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-1

With a scene graph you can have child objects that move when parent moves. You can also make some states propagate to children, like hiding/showing groups of objects just by changing the state of the root of the hierarchy. Implementation could be done by game objects having a transform component that has a pointer to its parent.


6

In some cases, it might be possible to rely on the players themselves to build balanced asymmetrical maps by using tile manipulation mechanics. At one end of the spectrum, you can allow the players to create the map, either partially or entirely, by selecting & place map tiles. There are a bunch of different ways this could be tweaked: players select ...


1

One approach is to use other factors to balance the map. You might be able to automate this by using some map analysis algorithms & providing extra starting resources to locations that are deemed disadvantaged. Alternatively, you can use the players themselves for this step. A current example of this is the use of reverse auction in reveal mode in ...


24

Personally, I find symmetry in level design to be boring, and I don't think it's necessarily the case that it's needed for fair levels; symmetry is a way of ensuring that everybody has access to the same resources and the same bottlenecks by virtue of the level literally being mirrored for each player in some fashion. I think the important part is access to (...


1

Have your map generation algorithm generate symmetric levels by generating a level, mirror it, and place each player on one side. A four-player map can be created by mirroring it on both the x- and y- axis. That way the map will be equally good (or bad) for all players. A side-effect which you need to be aware of is that it means that the players are aware ...



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