Posts Tagged multiplayer

Summer GameDev: Day 6 – Four Flockers

Monday morning started with another walk through Utrecht. Decisions had to be made; where is our game going? What do we want to make? What would work best? 2 players? 4 players? Or back to a single player? Any more resources? And how can we do all this without lowering the drop below 30 fps? The warm weather combined with a soft breeze did us nothing else than good.

We decided to go for a multiplayer (2 vs 2, 1 vs 1 or 4 player deathmatch) manage-the-flock game in which there would be multiple ‘respawn pools’ that could be controlled in order to constantly receive reinforcement mosquitos. About 2 hours later, the programmers finished a battle-mechanic prototype in which rules of conflict were added between two groups of mosquitos. We playtested it…

… and came to the conclusion that further playtesting should conclude whether it is fun for 1 player to have 2 WiiMotes. In the battle-mechanic prototype the 2nd WiiMote did not add much and was, most of the times, only used when a player wanted to divide his group or pull back a lost group of mosquitos.

So, we created a to-do list and got to work… And we are still working! We already finished a bunch of artwork, animations, the cursor, some sounds including dieing flies and planting queen mosquitos and ofcourse there are loads and loads of code taht are coming through. Tomorrow is the last day and we’ll have to work hard… But it sure is going to be an awesome game!!

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