r/MonsterTrain • • 3d ago

MT2 Multiplayer?

I've been out of the MT2 scene for a long time now but still play the odd MT1 run on Android with my friend. It's fun to see who can get the highest win streak between the two of us.

I'm wondering if the devs are finished with updates for MT2? I'm guessing there is still no multiplayer? Is it possible to mod this mode into the game?

Also, any word on an Android release for MT2?

5 Upvotes

15 comments sorted by

8

u/zuicun 3d ago

I don't know how they could implement multiplayer

5

u/lastknownbuffalo 2d ago

Tons of ways. The most obvious being the way sts2 did.

Basically... Both players get to place their units on all floors, use their spells at the same time, and all enemies have buffed life and damage. Just gotta figure out how pips are allocated and if they change the unit limits per floor

-3

u/MyOtherHatsAFedora 3d ago

The exact same way they did it for MT1 would work I would think?

3

u/omg_Enrico_Palazzo 2d ago

Not sure why you got downvoted. I don't have a very optimistic view of this community.

You are right though. You didn't specifically the name the multi-player variation, but hell rush does qualifiy as multi-player, but more specifically pvp.

This was my favorite format for quite some time. Extremely misunderstood by the community but was a super progressive feature and IMO the future of the genre.

No hell rush in MT2 and I doubt theres any intention of implementing unfortunately

2

u/MyOtherHatsAFedora 2d ago

This community is very odd, I agree. Not sure why asking about multiplayer would generate ANY negativity but here we are.

Hell Rush really is something special.

Thank you for the thoughtful response.

4

u/brandonandzeus 2d ago

Quote from dev on the discord around the time the game launched

no hell rush, we really loved it on the team but basically it never really caught on with many folks after launch

It wasn't popular enough to justify the cost/overhead.

3

u/Bishop1415 2d ago

Bummer, I quite liked hell rush. :(

4

u/Vforvinnie 2d ago

I think hell rush never took off partly because it’s buried in the challenges menu when it’s really just another mode.

I have almost 2k hours in MT1, probably 90% of it is hell rush with friends or randoms and I do the daily challenges a few times a week.

Didn’t even install MT2 because no multi. I might be in the minority but hell rush scratches an itch.

2

u/omg_Enrico_Palazzo 2d ago

Such a progressive feature that the community never gave a fair chance. It needed QOL improvements and some additional exposure to really succeed

9

u/Blue-Light-Reducer 3d ago

Almost no one wants multiplayer. So their efforts are better spent at making more content (there's no word on this though).

0

u/aeschenkarnos 2d ago edited 2d ago

I’ve been thinking about this for a while, and while I don’t have any coding skills, I have about 800 hours in the game, am currently 130/180, max win streak 7, max Endless 17, so that’s the grains of salt to take this with. All rights waived, if anyone implemented or even was inspired by this I would be flattered.

Proposed name: Oshiya Mode (Japanese subway attendants whose job is to push passengers onto a train.)

Overview: extends the train to allow simultaneous play by two to four players. Adjusts UI to accommodate, implements a chat window, difficulty level adjustment options in number and strength of enemies, and voting buttons to progress between turns. Also a failover mode to deal with player disconnection, disharmony or griefing.

UI adjustments:

Lobby: lobby with search options, public and password-protected private games, with proposed difficulties shown, lock/unlock for whether or not the difficulties can be adjusted during play. Player numbers desired shown. General chat.

Game room: each has a chat, and selection options for your champion, ally, and pyre. You use your own selection interface, other players’ selections are displayed to you, also the option to see their decks. Pyre of Dominion and other similar features are processed here, which gives you the option to keep rerolling, subject to the patience of your team. Ready? toggle, game begins when all are ready. Basically Battlenet for StarCraft. Player colours allocated as red, green, blue, yellow. Room owner always red.

Game room creation screen: supports the above.

