Project First Steps
Project First Steps
Ideation.
when thinking of a multiplayer game, I automatically think about the other players as the main mechanic, as the something extra that makes the game interesting.
For making the human part with the most impact as possible, we wanted the player to both cooperate with a human and compete with a human, so some sort of co-op PvP.
to make the cooperation as meaningful as possible we wanted to make the players dependent on one another in some way. I thought about rally racers as an inspiration, for 2 people with very different capabilities and roles that depend on each other in order to to achieve their common goal.
we where then trying to take inspiration of other cooperation multiplayer games like "It Takes Two" and "Operation Tango". i thought of a concept to maximize the dependency of the players on each other. lets say the game objective of the game is to collect coins, what if one player could see but couldn't collect it while the other one could collect it but couldn't see it. The idea was well received by the group and we started to develop it.
Core Gameplay.
since all teams share the same map we want them to interact with each other, trying to slow down and sabotage in the enemies team road to success. For this purpose we added a simple fighting mechanic which will include melee attacks that can disable a player for a short period of time.
the player who collects the coins could see all the collectibles on the map, but couldn't distinguish what is what, and will need the other players guidance to succeed in the collecting task.
After a talk with Vasileios, the game was too much based on communication, and it could create a big disadvantage to an uncommunicating team, we needed to find a way to balance the win probability between directly communicating players, to players who have no direct channel of communication.
For that purpose we decided to remove the vision element, and make both player equal not distinguishing between the collectibles. Which mean we will need to embed a way of reviling the "identity" of the collectibles in their abilities, reducing their dependability on each other.
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