archipelago support?
https://archipelago.gg/
https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md
need feedback on how this could work in terms of game design and making it fun
Mission transitions (Eg. Boat drivers, Jock, Toby Atanwe, whatever) could be major gating "key items" that would be distributed in other games)
Augs could also be considered key items
Other important items could be datacubes, nanokeys, medbots, lockpicks, any of the goals already in DXRMissions?
Deus Ex 99? apply it to Horde Mode or would it work well in the normal single player story too?
- "competitive survival"? battle royale? similar to Tetris 99, Pac-Man 99, and other games...
- client -> server messages
- sendTrash with default of 100% trash, small==50%, large==200%
- playerDied, repond with placement
- playerScoreUpdate
- server -> client messages
- spawnTrash
- playerStatuses (probably won't be shown in the game but instead in Archipelago GUI?)
- playerDied with playerID and name of who died
- should the waves be synchronized for everyone? might slow down the pace though, the other similar games don't do that
energy link?
alarm going off triggers an event?
can reuse DXREvents bingo triggers for sending thing to other players
+1 would love this
Possible idea that seems plausible:
The key items for the game would be augs and aug upgrades. Other players would find them in their games.
Any spot you find or are given an aug can or an aug upgrade would be replaced with something from another players game (or whatever Archipelago randomizes into that location).
Certain skill point thresholds could also pay out items to other games.
Any missed items could be paid out at the end of a mission (or a block of 3/5 missions?)