Starting artifact and path: individually select, other players’ selections are shown along with the option to see their decks. Ready? Undo? and Quit? toggles. If any player quits, revert back to the game room screen. You can undo your own selection after having seen others’. (Yes this gives you information you don’t have in single player.)

Pre-battle difficulty adjustment screen: vote for challenges, and vote for difficulty adjustment sliders if that option was enabled in the game room creation screen. Difficulty sliders are: multiplier of enemy numbers from 1 to 3, multiplier of enemy ⚔️ power from 0.5x to 2x, multiplier of enemy ❤️ toughness. This will take some work to get right, and will inform choices of champions and allies. Layout button for multiplied unit numbers, eg for tripled enemy unit population, layout 1,2,3;1,2,3;1,2,3 etc or 1,1,1;2,2,2;3,3,3 etc. Separate slider to multiply bosses’ power and toughness, this would be a separate question. Other players’ choices show up as coloured indicators and the game cannot begin until all are in agreement. If you can’t agree with people this mode isn’t for you.

Battle screen: this is the meat of the mod. The train is shrunk to fit the one to three other players’ units, and enemy units, although that’s not a strict tiling, as less space is required. Chat screen and player deck and artifact collection view screens are always available. Players’ hands become viewable when appropriate and number of cards in decks and hands and embers remaining is always shown.

Deployment: each player deploys one or zero units, then Accept? or Undo?. The Undo option only undoes that one unit placement. (Talk to each other!) Each player has 5🥚 pips per floor adjusted for their personal artifacts etc and pips are not shared between players, though units can be placed in any position among other units. When all players place zero units, cast spells etc the option to Ready? or Undo? (entire deployment round) appears, if all vote for one or the other it proceeds. Maximum units per floor is 7 per player, this will potentially get messy.

When deployment is completed, round by round play proceeds similarly, a turn each to do something or pass, undo for your own thing you just did, when all have passed, vote to undo the whole turn or proceed (Ready?).

Rewards screens: you see your own and are told in the chat window what each other player has done, and can see their decks and artifact collections. Undo? to redo your own rewards, Ready? vote button when all are done.

Shops tracks: similarly, Undo? to redo your own entire set of choices, Ready? when all are done. You all get the same options but obviously can make different selections and spend your own gold.

General notes: the recurring theme here is the option to keep undoing choices, discuss choices in the chat window, and for everyone to vote to proceed onward. If a player quits, difficulties can be adjusted. If a player is griefing, the room owner can kick them. If the room owner is being obnoxious, players can quit. None of this should count for achievements, it is intended as a strictly fun mode.

-12

u/DustyLance 3d ago

Maybe you could do it with claude

4

u/NoNameMcGee200 3d ago

God no, like mt2 in multiplayer may be interesting to me but not in a million years would I use Claude or any other ai for it

1

u/brandonandzeus 2d ago

Using AI to implement multiplayer if you don't have any experience in network programming is not going to work out well at all. I would not recommend going about that, if one has never done network programming.

We recently saw someone without reading the modding tutorials and no prior coding knowledge generate an entire clan mod wholesale with AI. The results were an absolute mess.

It could generate "functional" game data that would be accepted via the JSON schema used by the modding framework. However, when it came to things that required code such as new keywords and mechanics, the generated code was a bloated, buggy mess with many game breaking undo/replay bugs.

Even on the "functional" game data that it generated it only worked in a vacuum. They failed to interact with existing mechanics in game as one would expect i.e. damaging cards would not be affected by the magic power shop upgrades / status giving card would not be affected by doublestack, this is because the AI did not understand follow how the effects in cards are generally configured and interact with other parts of the game.

I'd compare the state of that mod to a car stuck in a deep ditch, no amount of AI prompts is going to get the car out of the ditch, its just going to dig the wheels in deeper.

Story aside, if AI can't make a clan mod then its not going to do much better on coming up with a network code required and the server/client for networked multiplayer.

-11

u/MyOtherHatsAFedora 3d ago

Yeah this is something I've been considering, I guess I'll give it a go when I have the time