[Pingus-Devel] two player mode
Hi all, on 2008-06-20 Daniel Nixon suggested a competitive multiplayer mode for Pingus. > I first saw a two player mode in a lemmings-like game in the Sega > Megadrive (Genesis) Lemmings port. From what I can remember there was > one entry door and two exit doors. Each player had to get the most > lemmings (from either side) in their exit door. It lead to some pretty > excellent gameplay due to the sneakiness and tactical play required to > sabotage each other while still shepherding the bulk of your own > lemmings to your door. Ingo Ruhnke replied: > We had something like that a long while back, it was never really > finished and got ripped out in the meantime: > > * http://pingus.seul.org/images/screen_0.5.0-1.jpg > > But we could reimplement with little trouble (splitscreen that is, > network support would get trickier). > > The issue however is that basic multiplayer isn't all that > interesting, because it is to chaotic, everybody just tries to kill of > the other and the end result is pretty much random. It might be > possible to enhance it by new actions or other tweaks to basic > gameplay (make it round-based, more worms like, etc.). I am open to > suggestions. What about not making the multiplayer feature competitive, but coorperative? For example, one player gets blue pingus, the other one controls red ones. Each color has its own entry and its own exit. The players both win if they rescue at least half of all the pingus together. They win together, or they lose together. Multiplayer levels should be designed in such a way that no player can win the game on his own, they need to coordinate their actions. For example, one player can build bridges, and the other one can dig, and they need to work together to get to the exit. There is a somewhat similar concept in Lemmings Revolution, where some levels include normal lemmings and "aqua lemmings" with special abilities. These two lemming types have to be well coordinated to get to the exit. This is a single-player game, however. As far as I know, a cooperative multiplayer mode in Pingus would be something completely new and innovative. What do you think? Daniel ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] MacOS X Intel
http://www.mediafire.com/download.php?bwny0wytayy On Jul 8, 2008, at 9:34 PM, Josh Dye wrote: I just figured out what I missed, a little embarrassing, what I overlooked that is. Anyway, I fixed it- will post back when i't uploaded... On Jul 8, 2008, at 2:49 PM, Josh Dye wrote: Well, I just updated my laptop to 10.5.4 and pingus runs fine.. Maybe it an issue with a QT update, or maybe his computers just screwed... Anyway might as well update thee downloads page to include my version, just remember to keep the current link up; the current link is only 0..7, but it's PPC. My Intel version of 0.7.2 stable http://www.mediafire.com/? 2tj3sfxx9y5 ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] two player mode
Hello Daniel, On Wednesday, July 9 18:36 2008, Daniel Herding wrote: > What about not making the multiplayer feature competitive, but > coorperative? For example, one player gets blue pingus, the other one > controls red ones. Each color has its own entry and its own exit. The I also thought about this, however it has two big drawbacks: 1) it requires a lot of communication between the two parties to coordinate their work well. It is not obvious how this should be achieved conveniently while each of them has to control their pingus. 2) If both all players plan their actions (which can be assumed, as pinugs is more of a puzzle than an arcade game), the multiplayer mode does not add much to the gameplay. It's still almost the same puzzle, you only have two sets of pingus with different abilities. Although two players carry out the actions, they are just carrying out a single plan, which (thanks to pausing) could equally well be done by a single player. Puzzle games are always single player games, we have to face it =) Greetings Carsten ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] two player mode
Hello Daniel, On Wednesday, July 9 18:36 2008, Daniel Herding wrote: > What about not making the multiplayer feature competitive, but > coorperative? For example, one player gets blue pingus, the other one > controls red ones. Each color has its own entry and its own exit. The I also thought about this, however it has two big drawbacks: 1) it requires a lot of communication between the two parties to coordinate their work well. It is not obvious how this should be achieved conveniently while each of them has to control their pingus. Thats what make co-op multiplayer fun, esp in network games. Half the fun of playing a CTF game in BZFLAG (IMNSHO, One of the greatest multiplayer games ever created) is using the built in chat feature to communicate and strategize with you team-mates. 2) If both all players plan their actions (which can be assumed, as pinugs is more of a puzzle than an arcade game), the multiplayer mode does not add much to the gameplay. It's still almost the same puzzle, you only have two sets of pingus with different abilities. Although two players carry out the actions, they are just carrying out a single plan, which (thanks to pausing) could equally well be done by a single player. It would add a new challenge to the game. C'mon, the reason you play a puzzle game is because you find the challenge fun. Puzzle games are always single player games, we have to face it =) Think different. Greetings Carsten .___. / \ | O _ O | Best Regards, / \_/ \ Josh M Dye .' / \ `. / _| |_ \ (_/ | | \_) \ / __\_>-<_/__ ~;/ \;~ Josh Dye E-Mail Me Fax (267) 327-1599 Phone (530) 926-5598 ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] two player mode
On Wed, Jul 9, 2008 at 4:23 PM, Josh Dye <[EMAIL PROTECTED]> wrote: > Hello Daniel, > On Wednesday, July 9 18:36 2008, Daniel Herding wrote: >> What about not making the multiplayer feature competitive, but >> coorperative? For example, one player gets blue pingus, the other one >> controls red ones. Each color has its own entry and its own exit. The > I also thought about this, however it has two big drawbacks: > 1) it requires a lot of communication between the two parties to coordinate > their work well. It is not obvious how this should be achieved conveniently > while each of them has to control their pingus. > > Thats what make co-op multiplayer fun, esp in network games. Half the fun > of playing a CTF game in BZFLAG (IMNSHO, One of the greatest multiplayer > games ever created) is using the built in chat feature to communicate > and strategize with you team-mates. Yeah, I think it could be a lot of fun if done properly. There would definitely have to be separate level sets for multiplayer, though. -- Ryan ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] two player mode
On Wed, Jul 9, 2008 at 5:50 PM, Carsten Milkau <[EMAIL PROTECTED]> wrote: > Hello Daniel, > > On Wednesday, July 9 18:36 2008, Daniel Herding wrote: >> What about not making the multiplayer feature competitive, but >> coorperative? For example, one player gets blue pingus, the other one >> controls red ones. Each color has its own entry and its own exit. The > > I also thought about this, however it has two big drawbacks: > > 1) it requires a lot of communication between the two parties to coordinate > their work well. It is not obvious how this should be achieved conveniently > while each of them has to control their pingus. With support for multiple pointing devices, this will make for great two (or more) person games on the same computer. > 2) If both all players plan their actions (which can be assumed, as pinugs is > more of a puzzle than an arcade game), the multiplayer mode does not add much > to the gameplay. It's still almost the same puzzle, you only have two sets of > pingus with different abilities. Although two players carry out the actions, > they are just carrying out a single plan, which (thanks to pausing) could > equally well be done by a single player. The ability to pause is almost a cheat. Players aren't forced to use it if they want to have a challenge by themselves or in a team. -- Michael Ploujnikov http://plouj.com/ ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel