Open JamesVanBoxtel opened 3 years ago
TODO:
Technical requirements:
These are fairly simple and should have no adverse effects as TCP package size is up to ~1400 bytes and we have a lot of space left for our input messages. I consider this a sensible step to do early on so that match setup can start to move away from juggling temporary player numbers for anything but drawing.
P1
and P2
as globals. Stacks should live in a dictionary array on match that is accessed by public player id. Draw order can be tracked in a separate array.A lot of work was done for this already. Mainly still present in match setup (easy to fix), replay loading (easy to fix) and receiving inputs from the server (looks somewhat tricky).
Problematic non-coding work:
Minimum feature work:
This would be a milestone assuming that side-by-side onlineplay exists by the time this is finished as it would allow people to play non-vs game modes in (online) multiplayer without having to add actual 2+ player garbage mechanics. Meaning time attack vs would be possible at least. Assuming we can find a design, I'm carefully optimistic to reach here in 2025. No promises really but I intend to make any future designs with 4P in mind so as to not create new obstacles in the way.
2+ player mechanics:
It would be fun to support more players in versus, we could do whatever we think is fun / competitive since the NPC version is kinda crazy.
Kurtupo — Today at 9:53 AM NPC's targeting is actually based solely on the color of the last panels you popped. I forget the exact relation but I think it's :pr: for P1, :py: for P2, :pg: for P3, and :pp: for P4, and :pc: & :pb: simply being random. That also means you can target yourself, which is something we should probably not have lol