

Alternativly, to ballance out the increase in combat potential from having two players on a team they could scrap the pause function entirely.

This might not work very well in practice, though due to the frequency of how often a player needs to pause the game. Alternativly, to ballance out the increase in combat potential from having two players on a team they could scrap the pause function entirely.įor a co-op pause mechanic they could have it so either player can pause the game and to resume both players have to hit the pause key a second time with an on-screen indicator showing which player is ready to resume. Working that out with another player would be hellish.įor a co-op pause mechanic they could have it so either player can pause the game and to resume both players have to hit the pause key a second time with an on-screen indicator showing which player is ready to resume. But one where everything plays out at a more drawn out pace, it gets tricky.Īfter all, you can spend as long as you want at a point before moving on, and battles will vary in time greatly. It's easy to toss multiplayer into any old action game. Part of the problem with making these games multiplayer is naturally the turn based nature of them. Wazhack isn't bad, where you and a friend are essentially each running your own dungeon, but sharing information (so when you identify a scroll, you share that with your friend). Though it's insanely hard to pull off a proper multiplayer Roguelike. Originally posted by LordBlade:Co-op is definitely the way to go, for any game.īut even moreso with Roguelikes.
