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Multipac II

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After everyone's comments from my last post (excellent ideas, thank you) let's refine the idea of the multiplayer Pacman a bit further.

I'm thinking that there should be several play modes which would affect how the game works. Note, these are still basic sketch ideas so comments are welcome, if not encouraged.

The first mode would allow multiple PacMen in the arena who face the ghost players. The PacMen will be against each other AND the ghosts, trying to eat the most dots. The powerups will be like normal powerpills, allowing a pacman to eat a ghost AND another PacMan. Non-powered Pacmen will not be able to pass each other, but will not come into harm if they collide. Ghosts will work co-operatively to take down the PacMen. Win conditions here would be obtain the most points; this would need some careful balancing of point scorings to be fair.

A second mode will be more like 'survival'... A minority of players will start as Ghosts and the rest will be PacMen. As the Ghosts come into contact with a PacMan player, the player will die, travel to the spawn point and return as a ghost. The aim here is to survive until the end, perhaps having to collect a certain number of points to finally 'win'.

I like superpig's 'killer' idea a lot. So, perhaps have a mode that features three teams - A, B and C. Team A would be hunters of B, but hunted by C. C would be hunted by B, but hunters of A and B would be hunted by A, but hunters of C. When one team is obliterated, the remaining two tams would be pitted against each other until one team is defeated.

As an arcade game, I think there should be the obligatory powerup system. These powerups should be able to affect speed, invulerability, invisibility, wall-passing ability and projectile firing. I think some 'dummy' powerups would also be good - one could rotate the hunting teams so that A would have to hunt C instead of B, for example. This would be a strategically interesting powerup, I think.

I might think this over some more, at least from a game design perspective. I like the interesting twist on what is, essentially, a played out game ;)

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I'm thinking that there should be several play modes which would affect how the game works. Note, these are still basic sketch ideas so comments are welcome, if not encouraged.
Fundamentally a good idea. Pack a set of games together, using the same tech and assets. [thumbsup]

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The first mode would allow multiple PacMen in the arena who face the ghost players. The PacMen will be against each other AND the ghosts, trying to eat the most dots. The powerups will be like normal powerpills, allowing a pacman to eat a ghost AND another PacMan. Non-powered Pacmen will not be able to pass each other, but will not come into harm if they collide. Ghosts will work co-operatively to take down the PacMen. Win conditions here would be obtain the most points; this would need some careful balancing of point scorings to be fair.
So you get a kind of 'team vs. individuals,' which is a fairly unusual dynamic. You'd need a decently large number of players for it to be much fun - at least four ghosts and at least two pacmen, I think. Fewer than that would make it very hard to balance... perhaps shrinking the maze based on the number of players would help...

Also, how does it work with regards to rounds? Traditional Pacman changes boards once you've eaten all the dots... it might be better for this to go on a time limit instead, and have dots regenerate themselves after a while.

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A second mode will be more like 'survival'... A minority of players will start as Ghosts and the rest will be PacMen. As the Ghosts come into contact with a PacMan player, the player will die, travel to the spawn point and return as a ghost. The aim here is to survive until the end, perhaps having to collect a certain number of points to finally 'win'.
Nice, kinda like Hunt the Sardines. I'm not convinced that it'd work but I can see that it might.. needs a prototyping...

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I like superpig's 'killer' idea a lot. So, perhaps have a mode that features three teams - A, B and C. Team A would be hunters of B, but hunted by C. C would be hunted by B, but hunters of A and B would be hunted by A, but hunters of C. When one team is obliterated, the remaining two tams would be pitted against each other until one team is defeated.
That'd work, but I'm wondering that the original idea - that the hunter/hunted is defined per-player rather than per-group - might be better, because it'd lead to a much more chaotic dynamic; two players could go after a third, but once they get close end up going after each other instead. If you go with three global teams, then there's a load of players who are really no relation to me aside from *possibly* being helpful if I want to corner someone. Though I won't want them stealing my kill...

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I think some 'dummy' powerups would also be good - one could rotate the hunting teams so that A would have to hunt C instead of B, for example. This would be a strategically interesting powerup, I think.
Futzing with who's hunting who at random intervals is definitely a good plan.

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I might think this over some more, at least from a game design perspective. I like the interesting twist on what is, essentially, a played out game ;)
Absolutely. Rethinking old games, and reworking them... is generally a very educational and worthwhile experience.

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