Would like to see opinions about the following gameplay options.
I realized that creating multiplayer coop, we will have to define the rules, since it is beyond Xevious. The choices to me are:
- Reset the game when either player runs out of lives.
- Reset the game when both players run out of lives. When one player runs out of lives, they are out for good.
- Reset the game when both players run out of lives. When one player runs out of lives, they get the next bonus life.
- Reset the game when both players run out of lives. When one player runs out of lives, they get an extra life at the start of the next level/round.
- Combine the last two options, so the out of lives player is revived either on the first bonus life or when the next stage starts.
My opinion would be to revive the player at the start of the next round or when you get a bonus life. What fun is a coop game if your buddy dies at stage 3 cause he stinks at it and now you play for 30 minutes by yourself while he watches? Plus I think it is fun/funny if your buddy stinks bad enough, they constantly drain all your bonus lives by stealing them when they die.
I was reading that there are 'flags' in the original Xevious that give bonus lives:
There are four secret flags that occur in the first 16 stages. They always appear along the same horizontal strip of the stage, but their location within that strip is random. In order to find it, you must carpet bomb the particular strip in order to expose the flag. Finding the flag earns you 1000 points, but touching it earns you an extra life (or 10,000 points depending on the arcade dip switch setting).
I don't know if anyone has any opinion on how bonus lives are done. I would be happy, as a place-holder, basing bonus lives on Asteroids where you get bonus lives based on points and the points required rise per life. We could also go with the Xevious hidden flags or enemy drops for lives. Any suggestions?
Another hidden target is the Sol Citadels, which are worth up to 4000 points each - 2000 points for uncovering one, and 2000 more for destroying one. Unlike the flags, Sol Citadels will cause a red glow in your bomb targets even though they are not visible on the screen. A direct hit by a bomb will uncover a citadel, and another bomb hit will destroy it.
I think it is important to have some kind of bonus point system so the score isn't simply who blows up the most ships. Don't know if we want to go with the Sol Citadels or not.
So in Xevious, there is no way to upgrade your armor or cannons. This is a pretty common feature in vertical ship shooter scrollers (VSSS for short in the industry by the way). Does anyone have a preference one way or the other? Just thought we should talk about it if someone has a strong preference. I think adding new weapons is a fun game dynamic, but it would pretty much kill the Xevious clone part… I also don't plan to work on upgrades during this collab.