• subverted_per@lemmy.blahaj.zone
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    6 days ago

    A space strategy/tactics game with realistic physics. Basically ftl stops at the edge of a solar system, and then ships can reach a small percentage of c while traveling within the system. Lasers travel at c, but you have to anticipate where your enemy will be over long distances. Missiles or torpedoes are evn worse with the addition of worrying about fuel consumption to reach their target.

    I think it would make for interesting dynamics. How would fighters/drone swarms work? Mines? Bases? How would ambushes work.

  • Naz@sh.itjust.works
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    7 days ago

    I love how half of you took this as a challenge to see what would be the most expensive project to cause game studios into bankruptcy 😂

    • domusaltera@piefed.socialOP
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      6 days ago

      If I was a dev the question would have to be changed to: “You’ve just won a competition and now a couple of mid-tier game developers have to listen to your game idea, because no other devs would take part. Be ready to compromise. Your vision is a starting point but be ready for it’s content, scope, theme and narrative to be modified heavily. What game do you make?” 🤣

  • MufinMcFlufin@lemmy.world
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    6 days ago

    A friend and I have this small game we love called Shadows of Doubt where you’re a detective solving procedurally generated crimes in a procedurally generated world. I think the game’s pretty fun and very unique, but I also acknowledge that once you get a feel for how the game works then it starts to get pretty same-y as there’s not a large variety of ways to figure out what’s going on and there are quite a few ways to kinda cheat your way through some mysteries.

    The idea we had was a procedurally generated detective game but set in a fantasy world. I’m talking trying to figure out who sent poisoned food offerings to the dragon lording over the area, taking down the local death cult sacrificing people to some god of chaos, tracking down dangerous wizards who broke out of jail right before being executed, and whatever other silly, absurd, or creative ideas they come up with for crimes to be committed or be solved in a high fantasy setting.

    I think the game should have enough variety in the types of crimes to be solved that it shouldn’t really run into the issue of getting into a routine of how things work, but I also feel like this could be addressed by having it so if you start getting into a routine of mechanics you engage with then it starts nerfing those mechanics. Keep using mana sensing to find the people at the crime scene? New crime scenes will start to have more muddled mana so it’s harder to detect or isolate exact matches of people. Keep using eye witness testimonies? People start having trouble remembering exactly what they saw. Keep using company/government logs to track who could have been involved? They become less cooperative as time goes on as they start to think you’re leaking that info OR the next criminal heard you did that so they specifically damaged those logs so you can’t use them.

    I can’t remember which game it is but I’m thinking in the same vein as that game which adapts to how the player disposes of enemies by identifying you’re doing a lot of head shots so giving enemies helmets, or body shots so body armor, etc.

  • meathorse@lemmy.world
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    7 days ago

    Iracing without the subscription and an SR system that can be tuned to allow minor incidents without penalty, particularly if you lose time as a result and have had minimal impact on the other drivers

  • gastroglizzy@piefed.social
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    8 days ago

    Conscripted

    A game where you’re conscripted into an army for an authoritarian regime and sent to commit atrocities against innocent people on their behalf. You can play through the game normally, following orders and getting an ending of some kind.

    Or, you can go AWOL, betray your country, and organize a resistance. This option will not be advertised or indicated by the game in any way; it’s available only to those who dare try to go against the game.

    • grrgyle@slrpnk.net
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      8 days ago

      That’s a great idea. Reminds me of what Spec Ops: The Line was going for in a very small way. The game has a specific narrative that you can’t diverge from like usual, and that’s also part of the point, but you do have a couple moments where you can get creative about completing the “orders” the game is tacitly giving you.

      In game design terms, there are moments where you have more gameplay affordances than you might realise.

    • aldhissla@piefed.world
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      7 days ago

      You could set it in and around WW2,. You could have content from the Spanish Civil War, through the French Resistance, maybe even towards the Decolonisation of Indochina (Vietnam war DLC!)…

  • Havatra@lemmy.zip
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    8 days ago

    Oh, this is gonna be one of my longer comments…!

    Imagine the Fallout universe only less grim and less apocalyptic. There have been not dirty/radioactive world war, but a massive solar flare that fried all global electronics. This leads to mass disarray, as society is so dependent on electronics that we’re facing a total societal collapse. However, people do not turn wild and crazy like in the Fallout franchise, Metro franchise, or others.

    This is set in the year 2051, about 4 years after the solar flare called the DC (The Digital Cleansing). The first few months after the DC people panicked, and raided most stores and such for food, and a lot of people died, especially in the bigger cities, due to lack of food and transport. A lot of people thought ahead however, understood what this meant, and moved out into the countryside to live off of the land just like humanity did back in the days.

