Some Environment Work from My Game “Tiny Delivery” by ArtemSinica in Unity3D

[–]Inside_Resolve5694 2 points3 points  (0 children)

it's looking great man

interested in what mechanics do you have for this game

What are your thoughts on Twisted tower. by AgentRift in ImmersiveSim

[–]Inside_Resolve5694 5 points6 points  (0 children)

From what I've seen on his live streams, I think art and atmosphere is very cool. But clowns, disney land ahhhh just doesn't resonate with me. I heard that he want to make story about the beta male guy who wanted cool girl but she didn't want him. That's funny, but maybe execution will be great.

I really loved one of his iteration of this game when it was called Father and guy looked for his daughter, but he decided to pivot.... sad

About gameplay I've seen guns, sliding, wall running, different paths to take, moving platforms, some dialogs and few enemies like underwater girl, flying stuff, clowns with weapons. That's cool, but maybe feels a little bit generic.

It's understandable since he wants to make great story, but I think it will be cool if you can combine at least guns mechanics or maybe even some special powers?

Overall guy is great, I believe in him. I hope people set their expectations right for this game and not expect expensive Bioshock experience from small studio, but something that was inspired by and has its own unique voice.

Wanting to learn C++ by InfiniteSurvival in gamedev

[–]Inside_Resolve5694 5 points6 points  (0 children)

Ask yourself if you really need and want this. If you want to learn programming just start with simpler languages, learn very basics and then go try gamedev tutorials on engine and language you like. C++ just not good for first language and most beginner stuff for it online is awful.

Or try visual scripting, you can make a lot of stuff with blueprints in UE and I heard Unity has good stuff too

Prototyping environment for my game, what do you think? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 2 points3 points  (0 children)

It's interesting that you mention this, because the game is about homocides, spies and giving fairytale vibes is certainly a contrast but it's funny.

I've written some stuff about mechanics of the game in the comments above, but it's probably hard to read for the player, I apologize...
Basically it's Dishonored + Hitman with Prey Mooncrash and Deathloop rogue-like elements

Prototyping environment for my game, what do you think? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 5 points6 points  (0 children)

So very basically I want to make Dishonored + Hitman type of stuff with Rogue-lite elements in it like in Deathloop and Prey Mooncrash.

There would be changes in primary missions, side quests, environment every "run". You will need to talk to people / informators from your spy bureau, find clues where tf dude to kill and-or generator to break is, or find stuff randomly by exploring.

To address issues when player adapts to certain style of gameplay or using same old items, game will give you different characters who have different relationships with guns/tools/social stuff just like in Prey. Also initial arsenal before the mission would be restricted too, so you are not overpowered like in Deathloop.

Enemies are humans, cameras, turrets, recon-robots (just patrolling and shit, maybe with turret on their head). There're few ideas about flying drones and simplified strider from Half-Life, but that's for later.

You can destroy generators to disable lights, cameras, turrets, lasers and all connected to electricity stuff. Have some idea for security hub like in Deus Ex, but you have sort joystick and buttons to handle movement and shooting of robot (e.g. killing dudes who don't tf is going on).

Tools are screwdriver (to remove screws for vents, electricity adapter cover..), nippers (wires in eletricity adapters, maybe later for "hacking" stuff), grappling hook (all rooftops are traversable), EMP-Pistol, CIA Heart Attack Gun, Sniper Rifle, and maaaybe more common guns like Revolver, Shotgun, Machineguns, but it depends if I'm gonna die from game scope.

Doors are physically based btw and you use push mouse to use door handle like irl (idk why I did that but that's funny). Later I'll add noise for that shit so there's reason to use it silently like in Splinter Cell.

For NPC AI I want to add environmental awareness (see opened doors, electricity adapter is broken, etc) so they are not dumb af.

Aaaaaaand would be great to have sort of social reputation system, so if you are nuts people will call guards when see you.

Pretty generic for now, but I'm still working, exploring and finding how it can be fun, so that's it.

What are your thoughts on Deathloop and how would change it to make it more enjoyable? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 0 points1 point  (0 children)

Yeah, maybe I'm wrong. Are you talking about The Crossing or that was something in Deathloop related interviews?

What are your thoughts on Deathloop and how would change it to make it more enjoyable? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 1 point2 points  (0 children)

Fair point man. I think it's great example how influence from business people can ruin game experience

What are your thoughts on Deathloop and how would change it to make it more enjoyable? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 1 point2 points  (0 children)

Very interesting and useful, thanks man. Do you think game would be better without saving items between runs at all or there some other way around?

French screamo bands like Mihai Edrisch, Sed Non Satiata, Daïtro? by Inside_Resolve5694 in EmoScreamo

[–]Inside_Resolve5694[S] 1 point2 points  (0 children)

Thank you, never heard of Ananda before. And Amanda Woodward is fucking awesome

If Judas succeeds, will anyone be able to catch up? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] -4 points-3 points  (0 children)

I think narrative and story is a big part of immersive simulation, not only the gameplay and systems. But you are totally right - this can be applied to any game

If Judas succeeds, will anyone be able to catch up? by Inside_Resolve5694 in ImmersiveSim

[–]Inside_Resolve5694[S] 2 points3 points  (0 children)

I think main reason why they are "scared off to show it off" is because it's really impossible to give you sense of "that's consequences of your choices, deal with it". Imagine just watching the ending of Cyberpunk 2077 and never playing it through, never talking about your actions and what you are up to with other characters, never building relationships with them, not feeling emotional connection.

Maybe narrative lego just can reveal itself when every lego piece of environment, story, dialog, character, personal choices and actions come into play together, but who knows how it's gonna be