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Bonezmann
20-10-2011, 08:21 PM
I had some free time on my hands and decided to start working on a game I've been thinking of making for a while now. Purely multiplayer(2), the main concept of this game is for the one player to be the main character/hero and the other to control the environment and spawn all the baddies etc.

This (http://www.mediafire.com/file/v1e260ptp4crn0p/goodvevil.rar) is what I got so far.

screenies:

The menu:
http://i306.photobucket.com/albums/nn254/Hirok99/menu.jpg

This is the menu, where both players use their "good" or "evil" points to buy stuff and prepare for the upcoming battle. Player 1 uses the numbers on the keyboard to buy lives and health and player 2 uses the mouse to buy ships. When both are ready, press the big ready button.

The level:

http://i306.photobucket.com/albums/nn254/Hirok99/level.jpg

This is the level, where the (little, for now) action goes down. The goal is for either player 1 to survive 1minute without getting killed and for player 2 to try and kill player 1 before the time limit is over. Player 1 uses the arrow keys to dodge (no shooting just yet) and player 2 uses the mouse to click on the space ship icon in the upper right corner and then clicking on the desired spawn location.

Planned for next version:

- More ships and stuff for player 2(evil)
- More abilities/collectables for player 1, this includes healing abilities mid-level.
- Ammo and shooting for player 1(good)
- Player 2 not being able to spawn a ship right in front of player 1
- Decent timer in the level

The game won't just feature in space, if I have my way with it, it'll feature platforming and other genres too... possibly...

Also, thanks to www.free-background-wallpaper.com for the background in the level. :P

So, thoughts? Comments? Suggestions?

edit: Terribly sorry about the horrible image sizes, I only have paint on my pc for now... :P

BlackShipsFillt
21-10-2011, 10:35 AM
I love the title! (very postmodern)

I would suggest if you're planning other genres and environments you should do a Hobbit vs Sauron (this might fit with the gameplay you've described)... or some other kind of medieval setting that capitalizes on classic good vs evil drama...

I'm not exactly certain what Player 2 does... it sounds like it might be funner to give Player 2 multiple ships with some kind of flocking...

Also there could be Power Pills, like in Pacman, that allow Player 1 to turn on Player 2 and also provide secondary goals for the two players (Player 1 trying to pick them up... while Player 2 tries to protect them).

Gazza_N
21-10-2011, 12:38 PM
I like the concept of one player setting traps that the other has to avoid, but I'm biased. It was the idea that led to my very first G.D comp entry. :P

The proto plays alright, but my main concern is predictability. P1 can see P2's cursor and interface, and can therefore see what P2 is going to do, which ruins the whole shmup feel. Blackships' idea of swarming enemies is a good one because it lends a bit of unpredictability to it, but as P2 you want to do more than just spawn swarms.

I really think you should swap input devices between the players. Give P1 the mouse, since he needs minimal input, and let P2 use the keyboard to spawn things. Less transparency to P1 and therefore an element of surprise, more flexibility for P2. Having number keys that correspond to ship types and other keys that fire off your selected ships at different spawn positions would be something to try, perhaps.

That said, it's cool to see you working on stuff again! This is an interesting idea that you should flesh out a little more. Keep it comin'!

Zoop
22-10-2011, 06:41 PM
I like the concept of one player setting traps that the other has to avoid, but I'm biased. It was the idea that led to my very first G.D comp entry. :P


/offtopic

Can't we elect a new moderator for the game.dev forums, so we can starting running comps again? It seems since dis started working on DD the forum pretty much died.

BlackShipsFillt
23-10-2011, 08:00 AM
Maybe that's something that should be discussed at the Cape Town meeting on Wednesday... It's great to see Bonezmann making games on his own though!

dislekcia
23-10-2011, 03:04 PM
/offtopic

Can't we elect a new moderator for the game.dev forums, so we can starting running comps again? It seems since dis started working on DD the forum pretty much died.

You don't need mod status to run competitions - the stickying isn't the important part, it's the judging that I simply don't have time for anymore.

edg3
23-10-2011, 05:30 PM
/offtopic

Can't we elect a new moderator for the game.dev forums, so we can starting running comps again? It seems since dis started working on DD the forum pretty much died.
I ran some a while back, but participation was minimal, having competitions is one thing, but we also need people who will take part in them.

@OP: I cant play it till the 15th, but one thing I can suggest (along the lines of what Gazza was saying with the control swap) is you should look at the game maker multiplayer lib (mplay?) and perhaps make it so you can play PC vs PC rather?

BlackShipsFillt
24-10-2011, 09:21 AM
I ran some a while back, but participation was minimal, having competitions is one thing, but we also need people who will take part in them.

Yeah, that was pretty rad though, the game I made during them is turning into a reality...

Maybe we could hook up some prizes, I'd be prepared to put towards it...

How about having a competition in November called "Good vs Evil" that way Bonezmann already has a head start :) Maybe some of the soon-to-be-on-holiday University students would get involved?

edg3
24-10-2011, 02:26 PM
Yeah, that was pretty rad though, the game I made during them is turning into a reality...

Maybe we could hook up some prizes, I'd be prepared to put towards it...

How about having a competition in November called "Good vs Evil" that way Bonezmann already has a head start :) Maybe some of the soon-to-be-on-holiday University students would get involved?
Well, I could do one for November, but I cant put forward any prizes, but if anyone else can/will/wants to/can organise, then that would be great.

SkinkLizzard
25-10-2011, 07:05 PM
well after the 18th of nov I'm free for a while so could probably take part in a game making comp,
assuming we don't make november skyrim month of course.

edit: oops, this is thread jacking, I say we move comp discussion elsewhere.
on topic:
its an interesting concept, I agree though that it would probably be easier with the spawner on keyboard and hero on mouse and that it would probably benefit from a multiple pc multiplayer mode.

Notsimon207
25-11-2011, 02:20 PM
Hey, sorry I couldn't play your game as the file is no longer available. But I really do like the concept.

I especially like the part where you considered using the same mechanic, one player playing the role of the hero and the other controlling the environment, in a platform type game. This would most definitely make for some very interesting game-play. Imagine playing a super Mario type level where one player can spawn enemies and place traps... awesomeness!

Restrictions for the 'evil' second player will have to be balanced very carefully to avoid an over powered enemy. For example not letting the 'evil' player spawn monsters to close to the player, other wise a new meaning of 'spawn killing' may well develop.

I hope you get time to develop the concept further, there is some real potential in this game mechanic.

well done Bonezmann!

Notsimon207
25-11-2011, 02:27 PM
Hey, sorry I couldn't play your game as the file is no longer available. But I really do like the concept.

I especially like the part where you considered using the same mechanic, one player playing the role of the hero and the other controlling the environment, in a platform type game. This would most definitely make for some very interesting game-play. Imagine playing a super Mario type level where one player can spawn enemies and place traps... awesomeness!

Restrictions for the 'evil' second player will have to be balanced very carefully to avoid an over powered enemy. For example not letting the 'evil' player spawn monsters to close to the player, other wise a new meaning of 'spawn killing' may well develop.

I hope you get time to develop the concept further, there is some real potential in this game mechanic.

well done Bonezmann!