neato... after i made this post yesterday, wurmz was talkign to me on aim about it and thats what he came to the conclusion of too :P seems like it makes most sense - it deffinately does from a tech POV (makes me happy inside hehe) On Fri, May 8, 2009 at 10:25 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > I think we should stick with saucer only on this one. > > > > Do you mean the SNES Zelda? Coz that one’s the business. > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *figarus@xxxxxxxxx > *Sent:* Friday, May 08, 2009 10:23 AM > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > I think if we make the action rpg zelda style game in the future that would > work better multiplayer... I don't know of any ff style rpgs with the > multiplayer that we are thinking - unfortunately, we can't have it all, as > much as I'd love to. We will run into this occasionally and sacrifices have > to be made... So the question is, I think kent is right, we either need to > go balls to the wall multiplayer or just stick with the golden saucer > multiplayer, cuz if we half ass it, it will be a waste of time/energy... > > I am just not sure. I love multiplayer and envision adventuring with a > friend/friends and it being totally epic and fun but on the other hand, to > really embrace multiplayer, single player will suffer and I really think the > majority of people would play single player the majority of the time. Its > hard enough to organize my homies to play left4dead on xbox for a couple > hours, let alone the 40+ hours to go through an rpg. > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 10:09:50 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > Perhaps this project should just be single player except for the saucer > idea, and on the next one we can all be more multiplayer-minded? > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Kent Petersen > *Sent:* Friday, May 08, 2009 10:05 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > Forcing players to split up is a good idea too. That way it's like 2 > separate single player levels. In single player the player could choose > either path. It's a good way to avoid having to test things for both single > and multiplayer because it would really only be 2 separate single player > paths. There are numerous other ways to keep simple multi playered levels as > well, such as a simple switch that requires a player to stand on. You could > have a door with trapped enemies inside. One player stands on the switch to > open the door where. The second player then battles hsi way into this room > single handedly. If the battleing player becomes too wounded he can leave > the battle room and swap places with the 1st player. So now you have one > fresh player battling and the wounded player recovering on the switch. That > type of scenario would be relativly simple to make and require 2 players. > > I guess there would be an increase in content. There probably wouldn't be > double the content but there would definately be an increase. It would also > get very difficult to manage once the levels became larger and more > complicated. > > I think having full on multiplayer could create an amazing experience. I > think it would take a lot of careful planning to truly make it shine. On > that same thought, if multiplayer was half assed and not as polished as I > imagine, the game would be terrible no matter how great all of the other > aspects are. Especially since we would be designing the game from the ground > up with that feature in mind. If we do decide to change our minds it would > be difficult. > > What does everyone else think? > > On Fri, May 8, 2009 at 9:29 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > #1 and #3 make sense (: > > For #2 would you want to build and script twice as much stuff... one for > single player and one for multiplayer? And then you'd have to test both to > make sure they work ok and that there wasn't a typo (like an extra 0 added > onto how much rep you get for completing the multiplayer quest vs the > single). > > Duplicated effort tends to have a lot of bugs in it because of human error > (thats why people make functions instead of copy / pasting code). > > Seems like we'd introduce a lot of bugs and have to do double the work > going that way, but it is a pretty good idea as a solution to the problem. > Like for instance maybe we could only have 2 versions where it mattered. So > for most of the game it's all the same stuff but in caves where there are > puzzles etc they change whether you are single or multiplayer. I'd still be > weary about the extra bugs it would for sure create. > > From a technical standpoint i really agree w/ you on the last point, i like > the idea of limited / specialized multiplayer (: > > > > On Fri, May 8, 2009 at 8:40 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > > Oh, fun questions. > > 1a) I assumed people would get thrown into the fight together. Either > person triggers a fight both players go in. > 1b) If you wanted it to be a little more interesting you could have it > where the players need the enage the enemies individually. After the player > touches a monster there is a small delay before entering the battle to give > the 2nd player a chance to get into the fight. The second player can choose > to not fight at all or fight something different. Battles could play out in > more of a real time. Potentially you could even have monster or players join > the battle once it's going. > > 2) dungeon design wouldnt be too bad. I would say you would make 2 paths. 1 > for single player and one for multiplayer. You could have them have > different items. The single player path could have things break once you > pass making it a one person way. The multiplayer paths could have puzzles > that require 2 ppl. > > 3a) I assumed that the players will just drag eachother. If one player > enters a new room the second player will teleport there. > 3b)You could also do it toe jam and earl style (original on the genesis) > where the players are just allowed to seperate. This would go well with the > combat idea. > > With all that said I feel it is unnessasry. Maybe a colliseum could be cool > to battle your friends and to compare equipment. Maybe there could be an > online FF7 Golden Saucer where everyone can meet gamble, show off gear, > whatever. > > > > On Fri, May 8, 2009 at 8:18 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > ok so you guys are saying ""yeah multiplayer!!!" but lets talk details. > > So how would it work? > > lets ignore technical concerns and talk game design... > > > #1) how would combat work... if you are walking around and your buddy is > too, and he gets into a fight, do you automatically get tossed into that > fight to? what happens? > > #2) if we allow multiplayer, we'd have to design all caves and dungeons to > work with multiplayer. What i mean is we couldn't have any puzzles or > things which were designed for single player. IE if you have something like > you have to push a boulder from upstairs into a pit, it falls downstairs, > you roll it onto the switch and you can get into another room, we can't do > that cause in multiplayer, the 2nd player could just stand on the switch and > let you through etc. > > #3) what happens when your buddy enters a different room while you are > walking around in the 1st room or like exploring it... do you get teleported > into the other room automatically? > > > > On Fri, May 8, 2009 at 7:38 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> > wrote: > > Yep yep. 6-3, trying to get it switched to 5:30-2:00=-D > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx > *Sent:* Friday, May 08, 2009 7:37 AM > > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > What time do you get in, 6am? > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 07:36:24 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > Yah, and I do work pretty early…. > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx > *Sent:* Friday, May 08, 2009 7:32 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > Lol...... He has a weird schedule like 10 - 7 or something > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 07:30:24 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > Maybe if he’d get up and get to work like us! > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *eric drewes > *Sent:* Friday, May 08, 2009 7:27 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > yeah, we'll have to talk to alan about this stuff cuz it could almost be a > game in and of itself > > On Fri, May 8, 2009 at 10:26 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> > wrote: > > I like the gauntlet or Man vs Beast w/one weapon, adds a little flavor to > it, maybe there could be different parts of the arena for different things, > a gambling hall, a gladiator hall(full on battles), a bestiary (battling > beasts w/one weapon), wrestling ring (diff weight classes) all with diff. > challenges or things to do. > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Chris Sherman > *Sent:* Friday, May 08, 2009 7:23 AM > > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > I love the arena/tournament idea but I've never seen anybody really take it > where I think it could go. For instance having a heavyweight and lightweight > battle class would be cool, betting could be done in increments and instead > of just getting your pool back plus house money you would get other players > money. I also like the thought of having different challenges like a > gauntlet or a man vs beasts where man is equipped with only one weapon and > no armor... Feel free to expand on it if you wish :) > > Sent from my BlackBerry > ------------------------------ > > *From*: figarus@xxxxxxxxx > *Date*: Fri, 8 May 2009 14:17:57 +0000 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > quick things... > > I agree co-op would be fun but my only concern is, it will take away some > resources that could be used in other places that may be better bang for the > buck... > > Alan iis gathering ideas for making how multiplayer would potentially work > so maybe he has yet another rabbit to pull out of his hat :) > > Re: arena... > > Definitely one of the things I am really into for this game is a battle > arena wheer you can fight, or gamble on monsters fighting :) something to > definitely thing about if anyone has any ideas > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 07:08:24 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > I definitely think being able to hook up with your friends and playing > would make the game way better… everythings better with buddies. > > > > How would it work though, you would just have your heros? Or would it be > the guy who set it ups party and you can control one of his guys? > > > > I like the idea of arenas. Kind of like the Coliseum in FF3 or something > where you could join in and battle people perhaps for unique-ish items or > something. Just an idea… > > > > > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *figarus@xxxxxxxxx > *Sent:* Friday, May 08, 2009 6:59 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > Alan and I talked about maybe at least having an arena where you can fight > other ppl... I defer to him when it comes to multiplayer cuz he knows how > hard it will be and will be the one putting code in... > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: "Chris Sherman" > *Date*: Fri, 8 May 2009 13:53:44 +0000 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > What if we did it small scale multiplayer like you could be on a server or > virtual lan with buddies or a few random people and if you wanted to join > their party you could but you wouldn't have to. Ie test drive unlimiteds > approach to mmo > > Sent from my BlackBerry > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 06:49:38 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > Multiplayer IS bonus. But it would maybe get difficult is other people had > wanted to go different directions in dungeons/caves and what not, and some > people like grinding and some people want to just get through it, so maybe > MP wouldn’t be good in this case… I dunno. > > > > > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Chris Sherman > *Sent:* Friday, May 08, 2009 6:31 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: multiplayer > > > > Multiplayer is awesome, TOTALY AWESOME! > > Sent from my BlackBerry > ------------------------------ > > *From*: figarus@xxxxxxxxx > *Date*: Fri, 8 May 2009 13:17:27 +0000 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > I guess the question is... Do you guys think ppl would be interested in > playing multiplayer? FF6 had it but I never used it. I love co-op and > playing w/ friends but I don't know if itd work with a story driven rpg... > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Fri, 8 May 2009 06:11:53 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > > I think that would be perfect=-P > > > > Keeping them together like gauntlet lengends kinda but switch screens for > battle… > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Alan Wolfe > *Sent:* Thursday, May 07, 2009 8:05 PM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] multiplayer > > > > Hey so before we started makin this game, Eric was saying it would be > really neat if we could support multiplayer. > > We've talked a little bit about it randomly (like the possibility of being > able to play mini games against other people online or other stuff...) but > it's been kind of hard figuring out how FULL ON multiplayer would work in > our game. A big part of the hurdle for me has been figuring out how to do > the combat in multiplayer (since it goes to a seperate screen... would the > other player go into that screen too or...?) > > Anyhow, I personally can't figure out a good way but I wanted to open it up > to everyone else before we said "bah forget it" > > Eric has had some ideas about this such as the players having to stay > within a screen length of eachother, and when one person goes into combat > they both go into combat and control their own characters. > > What do you guys think... can multiplayer work for a game like ours? > > > ------------------------------ > > > > > ******************************************************************************************************************************************************************* > > This e-mail is the property of Oakley Inc. 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