This is the way to go for sure. Actually sounds like a really interesting setup for a game.
Comment on Game design question : how to make a "trapped" player character?
Surenho@lemmy.wtf 1 day ago
A 3D game where you’re locked inside a tower with tiny windows that allow you to see outside just enough to understand what’s happening out there while the knight navigates the fortress/castle. You have multiple forms of influencing what the knight does and what transpires outside (sending letters and packages with items, crafting said items or potions, using magic, commanding assistance from other loyal servants, distracting enemies, unveiling traps and puzzles to aid in the quest). The place can be a tower with multiple floors and as you progress you might gain access to new floors of tools, while also having maybe “putting out fires” elements such as keeping a dragon asleep with music, filling a moat so evil minions cannot cross, sending equipment and maybe even firing/camping enemies like a sniper but with a crossbow or smthn.
Dunno just an idea :)
Coelacanth@feddit.nu 1 day ago
EarMaster@lemmy.world 1 day ago
It made me think of indirect games like Black & White, Dungeon Keeper, The Settlers or The Sims. You can give orders but you cannot directly control your characters / units. If you limit the amount of orders, add a delay / the possibility for an interception or introduce areas where your orders can’t reach your hero it could do the trick.
PlantJam@lemmy.world 1 day ago
This concept could work great with “combat” in the style of A Plague Tale. If you’re not familiar, the main character is a child. She has a few tools available to manipulate enemies and environmental hazards.
catloaf@lemm.ee 1 day ago
Yes, this sounds fun! I would play this game.
Any kind of “action at a distance” would give you the feel you’re looking for.