    You are a Longing One; someone who longs for the times of the past, looking through ruins to find functional technology. You disassemble it, learn it, document it, and rebuild the modern society from your little village. Most people are helpful and encouraging of your adventures, but of course some people who believe the past should stay in the past.

    You will face environmental dangers (abandoned structures and global warming related events), manage your resources on your excursions (hydration, temperature, sleep), and dig through all kinds of buildings - libraries, research institutes, governmental offices, and normal homes.

    Back home in your village you will be able to grow fruits and vegetables, tend to animals, and trade items with your neighbors for resources both for survival and for excursions. You get to help your neighbors with quests like finding certain items in the ruins or helping them rebuild something on their farmstead.

    The ultimate goal of the game is nothing more grand than a village that thrives - you grant them electricity, steady resources, and a happy life, while finding small stories both in the present and the past that tells you of how things were and have become.


    A mostly peaceful game, where there’s realistic documentation about how technologies work, and a village that grows from your contributions.

    • gothic_lemons@lemmy.world
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      8 days ago

      Love the idea! I feel like there could be multiple paths to take in regards to farm tech.

      1. The Way Things Were. Back to computer chips in everything and internal combustion engines. Fancy tractors of today that ppl can’t work on cuz software bullshit.

      2. Sweat and Toil. Old school farming tech pre engines of any kind aka horse and ox power. Basic blacksmithing and stuff.

      3. The Engines of Yesteryear. No computer chips or very simple ones and internal combustion engines/lost of green house gases. Like 1960s tractor tech.

      4. Solarpunk Tomorrow. All electric tractor with simple computer chips. Nothing too fancy, just solarpunk tractor.

    • gnutrino@programming.dev
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      8 days ago

      The initial setup of a “clean” post apocalypse sounds a bit like the background to the My Time at Portia/Sandrock series.

  • MrSelfDestruct@lemmy.dbzer0.com
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    8 days ago

    Native American game where you free your captive tribe and hunt colonizers. It could have some mythical elements like controlling animals and using ancestors to help control the environment for you.

  • Nefara@lemmy.world
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    8 days ago

    Been daydreaming about a city builder sim that realistically characterizes cars. No “magic parking”, no perfect drivers, with pollution mapping, traffic deaths, an average commute time per citizen as a statistic, that kind of thing.

    I imagine it starting out exactly like Cities: Skylines, where you start building out your town with commercial and industrial and residential zones. As you lay out roads and utilities, the citizens keep demanding more parking and bigger roads. If you build them, your town becomes mostly parking lots and huge, dangerous roads. People complain about living near pollution, loud car noises, traffic deaths and commute times. Your town would have negative income from all of the building and maintenance costs and constantly be needing to be bailed out due to how expensive it all is.

    The trick, then, would be not to listen to the complaints from car drivers. The only way to build your town where the budget is balanced properly is to increase density, utilize mixed use areas, and to build as few large roads and utility corridors as possible. The game wouldn’t tell you this outright, it would simply give you realistic price tags and maintenance costs compared to people moved and let the player problem solve and optimize.

    There would be a robust palette of micromobility options, public transit, greenways and parks and pedestrian areas. Car access would be optional for building placement and based more on emergency vehicles or services. You could design your own streets with your desired configuration of bike paths, street cars, pedestrian walkways and green spaces and save templates to use elsewhere.

    There would be lots of beautiful middle density building models, parks, and plazas, and a mode where you could rehabilitate an already developed car centric city.

    If someone made this game I would be so happy and play it all the time, making a perfect transit utopia

    • Mrkawfee@lemmy.world
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      8 days ago

      I would buy this. I’m sick of car centric city builders that make roads the key to everything.

  • DJKJuicy@sh.itjust.works
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    8 days ago

    There is no answer here other than Half-Life fucking 3.

    If there were any way to legally force a game to be made, it would be HL3.

      • AliasVortex@lemmy.world
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        8 days ago

        I have a soft spot for the Old Republic (since I feel like there’s lots of room to tell stories without getting too tangled up in the canon), but realistically, I’d mostly be curious to put Larian and Dave Filoni in a room together and see what comes out.

        Given that Star Wars seems to be exploring the space between the fall of the empire and the sequel trilogy, a motley crew of nobodies explores wild space could be super interesting. New civilizations, lost CIS/ Republic/ Imperial detachments, stranded smugglers, non-jedi force users, weird new aliens (or diverging evolutions of existing ones); it’d pretty much all be fair game.