How to convert to multiplayer P1 vs p2

Hello Game Designers

I have a game ‘Shotgun Pete’ It was featured by Apple last week in selected countries
I wish to convert it to a two player experience P1 vs P2. But Im not really able to come up with a straight concept to do it.
Can you please look at the gameplay and throw some pointers which I can try to prototype

look into the photon networking asset?

Come up with a concept for how you want multiplayer to work. Are multiple players going to interact in the same scene? Are they just going to compete for high scores, but really play the “game” part in single player? Are you going to need a lobby? Are players automatically matched together? Figure out those kinds of questions, and their answers. After that then start looking at the various networking solutions and how they apply to your vision for multiplayer. You’ll undoubtedly go with very different networking architectures depending on what you really need.

Some additional things to think about is how you want to make connections between players, such as do you want to host your own dedicated server? Do you want to only allow players to connect on the same LAN? Do you want to use a 3rd party cloud type solution for making connections between players? Look at the various pros/cons of all these, costs involved, etc.

For a first try at adding even simple networking to a game, expect to spend at least the same amount of time you have already put into the game into adding networking.

For something really simple, like random matches and just comparing high scores, you could for example just setup a dedicated server and have all players connect to it using UNET’s NetworkServerSimple. The server sets up random matches between connected clients, and acts as a middle man for the small amount of data you need to exchange between the clients (could just be some name and skill level info, synchronizing a start time, and updating scores to the opposing player during gameplay). If you want both players in the same scene together, you’ll have to get more complicated where you’re syncing object movements between clients, and probably want to use something like Photon or the Unity Multiplayer service.

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You have covered the whole gameplay and made a game ideally for 1 player, so adding one more player will be definitely tricky for you. However, based on my experience as webgl publisher (and buyer :slight_smile: ) I can suggest you few good topics which might be good for you, or they will trigger even better ideas by you, or by other unity members.

COOP

  1. Add the 2nd player to be on land, and his only task will be to “rescue, save” the trapped girl. His only job will be to move around the sweet spot (untraping point) and avoid enemies and traps. Here we’ll have the shooter to protect 2nd player, and the 2nd player will try to save the girl. This will lead to a game over, tho, which you might not be fan of it. Also to mention, the purpose of the 2nd player is tricky, as without any danger or challenges, his job will be fairly easy.
  2. Add the 2nd player to shoot opposite of the 1st player, which will introduce adding new elements and more enemies from above. Unlike 1st player limited movement (due to side hammers) the 2nd player can be on a movable rail handcar which could move different than flying player and his ammo will be different as well (example: faster movement with wider shooting angle which will affect and reduce his precision)

VS
Tricky indeed. Remove obstacles, and have both players in the scene, so their jumping angle is wider and they will compete with each other for kills.

What are your thoughts?

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Boom!

You’re welcome.

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using photon networking its easy to re-crrate your game in multiplayer…give them a shot, you wont regret it