The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.
Dude,type slowly and steady,your grammar is very bad!
But I didn't understand you.If you think that you have a brilliant idea,then ok,tell me the details.
I have a idea that a players can move by their choice,ofc.But,if they are in same room,one player can cause to other creatures move and that.If they aren't in same room,they have OWN time,and events will continue after they move in that room.Example:First player moves in one room and causes to event continue.Meanwhile in other room event won't continue because second player isn't moving.If first player enters the room where second player is,first player can cause event to move(creature will move,buff time will continue and that).Rooms can share time when doors are open.
Can't understand?Here,lemme make it simple:
-First and second player aren't in same room.
Player is moving? Events in room?
First player Yes Continues
Second player No Stays still
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-Now first player enters the second player room.
Player is moving? Events in room?
First player Yes Continues
Second player No Continues
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So,as you can see,first player is causing that in second player room events continue,even second player isn't moving.So this can cause problems with strategy,means when first player enters the second players room,and he/she fight the monster(in my mind is sewer crab),it can cause to crab attack second player,but it can be scripted that crab turns and attacks the first player. But,I won't go futher in multiplayer.I'm already giving ideas for another game where everyone wants a multiplayer "mod" Why not singleplayer for now? |
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