CloneKeenPlus v0.3 Future plans. You decide it
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- Vorticon Elite
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Hereby I update CloneKeenPlus to version 0.2.2
There is only fix, physics. It is not much, but it was a lot of work.
Tell how you feel it! You should now notice the proper inertia. It should be very similar to the game now. If it's not the case, please let me know in which parts...
One more thing. Please don't vote anymore for Storyboard. This feature is already implemented since version 0.2.1
Have fun with your old games!
There is only fix, physics. It is not much, but it was a lot of work.
Tell how you feel it! You should now notice the proper inertia. It should be very similar to the game now. If it's not the case, please let me know in which parts...
One more thing. Please don't vote anymore for Storyboard. This feature is already implemented since version 0.2.1
Have fun with your old games!
- BlueGasMask
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- Commander Spleen
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It can definitely be done using UDP. It wouldn't be perfect, but no multiplayer game really is. The best ones just hide the quirks well.
The main question is how the game would integrate multiplayer into existing levels. The way it works at the moment seems sufficient, but you might need to implement a way of sharing items and resources, for example. From there it'd need support for multiple starting positions and then we modders can create multiplayer levels with ease!
The main question is how the game would integrate multiplayer into existing levels. The way it works at the moment seems sufficient, but you might need to implement a way of sharing items and resources, for example. From there it'd need support for multiple starting positions and then we modders can create multiplayer levels with ease!
- BlueGasMask
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simple. have a vs mode where it goes by points+time and everything is cloned (no pun intended) so players don't affect each other. You could also have an experimental co-op game where everything is shared. the only problem with this is that having two player ones will mean that if one keen dies, you die aswell and the lives go down. or even better p2 could be a monster of their choice.Commander Spleen wrote:It can definitely be done using UDP. It wouldn't be perfect, but no multiplayer game really is. The best ones just hide the quirks well.
The main question is how the game would integrate multiplayer into existing levels. The way it works at the moment seems sufficient, but you might need to implement a way of sharing items and resources, for example. From there it'd need support for multiple starting positions and then we modders can create multiplayer levels with ease!
we'd also need to keep in mind how complicated the programming would be. are you using object-orientated programmers or are you writing it by hand, from scratch?
also, the players can start from the same place.
i'd be anti splitscreen for this one, more for an online mode like ratchet and clank 3.
- Commander Spleen
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Meh, I don't find that idea too interesting. It would be useful to have it as an option, but multiplayer functionality would be a waste if that was the only mode of play.BlueGasMask wrote:have a vs mode where it goes by points+time and everything is cloned
This is exactly where multiplayer would be brilliant. But dying is not a problem. You seem to be forgetting that this is an engine coded from scratch, and if separate player stats are required, they can be implemented.BlueGasMask wrote:You could also have an experimental co-op game where everything is shared. the only problem with this is that having two player ones will mean that if one keen dies, you die aswell
This mode would be especially fun if each player starts off in a different area and must complete interconnected puzzles. Say both players are unable to reach one another at the start, and P2 must flip a switch to activate a bridge allowing P1 to cross it and collect a keycard that furthers the level progress. It's this sort of thing that can make multiplayer really exciting.
- BlueGasMask
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ideas are built like pyramids. let clone keen plus be like the great pyramid of khufu.Commander Spleen wrote:Meh, I don't find that idea too interesting. It would be useful to have it as an option, but multiplayer functionality would be a waste if that was the only mode of play.BlueGasMask wrote:have a vs mode where it goes by points+time and everything is cloned
This is exactly where multiplayer would be brilliant. But dying is not a problem. You seem to be forgetting that this is an engine coded from scratch, and if separate player stats are required, they can be implemented.BlueGasMask wrote:You could also have an experimental co-op game where everything is shared. the only problem with this is that having two player ones will mean that if one keen dies, you die aswell
This mode would be especially fun if each player starts off in a different area and must complete interconnected puzzles. Say both players are unable to reach one another at the start, and P2 must flip a switch to activate a bridge allowing P1 to cross it and collect a keycard that furthers the level progress. It's this sort of thing that can make multiplayer really exciting.
but yeah, your vision of it sounds great.
- BlueGasMask
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Well, I like to think that I havegerstrong wrote:You have a lot of ideas, I like that. But there must be time to implement it. I cannot do everthing that fast.
It will come, it will...
so I will also suggest the implementation of graphics mods, e.g:Tom Hall wrote:a fertile mind
http://dark-ax.deviantart.com/art/Comm ... P-90717851
scroll down for goodness.
A little bit.gerstrong wrote:Please give me feedback about the recent physics. Are they better now?
-If you hold a direction and try to jump, Keen loses most of his momentum. This shouldn't happen.
-Keen slides if you change direction while walking.
-Keen kinda just floats down when he falls a long distance. His max falling speed should probably be a little higher.
-Keen maybe pogos up a little too slow, also.
-This is a bit specific, but if Keen pogos into a ceiling that's 3 tiles above him, he loses momentum, and falls straight down.
EDIT: Also, I'm not sure which things are actual physics problems. Some movements might just look weird, because of the larger resolution and smoother framerate...