Knuckle Cracker

Creeper World => Suggestions => Topic started by: ItsFunToLose on January 08, 2010, 11:03:03 AM

Title: (Pseudo) Multiplayer?
Post by: ItsFunToLose on January 08, 2010, 11:03:03 AM
Just an off the wall idea, but would multiplayer be feasible?  even if its just two players playing the same map separately, but able to watch each other simultaneously in a sort of pseudo multiplayer, like competitively playing against each other for a time score.  It would really ramp up the creativity with build orders and to see what works better.
Title: Re: (Pseudo) Multiplayer?
Post by: Eriy on January 10, 2010, 12:40:43 AM
It would be interesting to see someone else do a map at the same time as you, but there could be bad connections and then the information would have to be continously sent to each player. You could have it so that you could challenge somebody to do a map same time as you so you would start at the same time. Interesting!
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 10, 2010, 04:23:57 AM
kind of redundant seeing as you can just play the map any time and tell each other how long it took you
Title: Re: (Pseudo) Multiplayer?
Post by: ItsFunToLose on January 10, 2010, 12:49:33 PM
this is the same as saying a text based RPG is equivalent to a 3D MMORPG.  I want to watch what you are doing as it happens
Title: Re: (Pseudo) Multiplayer?
Post by: wicherh on January 13, 2010, 12:31:37 PM
it would be interesting if you could help eachother :D fight creeper togheter
Title: Re: (Pseudo) Multiplayer?
Post by: deathly_god5 on January 13, 2010, 06:12:58 PM
I've thought about this. Having 2 people play the same map but I think in order to do that the creater would have to make the maps larger so that your not crowding eachother or something or so that balancing the difficulty between players would be easier.
I only have one problem with this, what if the other person get's to the totems before you? Does he go through the portal and leave you behind or would the person help their enemy/teammate to get to the totems?
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 14, 2010, 03:23:53 AM
if you're working together it would make sense that either of you need to activate some or all of the totems for you both to escape
Title: Re: (Pseudo) Multiplayer?
Post by: deathly_god5 on January 14, 2010, 06:07:46 PM
Quote from: Aurzel on January 14, 2010, 03:23:53 AM
if you're working together it would make sense that either of you need to activate some or all of the totems for you both to escape
So like as long as one person connects them then both go through?
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 15, 2010, 05:04:11 AM
yep, otherwise it wouldnt be playing together would it? it'd be a race
Title: Re: (Pseudo) Multiplayer?
Post by: Kamron3 on January 15, 2010, 01:16:34 PM
Multiplayer really will not work like you will think it will. I think there should be one person with Creeper and Creeper buildings.

Player 1 - Humans:

- Tries to cap emitters and destroy the Creeper Nexus "Building" or the Odin City for the Creeper
- Kills the Creeper

Player 2 - Creeper

- Builds emitters
- Can build Creeper-only buildings
- Create spores

The fun thing is that the Creeper and the Human do not have an advantage over each other if both played by humans :)

_k
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 15, 2010, 04:58:41 PM
i suppose there could be like a 'creeper resource' which increases slowly over time and faster the more ground you've covered with creeper and you get a small chunk every time you destroy a building, this creeper resource would be used to set emitters (say an emitter working at 1 intensity 1 interval would use up 1 creeper resource per second to work or something like that) while spores used up maybe 5 + intensity and you could draw a line of where the spore falls, while you can also build emitters anywhere on the map as long as its got creeper on it and is a certain distance from any buildings and would cost maybe 50 creeper resource (so you'll only start with one and have to work your way up as you get more resource)
anyone else like this idea that just came to me while i was typing? lol
Title: Re: (Pseudo) Multiplayer?
Post by: NoobSauce on January 15, 2010, 05:12:00 PM
I like the idea, but it would take a lot of work for virgil to implement, no?
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 15, 2010, 05:19:05 PM
and a hell of a lot of testing to make it fair, but its still something to think about
Title: Re: (Pseudo) Multiplayer?
Post by: impikmin on January 15, 2010, 09:47:18 PM
Maybe we've been looking at multiplayer all wrong. It doesn't have to be versus, it could be cooperative...
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 15, 2010, 10:35:32 PM
speak for yourself, we've looked at that too XD
Title: Re: (Pseudo) Multiplayer?
Post by: Kamron3 on January 16, 2010, 12:10:48 AM
Co-op = fail.

