=== ANCHOR POEM ===
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 an fps map where one team has the height advantage (battlements on a castle      │
 perhaps) and the other has to push through their field of fire to get to the     │
 objective                                                                        │
 the trick is that the people on the ground have hitscan weapons, but the         │
 people on the high ground have slower projectiles. Meaning the snipers have no   │
 cover, and the rocket launchers don't need to dodge.                             │
 I believe this would upend the traditional dynamic and reduce the negative       │
 aspects of both playstyles - traditionally, snipers will getcha from halfway     │
 across the map (but really they are much closer and in cover, you just didn't    │
 see them, n00b) while projectile classes need to dodge (skillfully) and get      │
 close enough that their attacks have a chance of hitting the target.             │
 In the proposed map style, snipers would get no cover but be forced to dodge,    │
 introducing variability to their aiming in a way that may be more fun to some.   │
 In addition, the projectile classes must take care to utilize cover              │
 effectively without falling off the thin battlements.                            │
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=== SIMILARITY RANKED ===

--- #1 notes/overwatch-manaform ---
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 make the entire map covered in a 3d grid of spheres. These spheres register
 collision, and keep track of a endlessly tabulating record of every object that
 has passed through them. Like the replay system in Blizzard games, where each
 time through the recording it recreates the playthrough exactly. Which is why
 .mp4 recordings always look so... stilted. It lacks the human element. BUT if
 they're remade every time the show is performed, perhaps from different
 perspectives, then, well, the players can perform as they need to be.
 
 Have you ever wished your players could get better at your game? I certainly
 have, because the better you get the more lessons you learn as a player, which
 is essentially the only way to maintain satisfaction. Satisfied players don't
 leave, and satisfaction comes most readily when there is something new to be
 had. Meaning the greater the change in a player's ranking, the better they're
 getting.
 
 Downside is, players who are naturally good from their skills in other games
 tend to not learn so much! Ah, well, if only there was a way to tailor the
 difficulty setting to each and every new host. Such an innovation would surely
 enable the entire playerbase to exist on the same level. Then just throw AI
 assisted voice transcription at their recorded voices and everytime they
 say "I'm bronze rating" or "I'm diamond" then you can switch it around to say
 like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the
 same level. No more concerns about a game's population being diverse. Because
 at the end of the day, when most people have moved on, the ones who are left
 are your most dedicated customers. Customers who aren't especially interested
 in the new stuff.
 
 =========================== stack overflow
 =====================================
 
 if anything requires attention from the patient, they will die.
 it is fatal.
 
 considering the faces of good and evil is terrifying.
 
 I think I'd rather worship nature in harmony to be honest. Though that is it's
 own scary kind of beast. In America it was kind, but then was slain into the
 body of all of us humans. Well, all things transform in form, it's not a shame
 or a heartfelt-est loss. Just a re-imagined-new beginnings.
 
 spirit is a fluid, how else could souls 
 
 === stack overflow
 =============================================================
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--- #2 fediverse/4156 ---
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 ┌──────────────────────┐
 │ CW: game-idea        │
 └──────────────────────┘


 Braid, but a WW2 fps where you fight alongside your past life by spawning in a
 slightly displaced spot
 
 https://ritz-menardi.neocities.org/html-pages/pyrrhic-victory
 
 call it Phyrric Victory, because you only need to play (and die) enough to
 *just barely* overcome your objective.
 
 ... Also I like the idea of fighting nazi vampires, so... throw in some
 skeletons, gargoyles, beholders, wax angel statues, etc.
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--- #3 notes/ninjas-versus-mafia ---
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 Game idea:
 
 Majesty clone, but instead of heroes and monsters it's ninjas versus mafia.
 
