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Author Topic: Multi-Player Spelunky! Alpha v0.03, yep we got an update.  (Read 25222 times)
banna8
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IDK
« Reply #120 on: January 23, 2010, 03:49:34 PM »

We won't know until they reply, will We?  Grin

also, would you like some Ideas for caveman, yeti, and cultist? I'm sure I can think of some.  Wink

To late! I have to leave soon, so i'm going to list as many ideas as I can, starting with:

Caveman: 

Would do more melee damage than normal.


Dash? Would run very fast forward in typical caveman fashion, hurting the first enemy it hits, and allowing jumps, but(a) cant stop until it hits something or (b) goes for a set amount of time, colliding off of walls until hurt, or time runs out.

Rock Throw? Would throw a large heavy rock (1x1) that would act as a smaller, slower boulder. (would be limited, perhaps pick up 4 normal rocks to make a big one?

Club? Melee that could stun enemies.

Thats all I have time for for now!
« Last Edit: January 24, 2010, 01:42:46 PM by banna8 » Logged
marsgreekgod
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« Reply #121 on: January 23, 2010, 03:53:36 PM »

as  much fun as they would be, I think geting the first four working first would be better.

(and how dare you forget vampire and plant!)
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banna8
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« Reply #122 on: January 23, 2010, 04:01:52 PM »

Ill think up those as well then!  Cheesy
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« Reply #123 on: January 23, 2010, 06:58:30 PM »

aND  MAgma man!
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« Reply #124 on: January 23, 2010, 08:05:26 PM »

Why exactly do we need four different characters? Wouldn't just having four Spelunkers be easier and more balanced?
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marsgreekgod
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« Reply #125 on: January 23, 2010, 08:41:21 PM »

Thats the first version
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Kegluneq
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« Reply #126 on: January 23, 2010, 08:50:03 PM »

Like MGG said, first I will be releasing a version where everyone plays the same, but the sprites will still be Spelunker/Damsel/Tunnel Man/Shopkeeper for distinguishing purposes.

Then, I will release a version where everyone plays differently for more fun!

But really, how do ya'll feel about banna8's mode play style?
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« Reply #127 on: January 23, 2010, 09:23:10 PM »

I'll be honest. I don't like them. I like the base but:

Damsel: to much supporting roll, not one fun to play it self. I like that half damage given/taken much better (with some extra range)

Tunnel Man: A little two good in team play, give him say... 10 breaks a level that he starts with.

Shopkeeper: might be good... mabey not.
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banna8
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« Reply #128 on: January 23, 2010, 11:34:16 PM »

Ok, here's some more...

Yeti: 

This character would not slip on ice.


Dash? Same as caveman.

Ice cube? Spawns a block of ice (1x1) that slides until it either (a) hits a wall, or (b) hits a teammate. (could be limited by pickups.)

Slash: just a normal hit with claws.

Cultist/clergyman guy: I really have no idea right now.

This character would automatically give a boost to Kali's favor.

Vampire: 

This character would gain health on collision with blood. (like kapala, but probablly requires more blood)

Throw Attack? Same as shopkeeps.

Bat Mode? Could work like jet pack, but would look like a bat lol. could possibly bite in air and on ground.

Lava Man:


This character is instantly skeletonized upon touching water. He can go into lava unharmed.

Fire Ball/Fire Blast? does little damage, but pushes back enemy a little.

Flame on!? Works like shopkeeps rage mode, except enemies take damage upon collision with character.

Man Eating Plant:
 
This character could either be entirely immoble(only moves while carried by teammates), but much more likely, walks slower than other characters.[/b]

Leaf Jump? player would lift off of ground by pushing leaves down (like jetpack, but much slower, and lasts only half a second) enemies could/could not be hurt by leaves.

Bite (especially if immobile): Neck stretches in one of eight directions (up,down,left,right, and diagnols) and eats one enemy. If immoblie, works even when carried. If Movable, stuns the character, though not as long as npc's do.

Spit? Weak, 8-direction attack that might just stun or push back.


Ok, that's ten! ten characters! some could be unlockable, (after character specific kills or what not) or could be available from the start!

One more thing... What if the shopkeep could "Packmule" items? He could carry like four items, and switch between them, no matter what item it is, and then give/ use them accordingly.

PS. bleh about the damsel thing. Her kiss could also function as a very strong attack!
« Last Edit: January 24, 2010, 01:41:29 PM by banna8 » Logged
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« Reply #129 on: January 23, 2010, 11:50:39 PM »

I am not sure it needs all the modes... with yeti... not sliping on ice,
whats wrong with a yeti that can throw stuff?

I like bat mode in vampire, but I think the vampire should lose blood as time pases, then gain it at a 1 per 1 rate with blood contact. no throw attack.

lava man could be as I said starting with a lot of health each level ,loseing it as it moves and attacks.

man eating plants can walk in game no reason not to have them walk normaly, it's no fun to play someone that can't walk,
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Kegluneq
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« Reply #130 on: January 24, 2010, 12:25:45 AM »

Huh.
Well I appreciate your work on fleshing out your ideas, but to be honest, I'm not a big fan of your "mode" system as compared to mine.
Many of the proposed abilities don't even really need separate modes anyway.

However, I am liking the ideas you're coming up with for non-human characters and may use them if I have time.
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banna8
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« Reply #131 on: January 24, 2010, 05:38:45 AM »

I least I got my suggestions in before you made the mod!  Grin

Also: if not modes then what? Surely you can't assign all of the attacks at the same time, there's only one attack button! (Maybe I just named them inproperly by calling them modes?)
« Last Edit: January 24, 2010, 06:36:41 AM by banna8 » Logged
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« Reply #132 on: January 24, 2010, 10:05:44 AM »

But the other characters will have the bomb/rope button free also, (assuming he's still using that idea) so each would have up to three extra buttons that could be used for alternate abilities.
Also, needing to switch between different "modes" or "stances" could be confusing if you wanted to use a certain power that was in a different one.
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banna8
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« Reply #133 on: January 24, 2010, 01:14:02 PM »

I forgot about the use buttons... Well, since multiple buttons can be used, then all the better! I only suggested the modes to avoid the "one button problem" which apparently didnt even exist!

Thats good though, and itll be much simpler too!  Cool
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Kegluneq
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« Reply #134 on: January 24, 2010, 04:19:54 PM »

Yea what arucard said.
The proposed ideas didn't even have that many different moves. Most of the abilities were passive.
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