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Author Topic: If you combined the last two games you played, what would you get?  (Read 134534 times)

FallacyofUrist

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Re: If you combined the last two games you played, what would you get?
« Reply #795 on: January 26, 2017, 11:23:34 am »

Crypt of the Necrodancer and Planetary Annihilation.

I... don't even. Internet cookie to anybody who combines those two.
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Urist McScoopbeard

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Re: If you combined the last two games you played, what would you get?
« Reply #796 on: January 26, 2017, 11:34:42 am »

Crypt of the Necrodancer and Planetary Annihilation.

I... don't even. Internet cookie to anybody who combines those two.

Massive armies dance to the music of battle. You must command your army of bohemian space-artists through rhythmically-timed interpretive dance. Likewise, units must out-dance their enemies--you get to customize their dances via dance-editor. The AI adapts and learns your dances, and you must ever strive to create more complex and technically astute dance routines.

BONUS: All units in the dance editor have rag doll affects and you can actually control their precise dance movements.

SUPER DORF BONUS: Units combine dances for combos, set pieces, and stage plays with a dazzling variety of effects.
« Last Edit: January 26, 2017, 11:38:35 am by Urist McScoopbeard »
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SeriousConcentrate

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Re: If you combined the last two games you played, what would you get?
« Reply #797 on: January 26, 2017, 12:00:52 pm »

20XX and Hive Jump.

Chose from a human Jumper who uses guns or a robot Jumper that uses melee. Collect goo to buy upgrades for your weapons, grenades, stats, and other benefits, and collect scrap to unlock new upgrades so you can find them in the levels. Mix and match armor parts for movement, attack, and miscellaneous upgrades. Take on challenge rooms to collect said armor parts. Journey through hives of various elements and take down the robot caretakers guarding each queen so you can plant a nuke and annihilate it from the face of the planet, and then use the powers of the robot caretakers to power through the next hive until you've finished all eight.
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Re: If you combined the last two games you played, what would you get?
« Reply #798 on: January 26, 2017, 12:17:45 pm »

Crypt of the Necrodancer and Planetary Annihilation.

I... don't even. Internet cookie to anybody who combines those two.

Massive armies dance to the music of battle. You must command your army of bohemian space-artists through rhythmically-timed interpretive dance. Likewise, units must out-dance their enemies--you get to customize their dances via dance-editor. The AI adapts and learns your dances, and you must ever strive to create more complex and technically astute dance routines.

BONUS: All units in the dance editor have rag doll affects and you can actually control their precise dance movements.

SUPER DORF BONUS: Units combine dances for combos, set pieces, and stage plays with a dazzling variety of effects.

Where is your kickstarter link already?
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Urist McScoopbeard

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Re: If you combined the last two games you played, what would you get?
« Reply #799 on: January 26, 2017, 12:32:58 pm »

My code-fu is pretty weak sadly. Otherwise it actually sounds like a fun game to make.
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anexiledone

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Re: If you combined the last two games you played, what would you get?
« Reply #800 on: January 26, 2017, 03:27:23 pm »

Haven and Hearth mixed with Battle Brothers.

A turn based survival game set in Medieval Europe.

I want it.
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Urist McScoopbeard

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Re: If you combined the last two games you played, what would you get?
« Reply #801 on: January 26, 2017, 04:04:48 pm »

Land of Lords + Minecraft

you claim a spot in the world and manually have to build the houses and places of work for your peasants. After a while you can save blueprints and just have your workers build the stuff for you, while you focus on bigger projects.
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forsaken1111

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Re: If you combined the last two games you played, what would you get?
« Reply #802 on: January 26, 2017, 04:17:46 pm »

. Oops wrong thread
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FallacyofUrist

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Re: If you combined the last two games you played, what would you get?
« Reply #803 on: January 26, 2017, 08:49:00 pm »

Massive armies dance to the music of battle. You must command your army of bohemian space-artists through rhythmically-timed interpretive dance. Likewise, units must out-dance their enemies--you get to customize their dances via dance-editor. The AI adapts and learns your dances, and you must ever strive to create more complex and technically astute dance routines.

BONUS: All units in the dance editor have rag doll affects and you can actually control their precise dance movements.

SUPER DORF BONUS: Units combine dances for combos, set pieces, and stage plays with a dazzling variety of effects.
Cookie for you.
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Frumple

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Re: If you combined the last two games you played, what would you get?
« Reply #804 on: January 26, 2017, 11:06:37 pm »

... y'know, reading that, it immediately hit me you'd be able to do a workable dance editor for that, that only uses somewhere in the range of three to six buttons. And could be done pretty much on the fly. One for feet, one for hands, one for head (the last is particularly important, since it allows for spinning like a top while upside down, breakdancing to break down barricades), move your cursor where you want it to go and press the button, hold it down and move to adjust facing (up/down for incline, left/right for rotation?). One or two modifiers (shift, control, whatever) to alternate which side to place (option there to do it automatically on placement, mind) and whether they're sequential or simultaneous (maybe a hold and drag with those, to adjust timing more precisely). Possibly a final one to skip a step for a particular limb, with one modifier skipping all and the other adjusting whether the limb tries to hold position or goes limp.