_k
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 16, 2010, 05:37:22 AM
so you say
Title: Re: (Pseudo) Multiplayer?
Post by: StealthXD on January 26, 2010, 09:27:33 PM
Quote from: Aurzel on January 15, 2010, 04:58:41 PM

sounds like command and conquer lol
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on January 27, 2010, 03:01:02 AM
Race would be one of the easier implemented ideas, give each player his own color (for simplicity, lock blue to the creeper) and have them race to get to the totems. The fractal collecters would be the players color, to give them an accurate idea of how much area they cover. each player could be able to attack each others structures, but this is not necessary to the gameplay

Co-op would also be simple, as it requires little modification to the game itself. players would be different color, and they would have full control over their structures and be able to build off of each others buildings (turrets would be exclusively the players, though), share net production (this could be limited to collectors only though, leaving generators to be player exclusive). Both  or one of the players get to the

a battle mode would be slightly more difficult, each player could have everything act normally, except the weapons would hurt each other instead of the creeper(the creeper could not even be in the battle mode), complications include hoW morters and drones effect the players (the morter bullets could do 25% damage, and destroy if target is under n health). Another idea could be that the players play like creeper and players....AT THE SAME TIME. Collectors could generate creeper (generate energy off of players creeper area?) of that players color, that does nothing to them but kills the enemy in similar fashion to the origional game (mortar bullets could act similar to spores, creating tiny amounts of creeper). blasters and other weapons could only attack the enemy's creeper (this would lead to very unique tactics, as you could have a web of collectors ((or in this case emmiters)) that would make your goo that are being capped off by enemy blasters as your enemy has an overlapping array of collector-emitters that are being capped off by your blasters). Your creeper could either overlap their creeper (creating places where neither player could build until there creeper was cleared) or they could run into each other (build up walls of creeper, in a relationship like oil and water)

There are soo many ways that a battle mode could be done, that its hard to cover them all

If larger map sizes were required then this would be best left to CW 2 (as porting all the hard coded maps and the user made maps may be tedious). Most of these ideas might be better left to another version of creeper world (standalone multiplayer) that runs off of a modified CW engine (this could be like a game engine test for creeper world 2)
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 27, 2010, 04:21:19 AM
is it just that no one likes my idea about the creeper producing buildings in versus being the only way to hurt each other and turrets firing at that creeper, or do people just ignore it? i think its the most reasonable and easiest way to have to odin cities fighting each other and no one's been able to put it down so far
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on January 27, 2010, 04:58:41 PM
the problem about playing as the creeper is that there would need to be new resources and buildings.  A better (maby just different) idea is both players play as both, and the collectors emit small amounts of creeper (use creeper instead of the usual "green area"). Playing as just the creeper would require more work (where as the collector - emitter idea would only require a code switch around).


(sorry of the abuse of the brackets)
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 27, 2010, 05:53:44 PM
it wouldnt just require a code switch around, what about the programming to determine what the creeper will and wont hurt, and also how to make opposing creepers interact
Title: Re: (Pseudo) Multiplayer?
Post by: Benofdoom on January 27, 2010, 06:40:45 PM
co opp = 2 oden citys that meet an alien race has survived and teamed up wit you!

But anyway co opp would be cool like if there were 2 oden citys. you could use a special connector to connect the 2 bases and like you can turn on and off energy packet sending to friends, if one oden city is destroyed you can still go and all the other persons stuff belongs to you but in all maps creeper output is doubbled.
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on January 28, 2010, 11:36:21 PM
making them interact would be difficult (maby have them detect other creepers as infinitely high wall)

You could add an if statement to to the buildings on the creeper contact event (here i assume the destruction of buildings is event driven)
< event creeper building collision >
if $creepercolor <> @usercolor then
destroy(building
endif
to make collectors Emmit would basically just replace the creeper emitter with the collector icon, getting the creeper covered area should be simple (as the graph at the end of the level tells us, the game already does this)

I think there should be a standalone multilayer edition, to see what features work well for CW 2
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on January 29, 2010, 09:52:24 AM
i dont know about coding but i do know you cant have creeper treat each other as an ifinite wall they have to destroy each other
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on February 01, 2010, 09:47:50 AM
having them destroy each other on contact would be easier then having them collide (collision of liquids would be a pain). They could just destroy each other on contact (creating a nice misty border)

And another question, how were the mods chosen?

Title: Re: (Pseudo) Multiplayer?
Post by: SPIFFEN on February 01, 2010, 09:59:26 AM
I guess MODs are choosen by how well they know the game and online time ,
and if they are an friend of the ADMIN .
If the forum needs an MOD they will send email to active users that they think can be an MOD ,
and ask if you want to be one , then you have to answer some more questions ,
and they might pick you as an MOD .
Thats my experience of other forums i've been in .
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on February 01, 2010, 11:33:31 AM
actually i made a suggestion to assign some mods on the beta forum and virgil liked it and apointed a few of us
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on February 02, 2010, 06:58:27 PM
lol yay for random selection........

