Journal / Game design
Find the cooperationbefore adding the complexity.

Game design notes
A cooperative game can accumulate a long list of shared systems before it finds a satisfying reason for people to play together. Inventory, roles, objectives, upgrades, and communication tools can all be useful. They do not automatically create cooperation.
We prefer to start with a small interaction that makes another person matter. Someone notices something you cannot see. One action creates an opportunity for another. A shared object responds to two different intentions.
Put the relationship in a small scene
Tideline begins with a boat. One person changes its course while another adjusts a sail. A nearby island gives the crew somewhere to go, and a readable wind gives them something to discuss. The prototype does not need an entire ocean to ask whether those actions create an enjoyable exchange.
We would watch for the moments when players naturally coordinate. Do they ask for help? Can they see how their action affects the crossing? Is there a useful contribution for someone who is still learning the controls?
Test different levels of participation
People do not always arrive with the same confidence, attention, or desire to lead. A promising shared activity should be explored with those differences in mind. The person who enjoys steering may play beside someone who wants to observe the scenery and help when needed.
That creates design questions about timing, pressure, feedback, and recovery. The team should understand the social rhythm it wants before making every task mandatory or every role equally demanding.
Let the technical questions become specific
Once the interaction has a useful shape, engineering questions become easier to frame. Which actions need immediate feedback? What state must remain consistent? What happens when someone leaves? A local experiment will not answer the networking questions, but it can show which questions matter to this game.
The goal is a shared experience with a clear reason to exist. Complexity can follow when it helps that experience work.