I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
In case you didn’t know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.
When a fire breaks out on grass, it spreads like it would in real life. In FC2 you could watch a small flame spread and become an inferno. It was awesome. Games don’t have anything like that these days.
There’s plenty of better deep dives on YouTube, but basically it’s a system in Shadows of Mordor (and moreso in Shadows of War) that would take a random NPC you were fighting and were joined by (or almost killed,) and elevate them thematically. If one knocked you down there’s a chance they would pick up your sword and break it, smack talk you, and walk away. That guy, of his name was Doug, became Doug the Sword Breaker. Never time you saw him, he’d get a short introduction and a quip or two to remove you of who he was.
If you died, since you were a spirit they’d just mock that they already best you before. But if you were killing them, they might get a scene where they manage to get away to amplify the story. Or maybe you’ll just kill them. It was random and happened with random NPCs, elevating them in the enemy army.
I believe in the second one you could even mind control someone, and take out the people above them, and have a spy in the upper ranks.
Imagine an action game with some Crusader Kings plot drama happening.
Honestly I think there’s probably enough prior art to get away with using whatever you wanted from it. But a) I’m no lawyer and b) I’m not risking millions of dollars making a game.
The nemesis system patents and Namco’s loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.
Of course Namco’s patents expired in 2015 at a time when seamless load screens had become the industry standard.
Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?
I’m currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn’t have ALL of the features that the shadow series does of course, but I’m really enjoying it!
Ooh, I started a new VR playthrough recently, without a concrete plan (well, beyond joining the Brotherhood, because Music of Life by Young Scrolls is amazing).
I do miss that carefree goofing around. Now I need to design, plan, optimize, etc. I know how to do stuff (mostly), so there less exploration and discovery and more of just work.
But at least stuff I make now is better hah (or at least I hope so)
I’m not THAT familiar with the story of RDR2, but I think Rockstar tries to do their best to show that Arthur is a very flawed man who can switch between doing good things to doing bad things in a whim (but also depending on the player’s actions). It makes him feel more human.
The mission I’m describing is unavoidable. I won’t spoil it, but it has serious consequences for both Arthur and the plot. It’s the kind of art that really punches you in the gut.
Tying up clansmen and turning them into red mist on train tracks, feeding them to gators, or just setting them on fire sure never did get old though.
Oh wow this gave me a wave of nostalgia for my first experience developing games. I took a class in like middle school for game development, and they provided the software Alice for the course.
I fondly remember trying to make a first person, open world sandbox RPG, but if I remember correctly, the engine not being able to create new instances of anything severely limited what I wanted to do. Also, the engine had a ton of floating point precision issues and everything would be rotated in funny ways after the game was running for a long time. And I hated the visual programming and got so frustrated that I couldn’t just type the scripts instead haha… that’s when I switched to GameMaker
Anyway, I was reminded of it because the first enemies in my game were also sword-wielding skeletons just like in the OP screenshots. I appreciate the peak into your past, and I’m thankful for that nostalgia hit :3
Schedule I. I did everything the game has to offer at the present moment but i still go back to spend an ingame day or 2 making silly drug mixes, selling, doing dumb stuff like pickpocketing cops… It’s just pleasant.
Hell yeah! My first game was a text only java program where you killed skeletons and dragons, gained levels, and movement was done by typing a wasd key then hitting enter lol. You still making games at all?
I mostly made models and textures, I was never a one-person team. I made assets for a number of students in game dev programming and I worked on some gamejams. Quite a few games, but nothing beyond the scope of a limited project. Currently I just don’t have the time in between other things to go back to making assets.
Invisible walls. And I’m not saying the ones that are like way up out of the way that you have to nearly use glitches to get to. I’m talking the “walking down a city street and then you’re stopped in the middle of the road for no reason” kind. Like, you put area there that I can see, I want to go there. If you don’t want me to go there at least put something there to indicate it’s the edge of the map.
Not gonna lie, the concept “pushing the enemy back without killing it and having infinite ammo” sounds pretty interesting to me, like an Vampire Survivors but the enemies never die, it would be pretty hard!
Reminds me of that one enemy (in form of a ghost) in Phasmophobia, a Deogen (if my memory serves me correctly). Unlike the rest of the ghosts which only know your location based on any noise you make, any interactions you make with certain objects, or if you are in its line of sight… This ghost ALWAYS knows where you are, except it is really slow.
I love/hate the idea of an enemy slowly making it’s way over to you from across the map, and you can’t see it, but it can see you. * shudders *
It would be pretty neat to have a game based solely around prolonging your inevitable demise, trying to survive for as long as possible, maybe with roguelike features such as rng and differing runs.
I love the deogen. I was just playing phasmophobia last night and encountered one or two of them. I love that it flips the game on its head. Quite literally every other ghost wants you to hide somewhere, usually in a tight spot like a locker or behind a cabinet so the ghost can never get line of sight on you. But for the deogen that’s the exact opposite of what you should be doing, and if you don’t know that or don’t know it’s a deogen before it hunts, you’re screwed. Nothing gets my heart pumping like hearing a ghost rapidly running towards my exact location like Usain Bolt as I realize what it is and desperately try to escape my hiding place before it traps me.
Fun thing about the deogen is that it’s the second fastest ghost in the entire game, and then it slows down to be the slowest ghost when it’s extremely close to you. So you can’t safely hide anywhere, no matter how far away from it you are. By the time it’s near you, the deogen becomes slow enough to out-walk, but if you manage to back yourself into a corner? Good luck.
However, I haven’t played the game in quite a while (despite it being one of my most played games) since imho the devs did a great job of royally fucking up the game. With the direction they took it, I just get burned out when playing it after such a short time nowadays.
Bear in mind this example is one of a long list of things I believe they got wrong: I initially thought the equipment overhaul was a good idea, except after having played for over 100hrs I don’t feel like grinding to get all my old equipment back again, especially after so little has been done to make the core gameplay more interesting.
Anyway, sorry, rant over, used to be one of my all time favourite games.
I was also a big fan of the gear overhaul initially, until I saw how it was actually implemented and really came to dislike it. I just don’t see who it’s here for. It screws over newer players who are stuck with really poor gear, making the already punishing learning curve the game has significantly worse, and it screws over any experienced players by punishing anybody that actually wants to interact with the level prestige mechanic once they do get themselves to level 100. Meanwhile anybody who doesn’t prestige just permanently has even better gear than what previously existed and never needs to worry about the other tiers. And since there’s no reward for prestiging aside from a cosmetic badge, why should you interact with the system at all? Overall it was a poorly thought out and unbalanced update.
While some updates haven’t been great and some things desperately need to be reworked, I’ve still been really enjoying the game. Once you get to around level 40 and unlock all the original gear, you can largely pretend the gear overhaul never happened. The newer maps and map reworks are awesome (aside from the new-ish lighthouse map point hope, that thing sucks), and I don’t play frequently enough to get too bored of the basic gameplay loop. Playing on nightmare where you only get 2 evidence helps since it adds a bit more strategy to each round than just getting 3 pieces of evidence and leaving. The newly reworked media evidence is pretty fun too, where you get rewarded for getting videos and pictures of unique forms of evidence rather than taking 10 pictures of a pile of salt that somebody stepped in.
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