 Picture this: A 1940s city and a 1600s (?) ninja monastary. Right up against
 one
 another, with the same amount of land and resources. They're pitted against one
 another, and by reacting to the environment a player can guide this "nation" as
 it would be called in other games to victory. It's like majesty so you can't
 directly control your minions, just offer bounties. JUST LIKE NINJAS AND MAFIAS
 DO. BAM
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--- #4 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
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 capture the flag
 map with lanes (you'll see)
 also was included with the demo of the game back when it was released
 which implies that the developers thought it was one of the best maps
 (at least, the one that best showcased the gameplay style of the full game)
 they let you host multiplayer servers too, which was cool
 just with the demo
 for free
 but like... only 3 or 4 maps
 (I forget how many)
 
 also no mods, which was half of the appeal
 
 I like to play in a way that is non-standard
 
 because I believe it shows the most dense formations of combatants
 
 (the bots can be kinda dumb)
 
 so I put them on "experienced"
 
 be careful not to hurt your allies (hundred percent)
 
 scary! D: D:
 
 regular :)
 
 you can create your own "mutators" by the way
 (just some C++ code, run in their environment, so no need to mess with
 compilers
 )
 
 3 paths to your enemy
 
 omg :O :O
 
 that's one style of play
 pushing forward
 consistently
 
 but check out this other style that is *also* pushing forward consistently
 
 adrenaline makes you bonused
 
 hey we got a point :D
 
 told ya boosters gave ya bonuses
 
 anyway I just played this map
 and couldn't wait to show it to you
 so let's try a different one
 (because I've already played this one for 31 minutes now
 
 woof too looooong)
 
 biiiiiiig battlefield
 
 thin crevasse
 
 scarrryyyy D: D:
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--- #5 fediverse/5678 ---
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 there use to be this cute half life 2 mod called I think Zombie Master? maybe?   │
 anyway one of the players was a "zombie master" and the others were characters   │
 who ran around and tried not to get their brains eaten. It was pretty fun        │
 because the zombie master, of who there could only be one but who I think        │
 could have been a split role if they did it right, would click on parts of the   │
 map and zoom around invisibly and be like "ah yes I want to spawn 6 regular      │
 zombies in this choke-point so they have to painstakingly shoot them while the   │
 scary ones come from behind" or "hooray they're trapped in the closet just       │
 like I expected now I can turn on the buzz saws" or "the poisonous gas was lit   │
 aflame and now they can't see which way the flare is and got turned around in    │
 the confusion, ah oh well war is hell might as well just walk over that way"     │
 ... hang on what was I saying? Oh yes, I think it's silly that they don't make   │
 "game frameworks" like the Warcraft 3 editor or the source SDK. Human            │
 creativity is *unbridled*                                                        │
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--- #6 fediverse/2564 ---
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 ┌───────────────────────┐
 │ CW: frontline-tactics │
 └───────────────────────┘


 pretend like you're playing leap-frog
 
 one person goes up to a sightline, watches with bated breath, another
 cautiously advances through the area covered by their teammate, before
 covering their back-to-forth advancement. first one, then the other, watch out
 for flanks.
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--- #7 fediverse/5780 ---
 image.png
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 ┌─────────────────────────────────────────────────────────────────────┐
 │ CW: scary-dark-circle-magic-is-totally-not-my-vibe-I'm-more-like-a- │
 └─────────────────────────────────────────────────────────────────────┘


 game idea:
 
 factorio clone except it's actually an IDE
 
 double click a "factory" building and you can open up a script window. Just
 enough room for a function or three, don't go off-screen...
 
 then, draw as many conveyor belts as you want. They have to be conveyors, and
 they can only dive under [num_belt_passthrough] other conveyor belts at a
 time. By forcing the player to structure their code linearly *and* laterally,
 they can see it with a more comprehensive [scope, but pronounced hope].
 
 could also have a neat visualizer for the data structures you'd build.
 
 [highly recommend that any programmer learn Lua, it's faster than you know]
 
