I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
Is there a cool feature or mechanic you’ve seen in a game and hope to see more of?
Submitted 4 months ago by justdaveisfine@piefed.social to games@lemmy.world
I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
Is there a cool feature or mechanic you’ve seen in a game and hope to see more of?
I wanna see games going wide again. Get me something like Sonic Adventure 2 Battle again where we got racing, going fast, a creature battler/care system, multiplayer. I miss when games were full of a wide variety of shit.
Star Garden appears to be “Kirby Air Ride with a chao garden” and a deeply Dreamcast art style. Might be worth having on your radar
Thank you for that. Wish listed asap
Kirby Air Riders definitely feels like it keeps that spirit alive. The game could've just been City Trial and I would've paid $70 just to play City Trial, but they packed everything else in there too because they could.
Most MMOs are that btw., if you haven’t played any. Lots and lots of minigames.
Oh I have, have probably like 4 years playtime in game for WoW. But it used to be common. Idk it feel like it used to be about fun and now everything takes itself too seriously.
The control scheme in Total Annihilation of being able to que up lots of commands for units has largely ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in the genre that progressively catered more and more only to a very narrow range of brains/players who enjoy simplistic explicit unit relationships and endless fiddly micro.
I’m working on a game like that, but it’s far from completion.
Well know that you have outed yourself as a cool indie dev, you must eventually post some sneak previews of your game to a gaming/game development community on lemmy/the fediverse!
Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?
To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.
They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.
Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.
Quite a bit more advanced than you would see in starcraft or AoE2 overall.
In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.
I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
In case you didn’t know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.
What is said fire spread system?
When a fire breaks out on grass, it spreads like it would in real life. In FC2 you could watch a small flame spread and become an inferno. It was awesome. Games don’t have anything like that these days.
Oh that’s true, I did forget about that one.
Future far cry titles did also have the same fire spreading system, just toned down since they’re not set in very dry places.
Nemesis system. But Wanker Warner Bros tossed a patent on it and no one else could use it.
I’m currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn’t have ALL of the features that the shadow series does of course, but I’m really enjoying it!
The nemesis system patents and Namco’s loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.
Of course Namco’s patents expired in 2015 at a time when seamless load screens had become the industry standard.
Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?
What’s that?
There’s plenty of better deep dives on YouTube, but basically it’s a system in Shadows of Mordor (and moreso in Shadows of War) that would take a random NPC you were fighting and were joined by (or almost killed,) and elevate them thematically. If one knocked you down there’s a chance they would pick up your sword and break it, smack talk you, and walk away. That guy, of his name was Doug, became Doug the Sword Breaker. Never time you saw him, he’d get a short introduction and a quip or two to remove you of who he was.
If you died, since you were a spirit they’d just mock that they already best you before. But if you were killing them, they might get a scene where they manage to get away to amplify the story. Or maybe you’ll just kill them. It was random and happened with random NPCs, elevating them in the enemy army.
I believe in the second one you could even mind control someone, and take out the people above them, and have a spy in the upper ranks.
Imagine an action game with some Crusader Kings plot drama happening.
Honestly I think there’s probably enough prior art to get away with using whatever you wanted from it. But a) I’m no lawyer and b) I’m not risking millions of dollars making a game.
Basically a pseudo random system that’d generate orcs for you to meet-fight-recruit they’d have very fleshed out intros
B0NK3RS@lemmy.world 4 months ago
It didn’t really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.
SlurpingPus@lemmy.world 4 months ago
Racing sims typically support telemetry that can be used to display info for the driver or overall race info. E.g. a dashboard on a phone mounted to the wheel stand, or a realtime online display and timing. People even make devices like wind simulator or ass-shaker for immersion.
B0NK3RS@lemmy.world 4 months ago
Yeah I do all that myself with ETS2 but wanted to give another example.
VindictiveJudge@lemmy.world 4 months ago
I would love if Civilization or Crusader Kings implemented this.
missingno@fedia.io 4 months ago
I think you're describing the Nintendo DS.
B0NK3RS@lemmy.world 4 months ago
Yeah I guess I am. Just give it to us in a bigger form.