Glad to see your project on the forum! /w00t
Meru wrote: ↑Mon Jan 01, 2024 1:43 am
[...] I think there are a lot of things which would be cool in multiplayer. If it were me I think I might try creating greater distance between the players. Consider the boss fights in k7, many are arranged with such a separation. [...]
Good idea, the Ayame fight is in that giant parking lot to make it so you and her can still kinda "miss" and simulate a gunfight with another opponent within killer7's system. /jihad
Could try experimenting with various sorts of tunnels or obstructions too, as a way to add cover while moving:
Have you ever heard of this game, The Club? Probably not, I don't think anyone has~HaHA!
It totally flopped /tomb but I found it via the Steam port years ago and played it:
It's not great, but it is original:
Technically, it's just a third person shooter, but, what makes it (slightly) different is the extreme focus on forward momentum (the only thing it really has in common with killer7, and why I'm mentioning it at all), more similar to Japanese arcade games— which makes sense it was
Bizarre Creations published by SEGA, since it's
almost an attempt to merge or redirect the '00s 3PS trend back toward '80s old-school run 'n' gun's like Contra (though it doesn't have any of the surrealistic elements, which killer7 was one of the few games from that era which kept it up).
It's the only game by Bizarre Creations /spooky I've bothered to play, since it seems like the weirdest game from their catalog (though I'll give them Wiz 'n' Liz had some pretty weird
bosses) and was maybe taking after Smokin' Aces:
You see it the most here, in the cinematic trailer:
Anyways, it had up to 4 player split screen, and online multiplayer:
And you can see some footage where you can actually tell WTF is going on here ('cause I guess people got it working again via emulation):
The other game that might be a good reference is Umbrella Corps:
For one specific reason: Zombies and other monsters constantly spawn while you're in gunfights with other players /spam4 meaning PvP combat is interrupted frequently, in a way which creates more diversity in combat interactions and extends match time.
I think that would be the best way to get killer7's combat mechanics to work in multi-player— having the various Heaven Smiles spawning randomly in the same way, interrupting gunfights and forcing players to move and look more often because they have to manage the NPC enemies during PvP combat. /murder You can see more general gameplay here:
You could also look into map design from '90s style FPS games (like Unreal Tournament, Quake, Halo CE, etc.):
/shoot