Co-op with Waves of Enemies


Here's a video of the new co-op mode with waves of enemies.

During development, I had hit a point of "what's next?" and took the time to reflect by making a post about recent updates. I was going to see my nephew in about a week and tried to think of what would be the most effective think to do. Eventually (and surprisingly), I came up with a pretty clear vision of co-op with waves of enemies. 

And of course, I started on the least important feature first: The end game summary screen.


I wanted to make sure the general feeling was more about team work and I made it so only one score was shown. At one point, I had scores saved locally and got that working again to keep track of high-scores. The crown still appears during the game and you can see who did what here but perhaps some competitiveness even in co-op is good.


I also added in larger cars that require two players to haul them in. Thanks to my work on parked cars by modified their physics to make them harder to move, I was able to add a similar solution to a larger car. Once two players are towing it, their variables become more like a regular car depending on how aligned the players are.


After that, I worked on creating a wave object that would handle the creation and release of each wave. Here's an example where better tools help make games quicker - this would probably be a lot faster if I plunked down the cars on the map. Instead, I set the car type, x position, y position, whether or not they start parked, maximum speed and rotation by hand. So far, it's not too tedious at least!

In the end, my nephew had fun playing it but Carpoon can only last for so long when there's Starwhal, Super Mario Maker 2 and Mario Kart around! And with PAX just around the corner, I'll be trying to improve Carpoon as much as possible for that next and sprucing up co-op for 3 or 4 players.

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