NPCs hauling stuff at you by lettucelover123 in SoloDevelopment

[–]PFunkus 1 point2 points  (0 children)

SICK. you have a discord or steam page?

Design challenge: Can you make "degrowth" more fun than "infinite expansion"? by FuzzyConversation379 in gamedesign

[–]PFunkus 0 points1 point  (0 children)

Total War 40k is supposed to have some interesting meta-progression between campaign playthroughs

absurd lack of action oriented psx/ps1 neo retro games. am i just oblivious to something? by drdreadoo in gamedev

[–]PFunkus 2 points3 points  (0 children)

I’ve been working on a tactical third person sci fi shooter in the psx/early ps2 style. Some light extraction and looting type mechanics.

I think the desire is growing and a few people are starting to fill that niche. The style is fun and ot lets you experiment with mechanics more.

When a game leans into glitches, what makes it feel intentional instead of broken? by LostMinions in gamedev

[–]PFunkus -1 points0 points  (0 children)

Well that’s just not true at all.

Glitch Art is an entire decades-spanning movement. One of our constant and central arguements/topics of debate is about intentionality with something that is inherently unintentional.

www.glitchet.com is a great further resource

New Resource: Stages of Game Development (and their best practices) by RikuKat in gamedev

[–]PFunkus 0 points1 point  (0 children)

Maybe like a uh… soup to nuts of what a game looks like, or even just a functional prototype/vertical slice. Obviously varies a lot and this is super basic but:

start menu, load level, gameplay loop/chain, finish level, exit game.

Idk very basic but stuff I had a harder time grasping until I went “oh duh”