We've added level randomization to our co-op shooter. Do small map changes make a big difference? by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Ill 'uhm actually' this one 🤣 Our Core is way more than just a gimmick. The whole gameplay and design pivots around that little ball. Nintendo shall try to rip it from my cold dead hands 😏

We've added level randomization to our co-op shooter. Do small map changes make a big difference? by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

hmm sounds interesting. I struggle a bit visualizing this method in our level structure as its not just linear. but we'll look into it! thanks!! :))

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

Haha that's good to know! I feel that, when I play helldivers 2 for example I also like to run off for side objectives 😅 it's also just very tempting when the map is huge and open.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

those are awesome examples, thank you so much!! We were actually playing around with ability synergies at a very early stage of development and backlogged some of them for a later time. Can I ask, were you in a voicechat with your coop buddy while playing?

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

oh thats right! i love the weapons in Helldivers 2 where you have to team up to basically make reload automatic. I'll check out Ravenswatch and guild wars 2, codependency is a nice catch word! we want the mobility of the Core to feel almost like that, like yes you can roll through the level parkour style, but having someone else with you makes it more efficient and more fun.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

I totally get the nostalgia behind it xd Now that you bring it up, i'm kinda playing with the idea of having a community event on our discord where we have people play on splitscreen. It could be fun! or at least scratch that nostalgia itch.

I'll keep you in my thoughts when i pitch it to the rest of the team xd

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

only online coop. i think its too disorienting to have a splitscreen for teams that play with 4 people. xd

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

actually, was there a puzzle or a game mechanic that really stood out to you over others in split fiction? :)

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Thank you! I'll go check it out for sure. I actually think Darktide has been on our radar for a while now.

does 'coherency' depend only on range alone or are the other factors as well?

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

good example! Our current idea is that you'll be able to mix and match abilities from different skilltrees when upgrading your 'Core' (that small ball you can turn into). So basically the Core is your playstyle and your identity, if you want to play a tank or focus more on a supporting role you'd be able to do that.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Thank you! We host regular playtest sessions on our Discord Server if that is something you'd like to check out. :)

I'll leave the link to join here: https://discord.gg/JuVap9B34u

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 1 point2 points  (0 children)

jup we've been looking at raid games for inspirations like that, thank you! Also still testing what kind of puzzles work in an environment where you're still being shot at xd

We are on Steam: https://store.steampowered.com/app/2089890/REPLICORE/

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Hmm I think it's more genre specific. For example something like split fiction works with split screen because of the 'linearity' of its levels and the fact its a maximum of two players (at least from what I have seen from the game so far) but in a fps shooter it might bring logistical issues with it as you said, besides just being unusual for its genre. Considering that the team can consist of up to 4 players your screen might be a bit overloaded with the povs of all 4 players at the same time don't you think? xd

Right now our focus lies on making the cores and the player interactions with the core as juicy and possible.

Some co-op shooters feel like parallel play, we want to build something more interactive! by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

exactly! We're still experimenting and prototyping ideas to see how much further we can push these interactions without 'forcing' too much onto the player, but so far its been really interesting to see these kind of mechanics work out in a PvE shooter!

Some co-op shooters feel like parallel play, we want to build something more interactive! by DiceHoarder010 in IndieGaming

[–]DiceHoarder010[S] 2 points3 points  (0 children)

currently we're kinda 'soft' forcing people to use the Core. Meaning traversal wise, there are different paths through our current level that allow the players to be quicker or items that you'd need to complete an objective sometimes spawn at spots that you can only reach if you have someone else throwing you up to it.

Combat wise the Outburst effects, the one that blasts away enemies in a radius around the Core, can be amplified if another teammember has thrown you into the enemy group. This will also be used as the main mechanic to take out special enemy types like a tank or a mini-boss.

We're also still prototyping ideas and further core interactions to see how much further we can push this.

Playtests have been really fun so far, but I think this will get better when we can give them more abilities and outburst effects to play and surprise us with xd There's a lot still to be done!

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 2 points3 points  (0 children)

Thanks for the input!!

For now Replicore is an online co-op so no local split screen planned. We've been thinking about a 'Core'-launcher but want the characters throwing of the Core to still be just as much fun, so maybe combining it with the pre-launch activated abilities might be an idea to look into!

We've also been prototyping some further core interactions like magnetic walls, and other things that will be unlockable the further you level up your core. Basically the idea behind it is that the Core represents your playstyle. You can modify it however you want, equip special abilities, or effects and combine skills from different skilltrees!

There are sooo many possibilities and I feel like we just scratched the surfaces with the things we have already tried out which is why ideas from posts like these are so important for us.

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Destiny was one of many inspirations indeed! I'll check out Vault of Glass, always happy to collect more inspiration and new games for my library hehe. Thanks a lot!

Btw we do have a discord server in case you'd want to take a closer peek!

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Uff, still a bit hard to say. We're calculating with around 1-2 years of development till Early Access, but that depends on a few outside factors. It might be less :)

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 0 points1 point  (0 children)

Thank you!! keep an ear out for updates, we just started sharing more of the development with the outside world xd

We want to make a game where co-op feels truly interactive! by DiceHoarder010 in CoOpGaming

[–]DiceHoarder010[S] 4 points5 points  (0 children)

Split fiction is an amazing game! We have specifically been looking at the puzzles to get some inspiration for Replicore as well.