Maby one day I could become a volunteer Dev, and make a creeper collision algorithm.....
Title: Re: (Pseudo) Multiplayer?
Post by: Capn Trey on February 04, 2010, 05:17:24 PM
Player Vs. Player could work if the "Friendly Creepers" fought for each side.

I like the idea more of two cities working on the same map cooperatively.

Could they link up and share power? I would hope so... but then one player could over build and drag both down.

But I guess it would require teamwork. May need a chat box to communicate.
Title: Re: (Pseudo) Multiplayer?
Post by: ItsFunToLose on February 04, 2010, 09:04:14 PM
I was thinking even more simplistic than some of the ideas presented.  (although I love the idea of creeper producing buildings)    Just a split screen, each player in their own solo game, broadcasting to each other in a race to the finish format.  wins/losses recorded.  simple
Title: Re: (Pseudo) Multiplayer?
Post by: corgano on February 05, 2010, 12:36:57 AM
that could work, but it would require either the window to be much bigger or the maps to be much smaller, making past maps incompatible (although a crop map function could be written, it would just complicate things.)

Doubling the window size and having 2 instances side by side would be rather simple
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on February 05, 2010, 03:19:00 AM
yeah but thats not much fun is it? you're just going to be playing the map normally as if you had a timelimit
Title: Re: (Pseudo) Multiplayer?
Post by: ItsFunToLose on February 05, 2010, 03:23:08 AM
It's about playing with friends, competing for speed, and increasing the replay value of maps that, frankly, get stale after 1 or 2 plays.


(or just flexing your creeper world skills in front of amateurs)
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on February 05, 2010, 03:24:35 AM
yeah i get that but i think multiplayer should be about interaction with others, not reaction to what you see someone else doing in another game
Title: Re: (Pseudo) Multiplayer?
Post by: ItsFunToLose on February 05, 2010, 03:27:59 AM
Hence pseudo.   I was mostly  looking for a compromise between single player and the time it would take to code a fully functional interactive multi-player system
Title: Re: (Pseudo) Multiplayer?
Post by: Eriy on March 19, 2010, 01:15:37 AM
The only problem I see with co-op is internet connections. What happens if one player has a bad internet connection, or one that fails occasionally? It is hard for a real-time game to be multiplayer'd without the right things to make sure that both players are fully connected. Just pointing this out because I can't do some multiplayer things because my internet is slow  :-X
Title: Re: (Pseudo) Multiplayer?
Post by: J on April 06, 2010, 12:05:58 PM
Do you think about playing whith LAN???
Title: Re: (Pseudo) Multiplayer?
Post by: The smoking revolver on April 06, 2010, 08:10:12 PM
People playing creep world are to spread out for that.You need more players.
Title: Re: (Pseudo) Multiplayer?
Post by: Blaze on April 06, 2010, 08:44:48 PM
ONE Screen for each player. No split screen. Nuf said.  :P

And each player has a city and you can see their city and what they build real time.

For competitive play first to the totems wins. Same for tech. First come first serve. There are channels depending on your overall score you will be in one channel but there is a "Free" channel where everyone can play in. No their networks cannot connect in competitive play. Players can "Chat" in a lobby in the main channel room where you can see open game rooms. Inside a game room the two people can chat. Which ever one loses gets to see tons of creeper and spores swamp their city.  :D

Cooperative play their networks can connect, if they want to. So to say: Player Two wishes to join networks. [YES] [NO] etc. If they say yes then each city will drop out packets but only to the closer structures. If one is on a deficit then the other can pick up the slack for some time. If the networks are separated then each player must be connected to the totems. And in map editor you can choose what city has what and which can move and if they are even allowed to connect networks. When and if the networks are connected they share tech.  

Then there is Cooperative play 2 where there is only one city and one player controls civilian the other military.

