Add non-existing players to levels

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BrownSky
Posts: 12
Joined: Mon Sep 24, 2018 4:04 am

Add non-existing players to levels

Post by BrownSky » Mon Oct 15, 2018 1:10 am

Can I suggest that there be some way of automatically making single-player levels multiplayer, without actually editing them? e.g. a game setting which automatically adds 1, 2 or 3 players if not present. The devil would be in knowing where to put them. Just next to or near to the yellow player ought to be good enough. In dirt or space if available, if not then taking the place of whatever element is there. If it was done randomly and the level started with the players in a bad or impossible position then the level could be restarted in the hope of getting a better random arrangement. Obviously the character wouldn't be randomly placed if it was already on the level.

- Actually you could generalize this idea to all caves, even singleplayer caves, which is that if the setting is set to '1', '2', '3' or '4', you add that number of characters less the number that is already placed - so in the case of a level with no characters pre-placed, all players are randomly placed.

One problem would be that if the level is being played multiplayer NOT networked, the characters would need to be all placed on the same screen, which requirement would not exist for networked multiplayer.

It could be heaps of fun, as it would make levels much more variable. Of course for carefully constructed levels it would probably wreck them, so it would be more suited to 'random' levels.

filbo
Posts: 305
Joined: Fri Jun 20, 2014 10:06 am

Re: Add non-existing players to levels

Post by filbo » Mon Oct 15, 2018 10:41 pm

Hmmm, that might be fun for a LAN party or something.

I would caution that probably a large fraction of levels will not be completable with multiple players. e.g. there's likely to be only one of each color door key, unless intentionally setup for 2 players. Timings, sequences in which you have to get through [whatever] before the huge pile of rocks falls on it, etc.

Many levels would work, many would not. I guess that could be fun or frustrating, depending on the mood of the party...

Perhaps, in this 'forced multi' mode, key possession could be collective. That is, if *any* player has a green key, all can pass green doors. One could think of a few other such hacks, which would make single-player levels 'more likely' to be solvable in forced multi; no mechanical modification would guarantee it in all cases. (In fact, I think that problem is 'NP Hard' at least...)

BrownSky
Posts: 12
Joined: Mon Sep 24, 2018 4:04 am

Re: Add non-existing players to levels

Post by BrownSky » Fri Nov 09, 2018 1:17 am

Filbo, your idea:

"in this 'forced multi' mode, key possession could be collective. That is, if *any* player has a green key, all can pass green doors"

is such a good one that it warrants being added as an option to the game in any case; that is, in any multiplayer game (different PCs, same PC) key possession could be collective. This could be done as a game setting (but what happens if the setting is different for different instances of the game on different computers?), or perhaps a levelset setting.

Another thought on this matter: As well as the ability to add characters close to the existing character, add the the ability to add characters far from the existing character, i.e. not in the same screen, or playing field - this option being available only in multi-computer mode, when it makes sense (wouldn't really make sense in single-computer mode).

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