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brettpenzer123
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Post subject: How Will The Local Multiplayer Co-op Work? Posted: Thu Jun 24, 2010 4:54 pm |
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Joined: Thu Jun 24, 2010 12:53 am Posts: 22
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If the game is split screened between the 2 players
the info i have is the local multiplayer co-op system will work just like lego indiana jones 2. when the players are close to each other the screen joins, when far from each other the screen splits
How will this affect how we buy buildings if the menu takes up all the screen it would be no fun watching your friend's menu come up and down every 3-5 seconds!
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insultobot
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Thu Jun 24, 2010 5:13 pm |
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Joined: Fri Feb 05, 2010 4:08 am Posts: 71
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there was a great video that released before AWoK was officially announced showing just how it works. It looked great but I can't seem to find it.
Surely some one else with a larger interwebs can help
_________________ YO 2012, IMMA LET YOU FINISH, BUT Y2K HAD ONEO' BEST END OF THE WORLD OF ALL TIME 
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Thu Jun 24, 2010 5:53 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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insultobot
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Fri Jun 25, 2010 1:24 am |
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Joined: Fri Feb 05, 2010 4:08 am Posts: 71
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Nice. I couldn't remember where I saw that.
I think a nice ambient feature would be if the line was slightly bolder the farther away you are from eachother and thin out the closer you are. A lot like it fades in and out of existence when needed but just to subconsciously let the player know just how far apart they are in the map.
_________________ YO 2012, IMMA LET YOU FINISH, BUT Y2K HAD ONEO' BEST END OF THE WORLD OF ALL TIME 
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brettpenzer123
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Sun Jun 27, 2010 2:42 am |
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Joined: Thu Jun 24, 2010 12:53 am Posts: 22
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well that didn't really answer my question?
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insultobot
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Sun Jun 27, 2010 3:07 am |
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Joined: Fri Feb 05, 2010 4:08 am Posts: 71
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so you are asking if the pop up menu for building things takes up the whole screen?
With out playing or seeing gameplay footage, I can't answer that. Maybe the pop up will stretch horizontally on the players screen that opened it when the screen is split horizontally and the same vertically when vertically split.
Or you just have to sit back and get a coke for your friend while they acquire the necessary building components.
_________________ YO 2012, IMMA LET YOU FINISH, BUT Y2K HAD ONEO' BEST END OF THE WORLD OF ALL TIME 
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brettpenzer123
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Sun Jun 27, 2010 6:58 pm |
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Joined: Thu Jun 24, 2010 12:53 am Posts: 22
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if you have to wait people miles play single player.....
i really have thought of some good updates wanna hear?
_________________ 
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Mon Jun 28, 2010 4:11 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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insultobot wrote: so you are asking if the pop up menu for building things takes up the whole screen?
With out playing or seeing gameplay footage, I can't answer that. Maybe the pop up will stretch horizontally on the players screen that opened it when the screen is split horizontally and the same vertically when vertically split.
Or you just have to sit back and get a coke for your friend while they acquire the necessary building components. Haha... The UI for building says: "Player 1, build. Player 2, please go get a coke!" Actually, you're right - basically, the UI stretches horizontally or vertically to fit, when needed. And several screens are designed to be smaller than in AKFK, so they just fit better on half the screen. There are still some things that stop the whole game and/or take up the whole screen, like bringing up the pause menu or options screens. But the stuff you do normally during gameplay (look at a blueprint, build pieces, etc.) is carefully positioned in split-screen to not get in the way of the other player.
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fidgetwidget
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Mon Jun 28, 2010 8:21 pm |
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Joined: Mon Jun 07, 2010 5:00 am Posts: 10
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Hmm... the UI is a good question, (and well done Ninja Bee for the answer you came up with), but what about the story/progress aspect of things? When I host the game, am I inviting another player to join my game (where their character is the one from their game, with their tools and upgrades), or am I inviting a helper (with the same tools and progress of my character)... And if they are joining my game, will they take something back with them from helping me? I realize there wasn't a lot of progress that was attached to the player character (most of it was the city you were building), but there still was some... so does this stuff transfer across games? Thanks 
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brettpenzer123
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Mon Jun 28, 2010 10:14 pm |
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Joined: Thu Jun 24, 2010 12:53 am Posts: 22
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It's A Good Idea... Can't Wait To See it....
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Tue Jun 29, 2010 12:36 am |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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fidgetwidget wrote: Hmm... the UI is a good question, (and well done Ninja Bee for the answer you came up with), but what about the story/progress aspect of things? When I host the game, am I inviting another player to join my game (where their character is the one from their game, with their tools and upgrades), or am I inviting a helper (with the same tools and progress of my character)... And if they are joining my game, will they take something back with them from helping me? I realize there wasn't a lot of progress that was attached to the player character (most of it was the city you were building), but there still was some... so does this stuff transfer across games? Thanks  Those are good questions. The basic answer is you're inviting somebody to be part of your game - where they might have been before that is ignored. For instance, they could have been sitting in the main menu, and in fact may never have played the game before. So, in multiplayer games, everyone in one session shares in the same story, progress, etc. This is in keeping with our general philosophy that the game is a completely cooperative experience wherever possible. Since the game is so story-driven, this means another player joins your story on the fly wherever you are in the story. If you're against the idea of story spoilers, you may want to play through on your own (or host your own Xbox Live game) or otherwise make sure you're not jumping into the middle of the story. If a player starts a new game or loads an old saved game of theirs (or joins another Live game entirely), they don't take anything back from your game. (OK, technically there is some progress toward achievements that is tracked per player, and some small unlocked things (still a secret) that the player gets to keep when she leaves your game.) Finally, what gets upgraded and unlocked and shared in A World of Keflings has in some cases changed hugely compared to A Kingdom for Keflings! 
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sloop1
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Tue Jul 06, 2010 2:54 pm |
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Joined: Sun Feb 21, 2010 1:03 pm Posts: 129
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brettpenzer123 wrote: If the game is split screened between the 2 players
the info i have is the local multiplayer co-op system will work just like lego indiana jones 2. when the players are close to each other the screen joins, when far from each other the screen splits
How will this affect how we buy buildings if the menu takes up all the screen it would be no fun watching your friend's menu come up and down every 3-5 seconds! Would be NICE to see what their building NEXT so you can help better.
_________________ Try to get the 15$ mic so we can talk it's easier. or e-bay one for 4$.
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Tue Jul 06, 2010 5:04 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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Well, we assume since they're sitting next to you, you can just talk to them.  We mostly assume you'll talk to the other players in LIVE play, as well, though I realize that's not always going to happen...
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sloop1
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Sun Jul 11, 2010 6:52 pm |
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Joined: Sun Feb 21, 2010 1:03 pm Posts: 129
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How about people that don't have Mic's? It would help me more to see what they are going to build next ratter then me make things they don't need?
_________________ Try to get the 15$ mic so we can talk it's easier. or e-bay one for 4$.
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Post subject: Re: How Will The Local Multiplayer Co-op Work? Posted: Sun Jul 11, 2010 7:09 pm |
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| NinjaBee |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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Yep, we understand not everybody has a mic or uses it. Maybe in a future game we'll worry more about this, but currently there are no plans for a specific mechanic to show what somebody is doing. See my answer in another thread: We don't actually know what players are thinking.  It's more complicated than it seems... But yeah, it'd be nice.
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