I think when we have bigger maps we can have up to four players or more.  :D    
Title: Re: (Pseudo) Multiplayer?
Post by: The Creep Destroyer on April 06, 2010, 10:56:21 PM
CRAZY MULTI PLAYER IDEA! ;p

Alright with Bigger maps, we can have like a sepecial Creeper Worlds Fan Party! Over 100 people *I hope* Playing the same HUGE MAP together thats kinda like Loki,
where Virgil controls the City and other people can choose to be Collecter Controlers *max of X* , ect
Military Controls control just one military unit, and if it dies they must wait till a new one is built. Would be epic. Downside, Virgil would spend a year making this :( or more, and laggy people would possably mess it up.
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on April 07, 2010, 03:34:00 AM
thats pretty unrealistic, and you're right, incredibly carzy
if there was a huge map though then you could comfortably have several cities working together
Title: Re: (Pseudo) Multiplayer?
Post by: The Creep Destroyer on April 07, 2010, 05:19:35 PM
Thats another good idea ;p
11 Citys, with the Main Odin City controled by the Host of the map? Kinda like Wc3/Sc/Sc2. Also each persons stuff would be colored :P no blue sorry :(!
Title: Re: (Pseudo) Multiplayer?
Post by: Aurzel on April 10, 2010, 06:27:08 PM
all those blizzard games have seperate equal players, no main city lol
Title: Re: (Pseudo) Multiplayer?
Post by: Kamron3 on April 10, 2010, 06:35:30 PM
Eh, theres only 1 way that multiplayer would work and it won't happen in CW1... ever.

_k
Title: Re: (Pseudo) Multiplayer?
Post by: Blaze on April 11, 2010, 12:18:24 AM
Quote from: Blaze on April 06, 2010, 08:44:48 PM
ONE Screen for each player. No split screen. Nuf said.  :P

And each player has a city and you can see their city and what they build real time.

For competitive play first to the totems wins. Same for tech. First come first serve. There are channels depending on your overall score you will be in one channel but there is a "Free" channel where everyone can play in. No their networks cannot connect in competitive play. Players can "Chat" in a lobby in the main channel room where you can see open game rooms. Inside a game room the two people can chat. Which ever one loses gets to see tons of creeper and spores swamp their city.  :D

Cooperative play their networks can connect, if they want to. So to say: Player Two wishes to join networks. [YES] [NO] etc. If they say yes then each city will drop out packets but only to the closer structures. If one is on a deficit then the other can pick up the slack for some time. If the networks are separated then each player must be connected to the totems. And in map editor you can choose what city has what and which can move and if they are even allowed to connect networks. When and if the networks are connected they share tech.  

Then there is Cooperative play 2 where there is only one city and one player controls civilian the other military.

I think when we have bigger maps we can have up to four players or more.  :D    

Did no one read this? I think this would work.
Title: Re: (Pseudo) Multiplayer?
Post by: allu on April 11, 2010, 03:19:31 AM
Quote from: corgano on January 27, 2010, 03:01:02 AM
Race would be one of the easier implemented ideas, give each player his own color (for simplicity, lock blue to the creeper) and have them race to get to the totems. The fractal collecters would be the players color, to give them an accurate idea of how much area they cover. each player could be able to attack each others structures, but this is not necessary to the gameplay

Co-op would also be simple, as it requires little modification to the game itself. players would be different color, and they would have full control over their structures and be able to build off of each others buildings (turrets would be exclusively the players, though), share net production (this could be limited to collectors only though, leaving generators to be player exclusive). Both  or one of the players get to the

a battle mode would be slightly more difficult, each player could have everything act normally, except the weapons would hurt each other instead of the creeper(the creeper could not even be in the battle mode), complications include hoW morters and drones effect the players (the morter bullets could do 25% damage, and destroy if target is under n health). Another idea could be that the players play like creeper and players....AT THE SAME TIME. Collectors could generate creeper (generate energy off of players creeper area?) of that players color, that does nothing to them but kills the enemy in similar fashion to the origional game (mortar bullets could act similar to spores, creating tiny amounts of creeper). blasters and other weapons could only attack the enemy's creeper (this would lead to very unique tactics, as you could have a web of collectors ((or in this case emmiters)) that would make your goo that are being capped off by enemy blasters as your enemy has an overlapping array of collector-emitters that are being capped off by your blasters). Your creeper could either overlap their creeper (creating places where neither player could build until there creeper was cleared) or they could run into each other (build up walls of creeper, in a relationship like oil and water)

There are soo many ways that a battle mode could be done, that its hard to cover them all

If larger map sizes were required then this would be best left to CW 2 (as porting all the hard coded maps and the user made maps may be tedious). Most of these ideas might be better left to another version of creeper world (standalone multiplayer) that runs off of a modified CW engine (this could be like a game engine test for creeper world 2)



I like idea of all types of battles(co-op,player vs player and player vs creeper)

But i agree it needs larger maps and propably CW2 or CW multiplayer.

But anyway i want to play anykind of multiplayer.