Making the dance would just take moving the cursor around, tapping buttons to tell limbs where to go and in what order. Once you're comfortable with it, you could probably belt out a fifty, sixty step dance of planet destroying intricacy in less than a minute.

Design the editor itself to work in a gridded cube (there's a possibility for a seventh button to hit, there, to adjust distance within the 3d space), and you can use an x,y,z coordinate system to score effectiveness (comparing placement to an optimal set determined one way or another,* and probably randomizing to some degree as play continues, based on certain algorithms), determining the relative strength of the dance compared to the shifting dance meta developing as you and the AI attempt to out do each other. You'd probably start games with a pseudo-random set (predefined, but only a subset chosen at a time) of relatively simple dances, pulled from a database of real life ones converted to the grid system.

Ultimately, your strategic war would be fought over control of the rhythmic influences, pulling the noted meta (/scene/whatever; what's in vogue determines the effectiveness of the gigatons of plasmatic destruction your units output, and said stylishly flailing plasmatic destruction determines what's in vogue) towards your units' strengths or pushing it away from your enemy's. The tactical war, of course, would involve dancing machines that explode chunks of the enemy's army when they pull off a particularly good move. Add in a randomization factor of some sort (neutral units/critters running off AI that can push the scene in unexpected directions) to keep the game from devolving into a solidified... well, meta meta, I guess. And you're golden.

*There'd be room for a lot of research modifiers, there. Instead of weapon damage or whatever, you'd be able to adjust the effect of pattern deviation and/or adherence, so you can make it so your units become more effective by significant experimentation and divergence, or by crisp movement and performance (this would also allow for a sort of action/reaction switch, where if you lose ground with experimentation, you can steal it back with perfection, and then pull ahead yourself and the cycle potentially continues). Much of it would be exclusive, where picking one direction shuts you off or weakens you in another, with means to effectively "lock in" certain things (strong battlefield dominance over whatever is being considered), preventing the enemy from choosing that "research path" outright or drastically reducing the effect they get from it (in the short term, at the least).

Real trick you could have there, is split things up between unit types. You'd have "heroes"/elite units/prototypes that are particularly effective at experimentation and innovation... and possibly have various benefits from diverging with specific limbs, or in specific ways -- a head spider dancebot would get a boost from having spread out limbs, ferex, and some other one could get extra effect from vertical displacement, making something that benefits substantially from flips and aerial maneuvers. Crabbot would be best at breakdancing, stuff that inverts their top/bottom orientation. The mighty doublebot that is particularly effective with left limbs, proving once and for all that two left feet is the king of the dancefloor, not its jester. Things of that nature.

Meanwhile, your rank and file could get their best performance when they're most precisely mimicking the efforts of one the elites, or when in support of one -- naturally, you could also ping your guys off theirs, and there'd probably be specific subversion units that do their best when co-opting enemy dance patterns.

===

... won't lie, now I want to see it just to see it. It'd be a helluva' experiment just to see who could play something like that at a high level. It'd almost be like some kind of freakish fusion between toribash and bullet hell games, except with an additional strategic layer demanding you out think not just the enemy's current patterns, but what direction they intend to take it in the future and how both they and you are going to adjust to unexpected shocks (both induced by each other and otherwise) and the collective shifting of all sorts of various unit mobs interacting with their own types and playing off others. A game of trends centered around what amounts to an RTS powered by on the fly rhythm-centered toribash. My mind can see it, but the reality is like a glowing light, far off over the horizon.

Also this now long enough I'm starting to have second thoughts about posting, so it's time to post and stop thinking.
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Darkening Kaos

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Re: If you combined the last two games you played, what would you get?
« Reply #805 on: January 27, 2017, 12:14:41 am »

@Frumple

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Sl4cker

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Re: If you combined the last two games you played, what would you get?
« Reply #806 on: January 27, 2017, 11:12:22 am »

Bawlhalla and Hyper Light Drifter

Super Smash Bros? More like Super Dash Bros.

wouldn't it basically be melee with that wavedashing though
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pikachu17

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Re: If you combined the last two games you played, what would you get?
« Reply #807 on: January 27, 2017, 04:45:08 pm »

Legend of Zelda 1, and Mario and Luigi: Bowser's Inside Story.

Like Jabu Jabu, but well... Slightly different?
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Re: If you combined the last two games you played, what would you get?
« Reply #808 on: January 28, 2017, 01:58:28 pm »

X-COM enemy unknown + Kerbal Space Program = A love/hate relationship with space
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Icefire2314

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Re: If you combined the last two games you played, what would you get?
« Reply #809 on: January 28, 2017, 02:57:40 pm »

League of Legends+Minecraft????==== permanent anivia icewall
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