and right and jumping randomly it wouldn't be overpowered at all.


I meant the Shotgun.
true but he can lose the shot gun, but he keeps the rage. it's not that good.
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Kegluneq
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« Reply #16 on: January 03, 2010, 06:10:45 PM »

1. Questions: Will this be Online Multiplayer?
2. Do you plan on using the code to make teamwork puzzles?
3. How will death work?
4. How will Damsel Healing work?
5. If it has it, how will the online feature work?
6. Will you be able to share items?(Get Jetpack and give it to another player)
7. How will Character Selection work?
1. Nah, I'm not THAT good. Besides, I don't even think GM has online multiplayer support. But I could be wrong. Maybe waaaay in the future.
2. That sounds REAAALY  difficult (randomly generated at least). I bet I can count on the community to make good teamwork custom levels.
3. Ya die, ya die. Or maybe you could play as a skeleton? Hmm...
4. The person who brings her to the exit gets the heal.
5. No idea.
6. I don't think so. It'd probably allow for better arguments team coordination if you can't take an item off.
7. What I'm thinking about doing now is not having the game start until 3-5 seconds after the last person walks in the door. But I'm open to any better, not too difficult or clunky suggestions.

Play will be all on one keyboard until I can learn how gamepads work.

Latest ideas:
CoG items are global, everyone shares them. Ankh only gives one chance to one person, the first to die after obtaining the Ankh.
If the corpse of a player is brought to an altar and you have REALLY GOOD favor, he/she can be revived.
Damsel: Reverse Glass Cannon (Iron Fan? Steel Feather?) - does and takes half damage
Shopkeep: Discount (rate depends on number of players, the less people, the less you pay)

Tunnel Man will obviously lose his infinite mattock
Shopkeep won't start with a gun
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Darkness3313
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« Reply #17 on: January 03, 2010, 06:12:40 PM »

Quote from: Darkness3313 link=topic=593.msg12154#msg12154

date=1262563570
well it matters what the rage DOES if it means running left and right and jumping randomly it wouldn't be overpowered at all.


I meant the Shotgun.
true but he can lose the shot gun, but he keeps the rage. it's not that good.

Its still unfair. Most people can keep a Shotgun easy without Enemy shops after them, even then, he would be the one shooting anything that moves, and even if there was Friendly fire, he could take point. He can one hit any enemy, and 2 hit or 1 hit any miniboss, and either of the four could take Olmec.
« Last Edit: January 03, 2010, 06:15:08 PM by Darkness3313 » Logged
Sudonimus
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« Reply #18 on: January 03, 2010, 06:16:44 PM »

How 'bout shopkeeper
starts with something else?
LIke fireballs?
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Kegluneq
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« Reply #19 on: January 03, 2010, 06:19:51 PM »

What? Where'd that come from?
How does that even make sense?
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gummybears123
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« Reply #20 on: January 03, 2010, 06:20:31 PM »

The shotgun should take more time between the shots
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Kirbylord
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« Reply #21 on: January 03, 2010, 06:21:05 PM »

What? Where'd that come from?
How does that even make sense?

This either Belongs in Mars thread, or its a Suggestion that would make the Shop more broken than a Shotgun.
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Kegluneq
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« Reply #22 on: January 03, 2010, 06:22:33 PM »

Maybe I could give him a Magnum (it's a kind of pistol) that's kickback is sooo hard, it knocks him out. (He has a brittle old man hip, you see)
Ultimately, it's still a pistol though, so it only shoots one shot.
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gummybears123
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« Reply #23 on: January 03, 2010, 06:23:27 PM »

If it knocks him out, it should be a shotgun, and the kickback and time beween the shots should be really long
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Kirbylord
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« Reply #24 on: January 03, 2010, 06:27:29 PM »

I like the idea, the Shopkeeper would be a Glass cannon everytime he shoots. Making him a deadly force and an annoyance at times. Because if hes knocked out with his gun, then the other players would have to protect him or carry him.

Tl;Dr: I agree completely.
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« Reply #25 on: January 03, 2010, 06:28:34 PM »

Here's how I believe you could even it out, Spelunky will be the base example here.

Spelunky: Stays the same
Damsel: Can heal a player every two levels, in contrary, she loses 1 HP. This cannot be her last HP.
Tunnel Man: Mattocks simply have a higher chance of lasting longer for him, but no infinite mattock weapon. His main weapon can be a whip like Spelunky and Damsel.
Shopkeeper: Does not start with shotgun, recieves discount based on how many are playing. Ex: 2 Players = 5% Discount 3 = 10% 4 = 15% Or reverse that. Main weapon is whip.

This keeps everyone at the core to the same weapon, with small bonuses and disadvantages. The Spelunker could have something as well.

Just my two cents.
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Darkness3313
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« Reply #26 on: January 03, 2010, 06:32:16 PM »

Here's how I believe you could even it out, Spelunky will be the base example here.

Spelunky: Stays the same
Damsel: Can heal a player every two levels, in contrary, she loses 1 HP. This cannot be her last HP.
Tunnel Man: Mattocks simply have a higher chance of lasting longer for him, but no infinite mattock weapon. His main weapon can be a whip like Spelunky and Damsel.
Shopkeeper: Does not start with shotgun, recieves discount based on how many are playing. Ex: 2 Players = 5% Discount 3 = 10% 4 = 15% Or reverse that. Main weapon is whip.

This keeps everyone at the core to the same weapon, with small bonuses and disadvantages. The Spelunker could have something as well.

Just my two cents.

For the Tunnelman, I was thinking that his Mattock had a hardcoded breaking point, and once that is reached. Its breaking block power is lost and its a normal weapon.
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Sudonimus
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« Reply #27 on: January 03, 2010, 06:39:26 PM »

Here's how I believe you could even it out, Spelunky will be the base example here.

Spelunky: Stays the same
Damsel: Can heal a player every two levels, in contrary, she loses 1 HP. This cannot be her last HP.
Tunnel Man: Mattocks simply have a higher chance of lasting longer for him, but no infinite mattock weapon. His main weapon can be a whip like Spelunky and Damsel.
Shopkeeper: Does not start with shotgun, recieves discount based on how many are playing. Ex: 2 Players = 5% Discount 3 = 10% 4 = 15% Or reverse that. Main weapon is whip.

This keeps everyone at the core to the same weapon, with small bonuses and disadvantages. The Spelunker could have something as well.

Just my two cents.

I agree, if they all start out virtually
similar, it'll even the odds, and make
Multi-Player Spelunky as difficult as
the original (except for the power of
teamwork.)
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Kegluneq
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« Reply #28 on: January 03, 2010, 06:41:52 PM »

But shotgun still shoots out a lot of bullets, I don't want that.
I want this (this)

If everyone wants to be the same, then just play the other (everyones the same!) version. This is for gameplay altering differences.
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Darkness3313
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« Reply #29 on: January 03, 2010, 06:46:35 PM »

Well I still think you should do the Magnum, but I'm still thinking that the Mattock should have a Hardcoded breaking point. So it can still be his weapon, but not let him break the entire map and would let the player conserve Mattock uses and think smarter about using it.

About the Shopkeeper:
Keg:
Maybe I could give him a Magnum (it's a kind of pistol) that's kickback is sooo hard, it knocks him out. (He has a brittle old man hip, you see)
Ultimately, it's still a pistol though, so it only shoots one shot.

And then,

Me: Like the idea, the Shopkeeper would be a Glass cannon everytime he shoots. Making him a deadly force and an annoyance at times. Because if hes knocked out with his gun, then the other players would have to protect him or carry him.

That's my thoughts currently.
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