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Spyparty controls
Spyparty controls





spyparty controls

#How old was trunks when he went back in time full.Of course, if I successfully figure out hotseat play, then async turn based play is not far off, and then I can do SpyPartyVille and sell different colored cumberbunds with microtransactions, which is obviously my real goal here. It would obviously have to be turn based, and the real-time aspect of the current thing is pretty important to the feel, but I’m considering it. :) I’ve actually got a background design thread going about what a hotseat design would feel like. Split screen in the same room is somewhat problematic, though.

spyparty controls

There will be modes where there are multiple spies that know about each other at the party and are doing co-op missions, multiple spies that don’t know about each other, so you might see another partygoer bug the ambassador and be like, wtf? I’m even considering having drop-in/drop-out without announcements to the current players, so somebody new walks into the party, are they a human or npc? Not sure if that would be madness or super cool yet.

spyparty controls

I’ve had 6 people watching the sniper view trying to spot the spy, sometimes with the person on the controls not having a clue, and the people in back figuring it out, and then trying to decide if they should say something, and then the spy player notices that the people in back have figured him out and he gets all nervous and starts making mistakes. There’s a reason I don’t do design docs.ĭon’t give up on those design docs yet, you’re right, and there are going to be a bunch of multiplayer modes, and yes, it does scale arbitrarily on the sniper side. Too bad it’s only for two people, because this would make a great party game.







Spyparty controls