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Well I played DCSS in the
Thursday, April 13, 2023 - 03:22

Well I played DCSS in the past, so some of the overall style has probably influenced me... while the choice of the palette is supposed to hark back to the old Sierra adventure games.

 

Other than that they are brand new!

An alternative is to have
Sunday, August 4, 2019 - 02:36

An alternative is to have different movement functions for your character (e.g. walking, freefall, in water, climbing a ladder, wallrun, etc.) that are called each frame by a master function that checks whether the character is on the ground, hugging a wall, and so on, where the standard gravity applies only in some of these functions. The old Quake 3 Arena used to work this way; its collision detection is very robust - no objects clip through walls, no matter how small and fast, and, if you're working with a simpler engine or want to code the physics/collision detection from scratch it may be of inspiration.

Star Wars: Dark Forces -
Wednesday, June 19, 2019 - 11:40

Star Wars: Dark Forces - Gromas Mines

https://www.youtube.com/watch?v=4qP-iGJCR68

Has this tense and somewhat mysterious feel, fitting for the hostile atmosphere of the level.

---

Emperor: Battle for Dune - Harkonnen Force

https://www.youtube.com/watch?v=zOxuQBe_cL8

Pumping soundtrack.

---

Descent: Freespace - Briefing 3

https://www.youtube.com/watch?v=ms7-RopAAw4

This one gives you the creeps.

 

Probably biased by nostalgia, but hey.

This is an idea I've been
Saturday, June 15, 2019 - 00:25

This is an idea I've been having for a while:

A team-based multiplayer game. I've imagined it as fantasy themed.

During the first phase of the game, each team (among two, or perhaps more) is assigned a section of a randomly generated map. The players are tasked with building a fortification and buying equipment/upgrades with a set amount of resources and in a limited time (say, a few minutes). During this phase, the interface is similar to that of a RTS.

Once this is done, each player takes control of a character as they set upon their opponent's base. A team can win by either capturing/destroying a critical part of the enemy's base or depleting their spawn points by killing the enemy players enough times. During this phase, the game plays more like a FPS/TPS/Hack 'n' slash or the like.

Probably very hard to attract players with this, but hey, this is the hopeless idea thread after all...

Eh, thanks for the
Tuesday, May 28, 2019 - 10:11

Eh, thanks for the encouragement but there's a lot better stuff out there. It's just that since the project this was for will never see the light of day at least the effort won't be completely wasted.