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Yeah, that's one option, but how would it work in practice? If the partner can wander around on their own then it would be a bit weird to teleport them into double battles. And what happens if the partner walks into the line of sight for an NPC? There's all sorts of other things that I'd want someone to have a good idea about how to solve too. I don't think you can simply take the single player game and add a second player in there.
But if someone has a convincing idea, then I might be willing to turn it into a reality. I'm very interested in seeing a two-player co-op Pokémon experience, even if I have to make it myself!
I realize this post is months old, but I thought up a compelling idea for a co-op system.
It involves the partner system, where player 1 leads and player 2 automatically follows, but both players can also split off and play on their own as well. This means it would require a splitscreen set up, or at least 2 separate windows of the game, one for each player.
Party Up
Spoiler:
Players can party up with each other by having one player interact with the other. So for example, if player 1 talks to player 2, a menu will open up for player 1 with these options: LEADER, JOIN PARTY. They do what you'd expect. LEADER causes dialogue to show up for player 2 that asks them if they want player 1 to lead them. JOIN PARTY asks player 2 if they want to follow player 1.
While partied up, both players will fight in trainer battles, which will always be double battles. There could even be a check that sees if a trainer has 1 pokemon, and if so, to clone that pokemon to prevent the double battle from becoming a 2v1. Wild battles will also be forced into double battle scenarios.
Either player can choose to leave the party at any time by interacting with the other player. In the case of the leader, they would have to turn around and interact with the follower. Because the follower is almost always facing the leader, they can press the interact button to leave the party at any time. Some sort of dialogue box would come up and ask "Are you sure you want to leave the party? yes/no".
Independent Play and Scenarios for Gameplay
Spoiler:
When players are not partied up, each of them can play the game through as you'd normally expect. However, there's a few checks that need to be in place to balance things out.
Scenario 1: Trainers. Player 1 already fought a trainer solo, but Player 2 did not. Trainers will need a check to see who defeated them, and if one of the two players have not, to challenge said player if they spot them.
Scenario 2: Same as Scenario 1, only this time, both players are partied up. In this case, if at least one player has not fought the trainer yet, the trainer will challenge both players.
Scenario 3: Item pick ups. When partied up, if the leader picks up an item, the follower will also get said item. When playing independently, each item will need a check, like trainers, that tracks which player picked the item up already. If player 1 picks up the item, it will disappear for them, but player 2 will still be able to pick up said item. Maybe there could also be an option for players to give each other any number of items when interacting while partied up.
Scenario 4: Same as Scenario 3, but only one of two players picked up an item, and the player who did not pick up the item is now leading. In this case, I think only the player that hasn't picked the item up yet should get it. Otherwise you could easily create a loophole that allows duplication of rare items.
Scenario 5: Marts. To avoid complications, marts should be interacted with while players are not partied up.
Scenario 6: Pokedex entry. If players are playing independently, the Pokedex will fill for each player as expected. When partied up, if player 1 catches a Pokemon, it will update their Pokedex as "caught", while it will only update player 2's Dex as "seen". Player 2 will then have to catch the same Pokemon to register it as "caught" in their own Dex. Maybe a new feature could be included in the Pokedex that allows partied up trainers to link their Dex's together to share information.
Scenario 7: Scripted/story events. Developers may decide to force players to be partied up to experience storyline events, or they may design the game around both players competing to see who can finish the story first, and will allow them to each experience these events on their own. Either way, there needs to be an option available for developers to check if both players are present when interacting with any kind of event, and if not, to track which player has already interacted with it, and which player has not yet interacted with it. This same check will be applied to trainers and items, as mentioned earlier.
Scenario 8: Saving. Both players should have access to saving, and if one player saves, it should save for the other player as well. Allowing players to save independently could work, but might be messy. If players are playing independently and one player is either in a dialogue or in battle, the save dialogue could tell the player attempting to save that the other player is busy, please wait.
Scenario 9: Pause Menu. Both players should have access to the pause menu at any time where you'd expect to be able to pause. If players are partied up, the follower can open the pause menu even while the leader is moving. If the leader initiates any dialogue with a trainer, item pickup, Pokecenter nurse, or any storyline event, the dialogue box will tell them to please wait until the follower closes their pause menu.
Scenario 10: Trading. This would probably be easiest to do at Pokecenters, either by having both players party up and enter a trade room together, or just having each player enter the trade room at any Pokecenter and linking up that way. Battling should be able to happen anywhere though, just by talking to the second player should give you the option to battle them. That brings us to the last scenario...
Scenario 11: PvP battling. Co op players will have the option to battle each other. These battles should not reward Pokemon exp to prevent grinding off each other. Selecting the "Run" option during battle will give players the option to forfeit. If either player's Pokemon party is fainted at the end of the battle, they will white out as expected. In the case of a draw scenario due to self-destruct, etc, both players will be partied up when they white out and are sent to the Pokecenter.
Given the scenarios mentioned above, here's an example of how interacting with other players could work:
Either player can talk to each other, which will bring up a menu asking "What would you like to do with [Player 2]?" with the options of party up/leave party, battle, share dex info, etc. When one player selects certain options, the second player gets some text that says "[Player 1]" has requested [insert action here]. Yes/No?"
Note 1: Since battles are generally limited to 6 Pokemon per team, each player may need to either choose 3 of the 6 in their Pokemon party to use in battle, or have a hard limit of 3 Pokemon in each player's party max. Alternatively, automatically pulling the first 3 Pokemon from each player's party into the battle could work too.
Note 2: If both players are playing independently, and one player is in battle, the other player will get a dialogue box of "Player is busy, try again later" when trying to interact with them. This also applies to trainers, items, and NPC's if one player is in the process of interacting with them.
Note 3: While I initially thought it might be a good idea to allow both players to phase through each other when playing independently, I realized that it would look really awkward if for example Player 1 is idling in front of the Pokecenter nurse and Player 2 walks inside them to talk to the nurse. For that reason (and I'm sure there's other scenarios where this would look weird), players should be solid to each other when playing independently.
I realize this probably looks like a ton of work, but what do you think? Is it feasible?
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