19 May 2016 15:21
Bearing in mind that everything I say at this point is pre-pre-pre-alpha -- we're still in the prototyping stage, so literally everything could change, including the entire project...
Our goal is to have a strong single-player campaign, with
A.) the ability to have your friends join you in your campaign, and
B.) a bunch of much more difficult multiplayer content that you can only do with friends
We want to make sure there's a ton of game content that's playable in single player, totally offline, if you wanted to play that way.
Our goal in making this game is to learn how to make cooperative, role/class-based systems, so people have to depend on one another to accomplish interesting and challenging things.
As you may have noticed, all of our existing games are basically played one way. Sure, you get a fair bit of customization, but in QR you're still just beating the crap out of fish, and in Towelfight you're still shooting animals out of your face, and in Crashlands you're still beating things with giant weapons. You can mix it up with gadgets, trinkets, etc... but the fundamental core of the gameplay remains the same. As soon as you get multiplayer in the mix, you get a whole new breadth of playstyles opening up, where you can have players engaging in support roles and doing cool stuff like buffing & healing their allies, absorbing damage and protecting each other, rescuing one another when someone goes down, and a whole cornucopia of other goodies.
And even cooler, is once you specialize in a particular thing, you end up with this amazing synergy. Sure, you can play alone, but if someone comes with you and brings something super cool to the table that you don't have, and you are bringing something that they don't have, you become much stronger as a team than you each are individually.
I'm being specifically tight-lipped on the details here, because of how malleable the design currently is. But I thought I'd drop a few bits in here just to see what you guys think about this general trajectory!
Also, bear in mind that we have never done networked multiplayer like this before, and it's REALLY complicated (for now). When we first started working on Crashlands, we had no understanding of how to create any of the game systems or the programming concepts that ended up going into it. We're starting in the same position with this new game -- with absolutely no clue how to pull it off. So it will take some time, and designs/ideas will have to change and bend around as development continues.