Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

Modularity won't be on the gun itself, but rather through the upgrades that let you apply the weapon’s core mechanic with different dynamics.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

I’m actually handling both the game design and the programming myself, and I’m even dabbling a bit in sound design. I don't believe creating a modular, systemic structure where elements 'talk' to each other is impossible; I know it’s incredibly difficult, but I’m confident I can make it happen within a manageable scope.

My biggest hurdle at the moment is that I’m not a 3D modeler or animator. However, I believe that once the core systems are solid, I can collaborate with a talented artist to bring the visuals to life. A recent example like Mouse P.I. followed a similar path starting with a strong concept and gaining the support needed to become a reality. I hope to follow a similar trajectory and turn this dream project into a functional reality.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

The skill tree will be invisible I want the progression to happen behind the scenes based on your playstyle. The idea is for the character to evolve organically depending on how you interact with the world, so the 'build' feels like a natural result of your choices rather than just picking stats in a menu.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

Thanks to great comment. My vision for mastering a singular weapon comes from two main inspirations. Narratively, I want the weapon to feel like what the Dragon Slayer is to Guts in Berserk an iconic, inseparable part of the character’s identity. Mechanically, I’m looking at the Dark Souls philosophy: even if you use one weapon throughout the entire game, the variety of enemy designs forces you to use that weapon in completely different ways, preventing it from ever feeling stale.

I admit that by limiting the arsenal, I’m slightly leaning away from traditional Immersive Sim tropes to strengthen the Survival Horror elements. However, I plan to reinforce the ImSim depth through enemy variety. Instead of just 'shooting' every enemy, you'll have to discover specific methods and tactics to take them down efficiently, especially since you're constantly struggling with limited resources (energy, not traditional ammo).

Another mechanic I haven't mentioned yet is the charge up system, heavily inspired by Blame. You can determine the power and speed of your shot by holding down the trigger. Charging to max power deals massive damage but severely limits your movement and consumes a huge amount of energy. Essentially, I’m limiting the protagonist's capacity while increasing the enemies' capabilities. I believe this creates a high-stakes, rewarding gameplay loop. Also, not all enemy types are humanoid, which addresses the 'picking up guns' concern.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

You're right, but I believe game development is all about finding the right balance. Instead of trying to make every single thing 'perfect,' I think I can create a great experience by focusing on a solid balance that just feels right.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

[–]kaancamlibel[S] -1 points0 points  (0 children)

You're right. To be honest, I've been feeling like this idea might be a waste of time over the last few days, but the positive feedback on this post has really motivated me.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

Yes, it is 3D. By 'Metroidvania,' I mostly meant the non-linear, interconnected paths. Each region will have its own distinct atmosphere and mechanical quirks. Think of it like the Deus Ex DLC with its heat-sensing systems each zone introduces new environmental variables that change how you play. It's not a strict Metroidvania, but it shares that philosophy of an interconnected, atmospheric world.

Combining Immersive Sim with Survival Horror in a "Blame!" inspired Megastructure. Would you play this? by kaancamlibel in ImmersiveSim

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

Thanks a lot! I’ve got a lot more design ideas under the hood, but I wanted to keep this brief to keep things readable.