The overlap theory.

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CEEL

The overlap theory.

Post by CEEL »

The very useful idea.
Most levels are made for 1-2 players.
And R&D supports up to 4 players
This will require converting all those maps to 4 players
if you would want to support 4 players that is (and you would).
Often this converting includes:
- finding spot for extra players at start.
- finding spot to insert extra keys
- finding spot to insert exits (not needed here as R&D exits after 1st exit reached)
Often you need to alter the structure of the level someway also.
Although you would change as above there would certainly be quite a few levels
not playable (so well) on 4 players but you would want to try..

A quick way avoiding all this converting and headache would be some BOLD coding..

The overlap theory, (SP_MP Compability code):
Two main compability fixes would be required as of above.

I.
- Let all players spawn on the spawn places that exist.
This would require the players overlapping each other at
the start. (Needs some funky code).

(If not overlapping the players could spawn into this space after the others
but this space must be occupied until all has left it.
I would prefer the overlap better since all can do action from the start.
This only looks better.)

(You could also let the computer insert players near each other
but this is a much worse idea with unknown effects..)

II.
- 1) let the keys be static,
2) or disapper after each player have one (best)
3) or when one player has the key all share it (worst).
(Think you could go by any of these really just to play)


Well you need a third also..
III.
- All levels default to R&D engine as default in Net Multiplay.


This would be an option in multiplayer setup called
- SP-MP compability (The crazy overlap idea) (Use at own risk guys).

This would let you play even one player maps up to 4 players at own risk.
You wouldn't need to convert any maps.Just play&play&..I hope..
The level may not play out as the creator had in mind but would still amuse it's players for sure.
Don't think anyone needs extra overlap graphics.
Don't think this code would be too extensive either.
Well another dumb idea down the drain or..
Anyone debunking this.


CEEL
CEEL

Post by CEEL »

I had an idea I forgot in the above
The players could also be spawned into the level at a safe location
by the team leader.
No need for any funky overlap code then.
Should be faster to code.


Anyone keen on this.
Well, we have so many levels but few for 2+
(1 player levels would also work here!)
If we would want to connect another player
you wouldn't need to do that boring converting above
on each of them.

CEEL
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Holger
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Post by Holger »

I think that this is actually a very good idea!

Still have to think about how to implement it, but I think it's possible and desirable! :-)
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