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MrRandomist
Bobo I am Smarter than the average bear

Jayden Spencer @MrRandomist

Age 31, Male

game developer

Murdoch

WA, Australia

Joined on 6/28/08

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Comments

this is what happens, when you ask your clients for specific advice: zero replies. I don't think there is a perfect solution for two player camera if you don't want to split the screen :)

I guess just go with your gut, test shit and see what works

<:

I wouldn't say this is even asking my clients or fans, just people who are interested in game design. Could even say its just for myself to lay down my thoughts on a few issues/discussion points of the game and try to think about it a bit more.

Of course prototyping and seeing what works is the best way to do things, thats basically what jams are about :)

Zoom out gets tricky if you have a massive dungeon and have to decide how far away you're comfortable getting... Also like you said, it reveals rooms you haven't seen BUT you could use a fog of war to darken any area you haven't passed through. If even dungeon had a limited size that could be zoomed out to show 100%, then this could work and even help show you where you need to go (without being able to see what is there if it is in darkness).

Split screen gives ultimate freedom but runs the risk of feeling like two people playing a solo game, vs having a clear picture of where they are in relation to each other... But it would work best if you have giant dungeons. You could maybe use a little pointer arrow to help show where the other player is in relation to where you are on your screen.

I like the idea of seeing of seeing a room when you enter it, although doing a fog of war would make the game even harder. Some of the rooms are quite big and you already have a hard enough of a time to know what to expect, which is half of the fun but you'd want just enough vision into a room to know what to expect and be slightly prepared.

Definitely agree with what you mentioned about feeling solo VS clear picture.