Door To Life Feedback

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Deckhead
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Joined: Fri Feb 21, 2020 5:44 am
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Re: Door To Life Feedback

Post by Deckhead »

How are you going to handle the two different players controls?
Developer of The Last Boundary and webmaster of IndieGameDev.net

100goats
Posts: 57
Joined: Mon May 04, 2020 9:29 pm

Re: Door To Life Feedback

Post by 100goats »

SDL2 makes it easy.

Basically, events from the keyboard and joystick are polled for input
and player 1is limited to the keyboard and other players are limited to separate gamepads.

I need to change some code to get joystick to work properly for a system originally intended for keyboard only.

Edit:
I am basically stuck on this right now. Event polling doesn't work too well.
One player moving stops another player's movement.

Edit 2:
I got the event handling working. Basically I gave each player a separate input event stack and pushed all keyboard events to player 1 event stack
and all joystick 1 events to player 2 event stack.

Edit 3:
I am actually using a queue container not a stack since the first event in should be the first event processed and removed.

100goats
Posts: 57
Joined: Mon May 04, 2020 9:29 pm

Re: Door To Life Feedback

Post by 100goats »

I finally got the game working well for 2 players.

This multiplayer game addition is opening up even more innovative gameplay possibilities than I thought it would.

I decided that I am going to make the multiplayer mode a free-form competitive / cooperative Zelda inspired game.

I plan to have each mini dungeon in the labyrinth serve the purpose of giving 1 player an item or power-up.

I also plan to put in a choice at the end of the final boss fight in which players must choose between winning the game as a
team or having 1 player win the game.
If just 1 player disagrees with winning the game as a team, then, the players must compete with each other to win the game.

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