I either use the default names, or give them “standard English older bloke names”. The grander the adventure, the more un-grand a name they get.
Things like “Ian Williams”, “Neville Smith”, “Terry Phillips”, “Frank Jones” etc. The sort of names that would work for the City Council’s Road Maintenance Department.
While I can understand that stance for the christian label, the Catholics are organised religion and hierarchy through and through. If you don’t want organised religion than the reformation and the protestants should be more up your alley.
But that theological discussion is probably a bit outside of the gaming community, so let’s agree to pump the shotgun and exorcise demons. In that regard: what do you like more about Doom Eternal than Doom 2016? Because I like the latter one more, as it is more direct in it’s action.
Well I like both in different ways. Eternal is harder and more reliable in weapon swaps, but it’s also VERY fast paced (and as a CoD oldhead who doesn’t mind current movement in CoD, while I do wish it was a little slower or took more skill, it is very fun), and I personally LOVE when a singleplayer shooter has crazy movement. Doom 2016 however is a little slower but it’s still very good and I throughly enjoyed playing it!
Shin Megami Tensei games have you rename their protagonist (and often the 3 other central characters too), but most of them don’t have a canonical name. Also most of the time those people are supposed to be Japanese. Every time I am starting a game like that I struggle to choose a name that doesn’t stick out like a sore thumb for them.
If there is a default name, I usually use it. Exceptions are the kind of RPG where the character is a blank slate, whose identity doesn’t matter at all and whose appearance is custom (like Elder Scrolls, Fallout, Xenoblade X for example). And stuff like Pokémon, obviously. When your avatar is going to meet other players, doesn’t look good if everyone has the same name.
I started Xenoblade Chronicles X (Wii U) without even knowing the main character had a canon name (it’s… Cross. Like the X is supposed to be pronounced in the games’s title). But even if know it now I still rename them. They are custom, there is multiplayer, and story-wise they’re the blandest of characters anyway, so…
I struggle to choose a name that doesn’t stick out like a sore thumb
A buddy of mine played many Western fantasy RPGs, and christened the characters with various elegant and dreamy names, until he started ‘World of Warcraft’ and met two guys called ‘Foot in my Mouth’ and ‘Get Yer Hands Off’. After that, his characters were named something like ‘Bitten by a Shark’.
The grappling hook was a common mod in the original QuakeWorld scene and was included in the official Quake II CTF game mod. I’m surprised it didn’t become a mainstay in games afterwards, it was so fun to use. Shogo: Mobile Armor Division had it built in and was one of the most fun FPS games I had ever played until cheaters took over.
Once Upon a Galaxy has been my default game since I first played it.
It’s an asynchronous alternating activation autobattler (like Arcane Rush, or Storybook Brawl/Hearthstone Battlegrounds but you play against ghosts). Games take about 10-15 minutes.
It’s largely public domain fantasy themed, but has been expanding into the “legally distinct” cultural references as they add content, basically every captain/unit/treasure is a reference.
The shop mechanic is simplified, there’s no currency, you just get a set of choices, and can pick 1. You get two shops per round by default, lots of ways to get extra.
Asynchronous play means that you face challenging opponents that naturally evolve with the meta game but you can also take time to make thoughtful decisions.
The draft pool for the shop has a large base pool that you add to by selecting a custom sebset from a second large pool as your captain’s deck. The progression is through unlocking cards for each captain’s secondary pool, and unlocking new captains. You can naturally earn all cards through play, most captains are free, new captains are paywalled for a limited time.
Monetization is through 3 paths: cosmetics, acceleration of card unlocks, access to paywalled captains. I haven’t found it to be particularly exploitative or negative feeling.
My only gripe is minor, that it doesn’t have mid-run save/resume, but that is on their road map.
There is essentially no story, if that matters to you.
If it’s not obvious, I’m really enthusiastic about this game. I’m not affiliated/sponsored in any way. Happy to answer any questions.
‘Antiyoy’ is a simple strategy game, fit well for shortish sessions. Free and with minimal permissions. Iirc ‘Antiyoy Classic’ is offline-only, while the regular one has multiplayer.
‘Diplicity’ is a multiplayer-only (afaik) strategy like ‘Risk’, but with zero element of chance, only diplomacy. However the games can be rather slow, from what I’ve heard.
‘Fabularium’ is an app for running text-adventure games — one of many such apps, but I like it because it supports modern game formats. You’ll need to download the games themselves elsewhere, mainly from ifdb.org — there are a lot of games, some of them with quite novel mechanics.
‘Hocus’ is a geometrical puzzle with impossible shapes. Iirc additional levels are paid.
I’ve heard that ‘Mindustry’ is a good open-source clone of ‘Factorio’, but idk how it plays on a phone screen.
The control scheme in Total Annihilation where you can que up lots of commands for units has largely been ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre in many respects died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in a genre that progressively catered more and more only to a very narrow range of brains/players who enjoyed simplistic explicit rock-paper-scissors unit relationships and endless fiddly micro.
Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?
In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.
To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.
They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.
Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.
Quite a bit more advanced than you would see in starcraft or AoE2 overall.
Well know that you have outed yourself as a cool indie dev you must eventually post some sneak previews of your game to a gaming/game development community on lemmy/the fediverse!
bin.pol.social
Aktywne