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Multiplayer suggestions?
01-17-2015, 09:03 PM (This post was last modified: 01-17-2015 09:07 PM by Kitokofox.)
Post: #1
Multiplayer suggestions?
I do have a list of ideas for what can become of Multiplayer, should it ever come to happen.

- Game Modes -
Race:
  • Cubes grant you time bonuses.
  • Falling off the stage sends you back to the start to begin again.
  • It's a single attempt race to the finish.
  • The strokes don't matter.
  • At the end of the round, players are awarded points based on finish ranking.
  • Players are intangible to themselves, allowing for a clean race.
  • The winner is the one with the overall highest point value, after the set of holes/courses have been played.
Strokes:
  • Time does not matter.
  • Players are intangible of one another, allowing for uninterrupted strokes.
  • Players take turns, as the camera view switches to the player taking their turn.
  • Regular golf rules apply. Falling off the stage counts as O.B. Same with water. Except, falling in water places you close to the edge or where you last fell off the stage from, like classic golf rules.
  • Score and play is atone to regular golf. The best scoring player goes first next hole, furthest from the hole shoots afterwards.
  • The winner is the one with the lowest stroke score at the end of the set of holes/courses have been played.
    Party:
  • Everyone has a set amount of time to get either the fastest time through the hole, or the time with the least strokes through the hole.
  • Time rankings constantly update as players continually retry the course.
  • Players are not intangible, and can bounce off one another.
  • You can press a key to retry the course at any time.
  • Stroke rankings work on a basis of who was first to get a stroke count of x. Meaning the first person to get a hole-in-one wins this sector. The same goes for the first two-stroke play. Any leading up two-stroke plays will rank directly after the first player to two-stroke. If someone gets a hole-in-one, they will rank above the two-stroke players.
  • Cubes reduce time in this mode, like in time. This makes a difference as to whether you want to head directly for the hole and get the first hole-in-one, or get the best time value thanks to cubes.
  • Items might be available.

I would suggest that a player limit be about 16 or 32, since that's a safe limit for now.

Menu and Functions
Multiplayer setup:
Course Setup:
The host can set up the levels that the multiplayer room will be playing for the course. The players can visually see what the lineup of levels to be played are, or courses, if a set is included, and in what order. E.G. Spacetime Adventure hole 1, then Dark City Zone, then the back nine of Green Greens, and the entirety of Resort Bay and it's 18 holes. Basically, the room will go through all the courses then head to a results screen with a total. If there is just one course selected, only the results from the single course will be shown before heading back to the setup menu, as opposed to a cumulative screen at each hole and one final one at the end.
Teams:
If the players decide to, an the host allows it, the players can split into teams of various coloured Roly Polys. Total score is not totaled, but taken on average of all the players on a team, when determining team ranking.
Game mode:
Obviously, the host can pick the game mode to be played.
Functions:
Administratives:
  • The host should be able to kick or ban a player from their room.
  • The host should also be able to mute the chat if they need to.
  • The host should be able to appoint administration, and be able to appoint permanent administration due to the login system.
  • The ban feature should keep out the player based on their login name.
  • Their ban list and admin list can be viewed in the forum UCP.
  • The host should be able to send users additional content that the joining user doesn't have, from the host themselves, if they allow it.
  • The host should be able to interrupt the current course should there be an error.
  • The host should be able to limit the amount that can join and additionally block joins for a period of time if they wish.
Features:
  • The players can chat.
  • The host can allow the players to select a course they want to play, and have the room automatically select a random choice.
  • The host can also pick a set selection of courses the players may pick from.
  • The host can set URLs to get the addon files from before entering the game, and optionally open up all the URLs needed for the player.
  • Players can choose the character they want to use (Should the ability to choose different skins/characters be available)
  • Perhaps voice chat? Maybe!

I can only dream. anyone else have some suggestions to share regarding multiplayer?
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01-18-2015, 01:50 AM
Post: #2
RE: Multiplayer suggestions?
I think the game would benefit from multiplayer. I would like to suggest having the ability to mute certain players from the chat. That is if multiplayer is planned to be added one day.
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01-18-2015, 10:43 AM
Post: #3
RE: Multiplayer suggestions?
Kitoko, that is certainly a detailed and thought suggestion! I'm reminded of Trackmania, almost.

We're a ways from potential netplay support, but when the time comes, we'll take a look at all the ideas we've amassed and see what we can come up with. Multiplayer could very easily become a goal, provided there's sufficient demand.
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01-18-2015, 05:40 PM (This post was last modified: 01-18-2015 05:41 PM by Kitokofox.)
Post: #4
RE: Multiplayer suggestions?
And multiplayer is very easily enjoyable, given the flexibility PCs have.
Why don't I throw in another suggestion:

In-game chat throughout the game that links to the IRC.
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05-26-2015, 07:22 PM
Post: #5
RE: Multiplayer suggestions?
I just thought of some cool multiplayer items:

At the beginning of every hole all the players get an item they can use on themselves or others. However, the choice must blindly be made before beginning the hole, and at your turn you'll find out what has happened! The item distribution is also handled as per ranking (If you're in first, you're likely to get defensive items or little boosts) and last a hole.

Speed Up (x1.5)
Picture: Speed Panel
Info: Speeds up the game-play of the game itself but not the timer. Can be dangerous in some cases!
Target: Anyone
Rank field: Middle
Rarity: Common

Slow down (x0.75)
Picture: Sleepy Roly
Info: Slows down the game-play of the game itself but not the timer. Need to relax a little? Visit me!
Target: Anyone
Rank field: Middle
Rarity: Common

Eraser
Picture: What do you think?
Info: Erases a random power-up targeted at you, good or bad.
Target: Self
Rank field: Top
Rarity: Common

Extra Jump
Picture: Jumping Roly
Info: Gives an extra jump on each stroke. Magic, son.
Target: Self
Rank field: Middle and Bottom
Rarity: Uncommon

Darkness
Picture: flashlight shining on a ghost
Info: Adds a dark fog to game-play. Memorization of the level is key!
Target: Anyone
Rank Field: Bottom
Rarity: Uncommon

Heavyweight Champ
Picture: A buff Roly with a belt
Info: You become tangible to other players. Other players will bounce off you.
Target: Self
Rank Field: Any
Rarity: Uncommon

Low Gravity
Picture: Roly floating over the moon
Info: Play golf on the moon with lower gravity!
Target: Anyone
Rank Field: Bottom
Rarity: Rare

Switch
Picture: Recycling bin
Info: Swaps your effects with another after all is finished (Only one may appear per hole among all the players)
Target: Anyone
Rank Field: High
Rarity: Rare

Nullify
Picture: Zero with a strike-through
Info: Nullify all items in this hole. Useful if you are really good at a hole!
Target: All
Rank Field: Bottom
Rarity: Very Rare

Miniboost
Picture: Fire
Info: After turning you get a little boost of speed depending on how much you turn. Use wisely!
Target: Self
Rank Field: Top
Rarity: Very Rare
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