=== 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 │
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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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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
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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
--- #15 image/img-8899 ---
🖼 my-art: game-design: legion-td-game-id-like-to-play.png
--- #16 fediverse/1635 ---
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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.
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--- #17 fediverse/3 ---
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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
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--- #18 fediverse/6009 ---
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what if games had APIs that could be used to build custom clients
"but cheating!"
haha oh yeah
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--- #19 fediverse/1116 ---
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║ ┌──────────────────────┐ │
║ │ 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 │
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--- #20 notes/game-design-2 ---
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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
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--- #21 messages/894 ---
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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"
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--- #22 fediverse/4783 ---
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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?
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--- #23 notes/game-design-mech-commander ---
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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.
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--- #24 fediverse/4877 ---
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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]
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--- #25 fediverse/5150 ---
image.png
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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.
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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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