Open amuck-gorilla opened 4 months ago
Could someone please label this as Enhancement? Thank you.
make all battles double battle and have each player use 3 pokemon
As I understand it, is this a general active discussion? I don't know English well, but I hope I can get my mind across.
I'm writing right away, I don't know how it will be implemented, so I'm just presenting this idea as a suggestion. In general, maybe not a common screen should be made, but a separate one? Allow two players to pass the levels on their own, but when the battle with the coach begins, combine their interfaces into one to start a double battle.
During the battle with the boss, the locations will also be combined with screens. If the boss is one, then his characteristics will be significantly increased. Combine the winning award stage for both players so that you can get only one item for two, which they will already have to share. Of course, they have a common wallet. As a nice feature, it would be fun to add a coin toss to the reward menu to avoid disagreements. But of course, I'm not imposing it.
Also, set the maximum cost of the squad in the start menu - 12. Players must distribute 12 points among themselves. Each player can have only 2-3 Pokémon. Maybe there are even a lot of glasses.
I think 200 levels is not enough for multiplayer. I think 250 would be good. After all, with such a system, I think it will be necessary to alternate the battle with trainers and Pokémon more carefully, so that players do not leave the feeling that they have a teammate.
I don't really understand anything about the characteristics.)
I hope my opinion was useful. I don't really understand anything about it and understand that it's probably very difficult to implement, but I'm just a player who fell in love with this game. So I hope that the multiplayer will still appear.
@Ghiacci Thank you for the ideas! I like the idea of having the two players pool starter points, (which is similar to gabbypew's idea but with double the points), but I feel like having the two players pass levels independently could result in frustration if one player gets to the next joint battle long before the other player and is forced to wait.
That said, the idea of split screen did give me an idea. After the basic co-op is implemented there could be a mode where, once per turn, the players can choose to swap places and face the other player's enemy.
You mentioned common wallet. Common wallet I've actually been going back and forth on. I worry that having a common wallet could result in a lot of disagreements, as you predicted. I actually prefer the idea of having split wallets, maybe even split shops, but allow players to "gift" their purchased item to the other player. This would ideally reframe the sharing as generosity, rather than an absence of selfishness.
As for levels, I wouldn't worry too much about that. I'm planning to make the co-op a modifier for Endless, because you're right, balancing co-op Classic would be a pain.
Finally, quick status update. I haven't made significant progress on this because this is my first time working with open-source software and I'm currently struggling to understand the existing codebase.
I really love this idea this reminds me of pokemon brick bronze if you have played it. Its a roblox pokemon game that was really popular youtubers like dantdm and thinknoodles i can name from the top of my head that played the game. It was really successful but got deleted in 2017 for copyright but people still play fake copies that get deleted but save your progress and reupload the game anyways, history lesson over. basically there was a battle colosseum where you battle people and there was a 2v2 option which i really liked. You would start it with a main screen which shows all 6 of each of your pokemon then you drag 3 of them and make a team. But the main inspiration should come from the actual battle if you want to look into 2v2 brick bronze battles. The idea of playing and progressing at the same time is really good where its a 2v2 and both players have to do an action for the play to happen. There can also be a race system where there are different teams of two and you can invite your friends and its like a leaderboard where you can see wave number on them. There can also be a sit out button where if someone needs to go do something one player can control both things until they come back maybe theres like a max of 50 waves?. they should both get their own items after fights but instead of 4 items in total maybe like 3 or 2 per person so even though they are seeing a increase in total its actually less per player.
Describe the Feature I want to add cooperative multiplayer to PokéRogue.
Additional context For right now, I'm going to try to implement local, or "split-screen" multiplayer. While online multiplayer definitely seems fun, I'm going to focus on the local experience, and then try to recreate that experience using peer-to-peer connections, later on.
My current plan is to allow two players to play together, acting like a constant double battle. The battle menu would be doubled side-by-side at the bottom of the screen, allowing both players to choose their moves at the same time. If one player selects their move, their battle menu will be replaced with the word "READY" and their move until the other player has also selected, though they can unready if the other player has not selected yet. Pokéballs will be thrown instantly. "Run" will require both players to select it, otherwise, the player who selected "Run" will be forcefully unreadied.
I currently can't decide whether to make all encounters double battles or to buff enemy solo encounters, but remove the buff if captured, so any feedback on that decision would be most appreciated.
I'm planning to start working on this feature myself, although any help is welcome, but I wanted to make sure I had an issue to reference in PRs. I've never used TypeScript before, so this might take a while.