I think we are all agree. Although it would be cool multiplayer is not what this game is about. I look forward to our version of the golden saucer. On Fri, May 8, 2009 at 10:39 AM, <figarus@xxxxxxxxx> wrote: > I think the outcry of love for the goldensaucer-esque area of our game > means it will be a big part, I know I'm looking forward to it and think it > will be one of the things ppl will play and replay in our game > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Alan Wolfe > *Date*: Fri, 8 May 2009 10:36:35 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: multiplayer > 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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