![Game Builder Garage [Demo] -- 6. Tag Showdown: Making the Tagger](/images/yt/0r/game-builder-garage-demo-6-tag-showdown-making-the-tagger-br1ow.jpg)
Game Builder Garage [Demo] -- 6. Tag Showdown: Making the Tagger
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Lesson 1: Tag Showdown
Step 4 - Making the Tagger
What do you mean we can't play "tag" by ourselves?! We need... two players? I don't know where you get your ideas... ... ... but maybe it's worth a try, just to see how weird and wacky things can become.
Now, because this is indeed a piece of software for the Nintendo Switch, it wouldn't be right if we didn't try to shoehorn in some very specific hardware features as a stern reminder. And maybe also because it's not reliable that they assume you have anything besides the controllers it came with, so... if we're going to add more players, it's most efficient and expedient to adhere to that configuration. (It's also way simpler... in several ways, but we'll be getting to that later.)
So, since there will now be two Person Nodons to manipulate and we'll be using two controllers... we obviously can't have control implements on opposite Joy-Cons controlling movements of the same one anymore. This means not only having to give each one their own Stick Nodon assigned to opposite analog sticks, but it probably wouldn't be the most comfortable in this new layout to use the same thumb to move and jump... so we can shift the jump action to the corresponding shoulder buttons.
The "unexpected" side effect here is that suddenly we're all now two-handed testers! (Just like Masahiro Sakurai?!)
Well, everything seems to operate as expected... the little Person thingies move around independently as expected, and we can even tell them apart if we slap a coat of paint over them. Don't think I didn't notice that they match the default Neon Joy-Con color scheme, you sneaky little tutorial bubble... thingy!
So... now what? When does the actual game begin?! Not that I'm any less proud of us for making the leap from single player to multiplayer with all the relevant controls and whatnot.
Plus, with just a little tweak to the properties of either, we end up with a Red player who's lethal to the touch and a Light Blue player who's just itching to fall to pieces at the first sign of personal contact. Nice! ...um... ... ... and then I guess you have to hit the reset button. Yay!
Actually, let's talk about that... we're pushing out a game where, it seems that from the very concept level, the gameplay is not equal. That is, what's known as "asymmetrical" multiplayer. One of these guys is going to be on offense at all times, and the other one is just supposed to run away? Is that really a game anymore?
Oh, wait, nope. Lesson's over. Those kinds of radical crazy questions will have to echo about to no one in particular. It's a wrap! Ship it!
"Is it my turn to be P1 instead?"
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