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Cake day: March 10th, 2025

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  • Been playing Diablo 2 Resurrected again, so… Diablo 2. Especially on higher difficulties some of those areas (Durance of Hate, f.ex) are extremely maze-like and the only reliable way to navigate it is to just follow the left wall no matter what.

    Otherwise, I played a demo for a game years ago that I can’t remember the name of anymore that was built around non-Euclidian geometry, so walking through a door in one direction would take you to one place, but walking back in the other would take you somewhere else instead of back to where you came from and such.









  • What is the core gameplay loop you envision here? Cause I can come up with a few ideas, but if you have specific ideas they probably won’t apply. Also there’s a particular balance to be struck: if you hamstring the player too much it won’t feel like a game, and if you give them too much leeway they won’t feel trapped. Here are a few ideas off the top of my head:

    Direct but limited intervention: the princess is a sorceress who is trapped by magic in the tower which means she can’t leave and doesn’t have access to her full magical powers (you could include a progression mechanic where the more bosses the knight defeats, or the more magical crystals he shatters, or whatever, the more you can help him.) But she’s still scrying on him, watching his progress, throwing the occasional beneficial spell or nuking crowds of dangerous enemies before he gets overwhelmed, etc. The reduced interactivity will make the player feel trapped (and slowly less so as the game progresses), and maybe the scrying window starts out smallish so you can’t see the whole field at once and it slowly grows as her power increases.

    Distraction/misdirection: The knight has made it to the tower/castle and has to fight his way through the guards, but instead of attacking the guards directly you’re trying to cause a ruckus to distract the guards so he doesn’t have to fight them all at once. This could even be a stealth game where you’re knocking things over and banging pots and pans or whatever to distract the guards as he sneaks by them.

    Puzzle game: The castle/tower itself is magical and has floor tiles/walls that can be moved around, and the princess is manipulating the castle around the knight to give him the best path through obstacles and to limit the number of guards that can get to him in any given room.

    It really depends on what kind of game you want to make here.



  • Respectfully, you clearly don’t know how I meant it.

    I am biased against Israel because I do not judge it impartially. I tend to assume the worst about it (which I believe is justified through many years of reading about the awful, awful shit it does to people), in a decision about which side gets the benefit of the doubt in some matter I will never give it to Israel, and I am disinclined to believe pretty much anything it says, even after I filter out the propaganda.

    If that’s not bias then apparently we’re using different dictionaries. Try this one.



  • Then it’s a good thing I wasn’t asking for unbiased reporting. What I asked for was more reporting, because I would like to verify it with multiple sources. Unbiased reporting doesn’t exist, but there is in fact an unbiased (or at least minimally-biased) version of the news itself, and the most reliable way to get there is to hit a subject from multiple angles. If the people who love Israel are also complaining about it then it’s safe to say it’s legit, for example.