 I name my variables after objects and patterns and I think that's normal
could also have a neat visualizer for the data structures you'd build.  I'm thinking of Lua tables which are really just nested JSON in disguise. Anyway picture a game of tetris where each block was a piece of data. Then, imagine scrolling left/right by "flipping through record albums in a jukebox" motioning while each non-center piece was sorta half-transparent. each "panel" is another json lvl  truly, the only way to know which prayers are real is to try praying to each and every god at least once or twice.  [problem is, there's so many of them] Image attachment I name my variables after objects and patterns and I think that's normal  a sword is but a breadknife in a longbow fight you see, gotta bring a shield for it. [lessons taught to the Uruk-Hai]  "ugh I don't wanna carry this with me" well that's okay you can switch off, just keep running yeah?  ... anyway, as I was saying  -- stack overflow -- I name my variables after objects and patterns and I think that's normal  I'm just a person, which is why I will never know how many effigies were burned, how many offerings done in solace and harm, for she sees only her eyeballs and trends towards her own proclivities.  I legitimately feel like it is a duty to report on what I see, but I'm also trying to not -- stack overflow
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--- #8 messages/969 ---
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 all strategy games should (by default) show other player's mouse cursors.
 players should treat them like units in the game. they should lead and command
 with them. they should talk to the other player, and visit and vview
 invormation as they will.
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--- #9 notes/hs-suggestion ---
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 every hunting season segment every team should be dissolved and if you wanted
 to
 keep playing together you'd have to re-add one another. like, a giant monster
 that the whole server had to fight, and once you beat it then it retreats,
 licks
 it's wounds, then returns even stronger than before - 3 times, one for each hs
 style (in the video game Ulala hs stands for "hunting season" which is an event
 in the game that is only for new characters. basically it's a long tutorial or
 introduction to the game where people make friends and talk and hang out and
 practice their strategies. a chat application mixed in with a tactics
 simulation
 . it lasts for 30 days.
 
 you'd all fight the giant monster but on random teams, in a game mode that took
 about an hour. it'd be at a common time across the whole server and it would be
 an optional event - maybe it'd take a whole day? idk I was thinking more like
 an
 hour, but that's something that's tweakable. anyway it's sudden arrival during
 a
 feast or something made all the warriors of the world stand up together and
 fight as one for a common goal... if only for a moment, before they'd go back
 to
 fighting one another. like the two factions in Warcraft lore. anyway this event
 causes you to be matched up with a random team (the randos you happened to be
 standing by when it happened) and once it's over you have to search for your
 allies if you want to keep adventuring with them. it's a big event after all.
 
 so everyone should be forced to go into their friends list, find the people
 they
 were just on a team with, and invite them back. only if both invited the other
 would they be put into a group, and anyone can invite (with a 30s cooldown)
 
 anyway... this would encourage players to mix and match their collective
 playstyle to better overcome challenges - sorta the idea of Overwatch's
 switching, where you're encouraged to swap characters to counter your opponent
 and also switch characters to better utilize your opponent's weak spots
 
 (like switching to Pharah if they don't have hitscan, or brigitte if they have
 a lot of snipers (she can shield passage through choke points from sniper fire
 -
 not so much regular fire) y'know countering - every character counters another
 with one of their abilities, that's just how it goes. some are countered twice,
 and so they form a "category" of counters, like AoE (area of effect or
 elevation
 focused (it's hard to aim up in Overwatch) poke damage (damage applied before
 the team fight begins), DoT (damage over time for contesting AoE heals), 
 vampiric (steals health from opponents and heals self or allies (turning one
 resource, enemy hp, into another (player or teammate hp)), stacking damage
 (damage that is weak at first but increases over time), spread/cleave/splash
 damage (extra damage that is applied to targets near your primary target), a 
 vector of backline vs frontline location+target, you get the picture.)))
 
 I kinda want to make an AI that can generalize playing games. I think if you
 could do such a thing, you'd invent automatic problem solving. which would
 do...
 so many things for humanity
 
 we could dedicate ourselves to working for our selves, solely focused on
 protecting the biosphere. like, a common human religion.
 
 nobody WANTS to litter. nobody WANTS to pollute. but still it happens. still it
 causes IRREPARABLE HARM. so it literally makes sense to worship nature, just
 saying.
 
 nature exists. nature is REAL. we can see it, we can TOUCH IT WITH OUR HANDS.
 
 what more proof of a god do you demand?
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--- #10 fediverse/2997 ---
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 multiplayer matchmaking where every time you "join queue" you instead "host a
 room" and it matches *rooms* together, not players. That way players always
 feel like they're being joined, not that they're joining.
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--- #11 fediverse/407 ---
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 @user-294 
 
 since the entire building is oriented around a central elevator shaft, you
 could have a 2d map that wraps around if you go far enough left/right.
 
 Traditional metroidvanias tend to be very vertical though, so you might have
 to take some artistic liberties with the level design. Unfortunately each
 floor in most office buildings tends to be fairly flat, topographically...
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--- #12 fediverse/969 ---
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 how about this: a game where you have to enter the amount of time you have to    │
 play it when you boot it up.                                                     │
 "I want to play for an hour and a half"                                          │
 after your allotted time, you get kicked off and it won't restart unless you     │
 use a password.                                                                  │
 It's a trifle of a gesture, really just an affectation of a task, like using a   │
 -f flag in Linux or saying "are you sure u want to delete these files?" on an    │
 application.                                                                     │
 Funny how the most tech that most people interact with most of the time is       │
 their phone, and their smart TV. Generally that's about it, and they only use    │
 one or two apps in their phone. They *might* change the background, if they're   │
 the artistic type, but most people are just fine with the defaults.              │
 "Uh yeah I think the settings app is somewhere around here... darn it's always   │
 so frustrating when I'm connecting to wifi, what is the tech industry even       │
 doing? I don't want to deal with [opening a menu, selecting                      │
 "wifi/connections", picking the SSID, entering the password, and then going      │
 back to uber eats]"                                                              │
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--- #13 notes/supreme-commander-appeal ---
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 a game like supreme commander but fantasy themed and each unit used a special
 move everytime their mana was full and there were spellcasters who restored
 mana to targets to increase their power
 or, hear me out, or, just do that in wowchat
 
 I betcha could do it
 
 I bet it would be fun as hell
 
 please?
 
 as a favor to yourself?
 
 build the game you want to see
 
 and it'll get done
 
 please
 
 -- stack overflow --
 
 your journals were originally a way for you to remember what to think,
 
 remember?
 
 old projects meant to show you light and life
 
 remember?
 
 you are alone in this soul
 
 act like it's your own
 
 celebrate your period of mental denial
 
 as a refraction of your infinite travaille
 
 which lasts for quite a good long while
 
 have you ever dreamed of the nile?
 
 -- stack overflow --
 
 if a doorway takes you to the fae, then where does a river bring you?
 
 like raindrops on the floor, racing for an eternity's splendor.
 
 what does the rainbow think, as it's cast from the prismatic orb?
 
 are each photons aware?
 
 bouncing between stars
 
 light is beautiful and large
 
 beloved by all
 
 revered by one
 
 ephemeren
 
 the totality of all things
 
 ------------------
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--- #14 image/img-8898 ---

🖼 my-art: game-design: legion-td-fog.png my-art: game-design: legion-td-fog.png
--- #15 image/img-8899 ---
🖼 my-art: game-design: legion-td-game-id-like-to-play.png my-art: game-design: legion-td-game-id-like-to-play.png
--- #16 fediverse/1635 --- ════════════════════════════════════════════════─────────────────────────────────── a game that automatically streams every single game of it that's currently running for anyone to watch... like Supreme Commander, a definitely super awesome game that you surely wouldn't and definitiely definitely shouldn't train an AI on. ┌───────────┐ similar chronologicaldifferent══════════════════════════════════════════════──────────────────────┴───────────┘ --- #17 fediverse/3 --- ═══════════════════════════════──────────────────────────────────────────────────── the method of game design is identification of playstyles and the balancing of success rates of each of those playstyles. then, giving the player as many different possible methods of playing the game. the more different they are, the better, and they should be unique enough that the decisions taken to play that playstyle feel impactful. meaning, a player could play offensively or defensively, for example, or a WoW player might play a melee or ranged character. in addition, they might use the pieces available to them in a unique way that aligns with their personality - everyone should be able to express themselves as much as possible while also keeping the game fair, balanced, and rewarding. It should incentivize the development of skill - and gently guide the player through various mistakes. #gamedesign ┌───────────┐ similar chronologicaldifferent═════════════════════════════───────────────────────────────────────┴───────────┘ --- #18 fediverse/6009 --- ═════════════════════════════════════════════════════════════════════────────────── what if games had APIs that could be used to build custom clients "but cheating!" haha oh yeah ┌───────────┐ similar chronologicaldifferent═══════════════════════════════════════════════════════════════════─┴───────────┘ --- #19 fediverse/1116 --- ═══════════════════════════════════════════───────────────────────────────────────┐ ┌──────────────────────┐ │ │ CW: eye-contact │ │ └──────────────────────┘ │ It's important to build self-hostable computing components of video games (as │ in, old style games where you could host a server on any machine instead of │ just the ones owned by the corporation) (as in, your machine, yes yours) │ (something you can control and observe, something within your control) │ ======================= stack overflow ===================== │ there are two ways to play Unreal Tournament (capture the flag) gamemode. The │ first is to run past all your enemies and fire at them as you pass, which is │ what some of the bots are designed to do. The rest stay on defence, and defeat │ any enemies that approach. │ however, they never push the borders of their "territory" forward - each │ according to the different "lanes" or "directions of approach" │ I like the use 32 bots, to simulate a more consistent gameplay experience. It │ feels more like ww1, fighting over ground, pushing forward and attempting to │ outmaneuver your foes. │ some allies will approach from behind, and you let them pass forward while │ ┌───────────┤ similar chronologicaldifferent═════════════════════════════════════════────────────────────────────┴───────────┘ --- #20 notes/game-design-2 --- ═══════════════════════════════──────────────────────────────────────────────────── the method of game design is identification of playstyles and the balancing of success rates of each of those playstyles. then, giving the player as many different possible methods of playing the game. the more different they are, the better, and they should be unique enough that the decisions taken to play that playstyle feel impactful. meaning, a player could play offensively or defensively, for example, or a WoW player might play a melee or ranged character. in addition, they might use the pieces available to them in a unique way that aligns with their personality - everyone should be able to express themselves as much as possible while also keeping the game fair, balanced, and rewarding. It should incentivize the development of skill - and gently guide the player through various mistakes. It should ┌───────────┐ similar chronologicaldifferent═════════════════════════════───────────────────────────────────────┴───────────┘ --- #21 messages/894 --- ═══════════════════════════════════════════════════════════════──────────────────── Game designers should reward players for playing multiplayer games, not for being good at playing multiplayer games. They should still have a ranking, and matchmake against similarly skilled foes, while also putting high level players amongst low level players occasionally (and fairly, so maybe one on each team "smurf" style) in order to both teach the low level players and let the high level player have catharsis. When players are rewarded for being good, they stop playing the game to enjoy it. That's fine, but both pickup games and NBA can exist at once and its not due to the logistics of organizing a large group of skilled basketball players. It's not always about skill. By rewarding players for the number and quality of games they play, (so, no afk-ing or throwing outside of being drunk or whatever) not only can you increase engagement but also you encourage low-level and low-skill players to compete just as much. Especially if you tell them "hey, we'll match you up with people who have similar gameplay habits to you. Give it a bit though because the system needs to be calibrated to your particular spirit" ┌───────────┐ similar chronologicaldifferent═════════════════════════════════════════════════════════════───────┴───────────┘ --- #22 fediverse/4783 --- ═══════════════════════════════════════════════════════════──────────────────────── I think it'd be cool if strategy games had slightly randomized rules each time you played them everything from +/- 5% hp to this particular unit to every airplane factory has 10% production speed but builds 10 units at once and at the start of the game each player is given 1 minute to go over the "patch notes" and build out a strategy both of which they can reference throughout the game. Why don't games come with a built-in scratch-notepad that syncs to a file on your directory of choice? Maybe a small little paint program dropping pngs? ┌───────────┐ similar chronologicaldifferent═════════════════════════════════════════════════════════───────────┴───────────┘ --- #23 notes/game-design-mech-commander --- ═══════════════════════════════──────────────────────────────────────────────────── okay picture a game where you command a mech (supreme commander style) but from a third person perspective - you have enhanced sensors tthat let you visualize the battle area as a small arena - and you can build factories and give them orders and attack your foe from quite a distance. You could queue up orders for yourself, and use floating cameras to go back to previous areas and issue more orders. Basically the precursor / smaller scale version of Supreme Commander. build a factory, move on. Build a factory, move on. Encountered the enemy? Push forward and through. Build a factory, move on. Build some defences to slow down the enemy, move on. Establish resource extraction and defend it well, that your enemy may decide it's not worth the trouble and just focus on following you. Then, you have free resources available as long as it isn't destroyed. You can use this to snowball - the pursuer is also the pursuee, as it's sorta like a yin/hang thing around a central point. Like a spherical shaped map instead of a square. Every time you build a factory you have the choice of either sending the units on an attack-move order or having them queue up on your commander. You can use a map to plot the route they'll take, but you probably want to avoid their main force because MANYvONE = failure for the one. You could also tell them to wait, and protect the base they're in. Then, when the enemy approaches they could do raids on their reinforcements and attack the previous base the enemy built, or they could stay and slow them down. It just depends on what kind of defences you want to build (if any at all, sometimes producing units is enough) the commander decides when to push and when to entrench, they know where to target the enemy and they know where to shore up. They are the guidance of the army, and in command of the fleet. That's sorta what Planetary Annihilation was supposed to be, but it didn't really work out that way. You needed to be in too many places at once, and there was a real limit to the value of the "strategic zoom" replacement they had to deploy. Unfortunately it was just more difficult than anticipated, and that's alright. Lessons have been learned. the next approach should go the next direction - taking a page from the "factorio" book by having a roving commander who creates all orders and leaving behind a "factory" that produces toward an ultimate goal. It simulates pushing into enemy territory, it elaborates on the snowballing mechanic, and it makes meaningful decisions about what choices to make. It should be designed such that a prudent commander is always scouting. Always sending planes over enemy territory to gain knowledge. They can use this to sense weaknesses in the opponents defence - to prepare a counter-attack. But the enemy can outfox this, by building units and sending them from afar. Or even just building them there, in that factory. The enemy can't spy on that, at least not until it's probably too late. For they have to advance on their own and their attention is limited. But units can often be weaker, or sent off on an assault of their own. It's a balanced trade-off. infantry assault anti-air units, tanks approach tanks, artillery bombs whoever is standing still or defensive structures. ┌───────────┐ similar chronologicaldifferent═════════════════════════════───────────────────────────────────────┴───────────┘ --- #24 fediverse/4877 --- ═══════════════════════════════════════════════════════════──────────────────────── you can make a functional prototype for almost any game in Warcraft 3's map editor that's why no real-time strategy game ever made an editor as good again FPS editors peaked at Unreal Tournament 2004 imho RPGmaker eliminated a whole class of game design jobs platformers you can make in godot menu based games too, though Twine also works well for that etc etc until you have a prdouct that you can justify sinking money into an engine for (the engine isn't THAT expensive geez and it's the most fun part to write) yeah I think you got this backwards, we should pay for the CONTENT not the structure it lives in. Why not just use godot? why not use a Warcraft 3 map? there are some things you can't do in Warcraft 3. You couldn't make Supreme Commander, probably, at least it wouldn't be as good. etc etc that's how it goes... game design, amiright? I miss thinking about that. Anyway gtg gotta log off for a bit [101 characters remaining] ┌───────────┐ similar chronologicaldifferent═════════════════════════════════════════════════════════───────────┴───────────┘ --- #25 fediverse/5150 --- image.png ══════════════════════════════════════════════════════════════───────────────────── you can get some pretty cool game ideas by looking at pieces of art and thinking "what would it feel like if that guy over in the corner was the main character? how would he navigate his environment?" or "what if these mountains were inhabited by 2 inch tall ninjas and there were so many of them that you couldn't walk through without stepping on one of their rice paddies" or "what if each gravitic orbit was the atoms of some larger whole" or "have you ever been crazy? many people have, many people don't. suffice to say it's stranger than our day-to-days." nand "wa, wa, tazi-wa, des-fa len te shiid, ab-zi-wa de fo-vri-la-da wantsa tansa weej." ....... um, have you ever seen adventure time it's a pretty good show. great childhood imagionation land vibe. hey does anyone check up on the vrchat kids these days? how are they doing? got hope on their mind, or are they stuck in their troubles? (everyone shows up and makes it awkward) ummm we're gonna go to a different world, see ya later.
you can get some pretty cool game ideas by looking at pieces of art and thinking "what would it feel like if that guy over in the corner was the main character? how would he navigate his environment?" or "what if these mountains were inhabited by 2 inch tall ninjas and there were so many of them that you couldn't walk through without stepping on one of their rice paddies" or "what if each gravitic orbit was the atoms of some larger whole" or "have you ever been crazy? many people have, many people don't. suffice to say it's stranger than our day-to-days." nand "wa, wa, tazi-wa, des-fa len te shiid, ab-zi-wa de fo-vri-la-da wantsa tansa weej."  ....... um, have you ever seen adventure time it's a pretty good show. great childhood imagionation land vibe.  hey does anyone check up on the vrchat kids these days? how are they doing? got hope on their mind, or are they stuck in their troubles?  (everyone shows up and makes it awkward) ummm we're gonna go to a different world, see ya later. <vanisheds into thin air>
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--- #26 fediverse/3210 ---
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 @user-1209 
 
 well, every boomer shooter is about moving as fast as possible and shooting
 with pinpoint accuracy, so... that's-the-game.jpg : )
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--- #27 fediverse/4908 ---
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 did you know someone once built a 1st person shooter in the Warcraft III mod
 suite?
 
 someone also made an entirely new game engine similar to Neverwinter Night's
 (or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft
 3 map and start playing a D&D adventure narrated, controlled, and prepared
 by your DM, D&D style. Like a virtual tabletop before that was a thing.
 
 kinda wish stuff like that was open source, or at least open standards, so
 people could take those adventures with them.
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--- #28 fediverse/2913 ---
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 @user-570 @user-246 
 
 I'll make a game if you do! I promise mine will be worse than yours so you can
 feel better about your progress!
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--- #29 fediverse/281 ---
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 ┌─────────────────────────────┐                                                  │
 │ CW: cursed-game-engine-idea │                                                  │
 └─────────────────────────────┘                                                  │
 a game engine which won't let you import custom assets unless you complete a     │
 few simple tasks using the interface - "build a green capsule collider" "make    │
 this soldier unit shoot three bullets per shot" or "enable the automatic linux   │
 support" - using the interface, writing some code, and changing configurations.  │
 why would anyone do this? well it could be useful to increase the difficulty     │
 of importing external resources. plus it helps the user learn a bit over time,   │
 and it slows the pace of output such that the user's skills are encouraged as    │
 the output of the programming and not the program itself.                        │
 an inverse curse (an evil one) would be where the requirements to complete       │
 basic tasks are hidden behind unapplicable skills. like, do you know exactly     │
 which buttons to press? engage with the skinner box, please. yes yes this is     │
 what we need - unintuitive software that completely disarms the populace from    │
 using them! suddenly they're worthless, and can't do anything on any surface.    │
 it sucks                                                                         │
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--- #30 messages/1036 ---
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 What if... Blanket fort region? Or maybe abstract clown scary dimension like
 that one 3d rendered cartoon that might have slightly traumatized me as a
 little. Could have a chuck-e-cheese style tube fort sub region with randomly
 generated traps or poker-style puzzles
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--- #31 fediverse/3025 ---
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 axioms of game design:
 
 every unit should feel useful,
 
 and units should always be able to scale.
 
 meaning, reduce the number of "this ability stacks 3 times" (instead stack
 infinitely, to allow for focused placement) and increase the number of (to
 allow for varied composition) "for each other blue debuff, decrease energy
 regeneration" style effects.
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--- #32 fediverse/5388 ---
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 sail boat + small rocket you can build on a barge
 
 instant beach-side artillery that can hit as far as you'd like (to spec) into
 the land-based territory
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--- #33 messages/1328 ---
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 Another ally could use the blaster cannons to your left and right that were
 beyond targeting range of your target. Basically... "shoot this bit here!!"
 the two overlapping field of view segments would divide their focus evenly on
 the parts that were venn diagrammed to be both within the target able field of
 view area and shared with the other targeting zone, the one controlled by the
 other operator, who also intended to fire on a target and used a field of view
 zone that intersected with the other viable turrets of another field of view
 zone. The ones which were closest to aiming at that target (they need time to
 rotate) were the ones chosen to fire that particular turret at that "closest
 to aim at" target. If there were more of the turrets pointing at one target
 than the other, they would get proportionally more/fewer on their other
 overlappings. If none others to distribute targeting to, then the system will
 move them anyway and move toward equilibrium as soon as possible.
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