I think there's something like it someone suggested to me once, but something like an RTS where you code up your units with different behaviors seems to me like something that could be fun for novices and more experienced coders alike if done correctly. You probably wouldn't want to support a full coding language, but taking something like Python or another scripting language that supports objects and providing a small set of legal commands to include in your unit code would be interesting to me. If the base was a campaign that encouraged creative problem solving to use your hand coded unit behavior, and you added a simple way for players to share code with each other, pit their unassisted bots against each other, and maybe even added the ability to write/pin commands to change behavior patterns for an actual real time head to head, I might play the hell out of it.
I also might play for 5 minutes and never touch it again though.
That's probably the one I've seen before. It definitely does look like it has potential.
My biggest issue is actually finding the time to really dive into it among all the other stuff I want to play. I could see absolutely getting into a black hole with it some time I start though.
Thanks for helping me find that to at least put on my wishlist. For now between BG3 and Starfield I don't need another giant time sink, but I'll definitely keep it in mind when I'm looking for something different.
i don’t know too much about jellyfin compatibility, but your issue is probably ASS/SSA format subtitles, which are a complex graphical overlay subtitle, rather than simple text so device support is less guaranteed.
You could try pre-burning the subtitles in before hand by re-encoding the video, or find content with SRT subtitles which have wider support.
ASS on android clients is mostly a solved issue these days so as the other commenter suggests, the google TV chromecast with a native jellyfin app would be a more reliable solution for you.
A few that stick out to me, mostly because I've played them and they're pretty good, are Human Resource Machine, While True: Learn(), Opus Magnum, and Shenzhen I/O. I would say Bitburner too but that's more-so literally programming.
I think your idea is interesting, but based on the examples I've listed, which I must admit is not a huge sample, most of them are played in a sort of GUI experience sort of way. I think it would be very, very difficult to translate the core concepts of programming to a side scroller.
However, as I said, I think it's a really cool idea, just thought I'd point out some similar games in case you had never heard of them.
I think your idea is interesting, but based on the examples I’ve listed, which I must admit is not a huge sample, most of them are played in a sort of GUI experience sort of way. I think it would be very, very difficult to translate the core concepts of programming to a side scroller.
Unfortunately, I haven’t played any of these games, but I have scrolled through that category myself to see what’s out there. I agree with you, that a side scroller is probably not the best option to introduce programming concepts from a game-mechanic perspective. I think didn’t really communicate well, that the way I envision my game differs a bit from these approaches. I don’t actually want to focus on specialized in-game mechanics that help to visualize algorithms or programming concepts. Instead, the game is meant to be a very mechanically trivial, story focussed frontend, that makes achieving the programming tasks more exciting.
You could maybe make some kind of a lemmings style game where functions change the behaviour of the creatures in order to achieve some kind arbitrary of goal. Like arranging their colours based on the rainbow, or something to that effect. The creatures would be a stand in for data, and the things the players can do manipulate the data to achieve a specific outcome. Is that more what you were thinking?
Paper Mario. I actually have the original game and the N64 to play it, but play on the switch instead. I really enjoy it. I also tried Palia on PC, but it doesn’t feel right.
I’ve started a second playthrough of Kingdom Come Deliverance and really enjoying it so far. I recently upgraded my PC and expected to be able to play it on “Ultra” settings but I’m still stuck with 40-70 FPS on high. The game is beautiful but it’s also horribly optimized lol
I’ve played it for two hours or so today and so far loving it! 30fps is noticeable, but much better than other games and not an issue to me while I usually can’t stand it. It all feels immense and very fun, I enjoy exploring and looting and talking to people.
Graphics are a bit underwhelming to be honest.
Also I couldn’t spot a minimap for stations to find eg shops, unless I’m missing something.
The fast travel feels perfect to me, not an issue like others described.
You def should! It’s basically an improvement in every way imo over the first. I’ve heard some don’t like the cutscene art style as much but it doesn’t bother me
Would branching out into spectacle brawlers work for you?
In that case, check out Bayonetta 3 on the Switch and Armored Core VI on PC/whatever!
For something closer in combat feel to Elden Ring, Atlas Fallen maybe? But I haven’t personally played it and reviews are mixed, so can’t really say how enjoyable that would be.
I don't have an 8bitdo Ultimate controller, but I have several of their other ones. They all work for me over bluetooth when I pair it with my PC and then use Steam to recognize the controller. They show up as a Switch Pro controller, meaning Steam won't be aware of the back buttons (I'm guessing you need to use 8bitdo's software to do that). But you can remap the regular buttons and the gyroscope in Steam's UI. If you use xinput mode, then you are limited to the controls on an Xbox controller, so no gyroscope.
That does mean you need to use Steam to launch all of your games, even if you bought them elsewhere, but Steam has a controller-friendly interface, so I prefer to do that anyway.
edit: Bah, I just saw @mp3's comment. Too bad that their Ultimate controller doesn't work like their other ones, that's a big step backwards.
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