#imsim — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #imsim, aggregated by home.social.
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I wonder how fun or annoying it would be for players to have big outdoor maps with wandering enemies that run away when they are losing a fight and have a hard time continuing a pursuit when they lose line of sight.
As a stealth game fan, I think this sounds like the greatest idea ever. But I feel like it would take a lot to recondition most players to stop chasing enemies or picking unnecessary fights they can't realistically win.
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I wonder how fun or annoying it would be for players to have big outdoor maps with wandering enemies that run away when they are losing a fight and have a hard time continuing a pursuit when they lose line of sight.
As a stealth game fan, I think this sounds like the greatest idea ever. But I feel like it would take a lot to recondition most players to stop chasing enemies or picking unnecessary fights they can't realistically win.
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@distractedmosfet I remember someone making the argument that it's a genre that has a very strong appeal to one niche of people playing videogames, but fairly little outside of it. Reviewers loved them, but they were never commercial hits.
Which makes it uninteresting to big budget corporate entities whose business strategy is to invest a lot of money to reach a very large number of customers.
Low sales numbers can still be economically viable if you scale your budget accordingly.
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@distractedmosfet I remember someone making the argument that it's a genre that has a very strong appeal to one niche of people playing videogames, but fairly little outside of it. Reviewers loved them, but they were never commercial hits.
Which makes it uninteresting to big budget corporate entities whose business strategy is to invest a lot of money to reach a very large number of customers.
Low sales numbers can still be economically viable if you scale your budget accordingly.
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Dread Delusion is being released for consoles next week.
https://www.youtube.com/watch?v=d0onfdnnot4
One of the most fascinating games I have ever played. It's a fairly small and simple game, but with some of the most compelling writing I've seen and surprisingly memorable characters.
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Dread Delusion is being released for consoles next week.
https://www.youtube.com/watch?v=d0onfdnnot4
One of the most fascinating games I have ever played. It's a fairly small and simple game, but with some of the most compelling writing I've seen and surprisingly memorable characters.
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Isn't System Shock 2 also kind of a Survival Horror game? 🤔
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Isn't System Shock 2 also kind of a Survival Horror game? 🤔
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Are there any "Survival" games that are about dealing with the challenges of travelling through the wilderness rather than crafting your way up to your Flintstone Mansion?
Probably something for a very niche audience, but something I'd really be interested in.
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Are there any "Survival" games that are about dealing with the challenges of travelling through the wilderness rather than crafting your way up to your Flintstone Mansion?
Probably something for a very niche audience, but something I'd really be interested in.
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Musing about comparisons between #ttrpg, and #videogames.
I feel like one interesting difference is that, as a videogame designer, you have to come up with interesting solutions to any problem you present to your players, because no solution can exist outside of what you put in the game (caveat for #imsim maybe? but even then you have to make sure some solution does exist lest you'll just lock the game).
On the other hand, as a ttrpg DM building an adventure, you can (and maybe should?) put in obstacles without envisionning yourself how to bypass them, because your players will be the one coming up with clever (or, more often than not, bonkers and silly) solutions from the top of their heads.
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Musing about comparisons between #ttrpg, and #videogames.
I feel like one interesting difference is that, as a videogame designer, you have to come up with interesting solutions to any problem you present to your players, because no solution can exist outside of what you put in the game (caveat for #imsim maybe? but even then you have to make sure some solution does exist lest you'll just lock the game).
On the other hand, as a ttrpg DM building an adventure, you can (and maybe should?) put in obstacles without envisionning yourself how to bypass them, because your players will be the one coming up with clever (or, more often than not, bonkers and silly) solutions from the top of their heads.
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Is Metal Gear Solid a third person ImSim series? 🤔
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Is Metal Gear Solid a third person ImSim series? 🤔
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A survival horror game inspired by System Shock: Zero Protocol
by Charlatan Wonder -
A survival horror game inspired by System Shock: Zero Protocol
by Charlatan Wonder -
As a fan of the Fallout/Stalker/RPG/ImSim sphere of games, I had heard that there is something called Atomfall, and I think I saw it in some kind of Upcoming Games compilation a long time ago, but somehow I've not heard anything about it since its release.
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As a fan of the Fallout/Stalker/RPG/ImSim sphere of games, I had heard that there is something called Atomfall, and I think I saw it in some kind of Upcoming Games compilation a long time ago, but somehow I've not heard anything about it since its release.
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My latest game mechanic idea for a sneaky spy and saboteur ImSim is to have equipped weapons have a different drawing speed based on their size, and to have a suspiciousness meter (basically social stealth) affected by what weapons you have equipped or drawn.
And you can only climb with one-handed weapons, and maybe even run and jump slightly better with less stuff in your hands.Making having more firepower have benefits and drawbacks.
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My latest game mechanic idea for a sneaky spy and saboteur ImSim is to have equipped weapons have a different drawing speed based on their size, and to have a suspiciousness meter (basically social stealth) affected by what weapons you have equipped or drawn.
And you can only climb with one-handed weapons, and maybe even run and jump slightly better with less stuff in your hands.Making having more firepower have benefits and drawbacks.
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Ultima Underworld II Retrospective by Majuular
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Ultima Underworld II Retrospective by Majuular
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DreamSpring by Charlatan Wonder
That first sentence called me out.
https://www.youtube.com/watch?v=kLHj5F6xNJQ
#NeoRetroGameFeed #retrogaming #videogames #CharlatanWonder #DreamSpring #ImSim -
DreamSpring by Charlatan Wonder
That first sentence called me out.
https://www.youtube.com/watch?v=kLHj5F6xNJQ
#NeoRetroGameFeed #retrogaming #videogames #CharlatanWonder #DreamSpring #ImSim -
A Look at Skin Deep by Charlatan Wonder
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A Look at Skin Deep by Charlatan Wonder
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asking once again:
can anyone recommend an imsim that has a strong focus on character interaction like the deus ex games do? especially HR/MD level, that was one of the most grabbing aspects of those two
i've been checking out immersive sims and a lot of them don't seem to have anywhere near as much of a focus on character interaction as DX! prey/typhon is maybe the one i've played that comes closest? but even that's not quite up there…
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asking once again:
can anyone recommend an imsim that has a strong focus on character interaction like the deus ex games do? especially HR/MD level, that was one of the most grabbing aspects of those two
i've been checking out immersive sims and a lot of them don't seem to have anywhere near as much of a focus on character interaction as DX! prey/typhon is maybe the one i've played that comes closest? but even that's not quite up there…
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High time we find a new term for Immersive Sims.
There seem to be so many actors now who are unaware that this has been a technical term in a tiny niche industry, and now you can't really search for it online anymore without getting flooded by medical training or car and flight simulator software and devices.
(And it was always a stupid name in the first place.)
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High time we find a new term for Immersive Sims.
There seem to be so many actors now who are unaware that this has been a technical term in a tiny niche industry, and now you can't really search for it online anymore without getting flooded by medical training or car and flight simulator software and devices.
(And it was always a stupid name in the first place.)
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I am still thinking back to that thought how bad it would be to make a first person #crpg / #ImSim with a static UI that limits the gameplay window to 1920:800 pixels, which is almost exactly the 2.39:1 ratio of Cinemascope anamorphic widescreen.
I don't think it's looking that terrible and actively disrupting. But it probably would favor more horizontally laid out level design.
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@alessandro I am boosting this Peertube video on Mastodon because this is the kind of video I would have shared anyway, but also to try out and showcase how interacting with Peertube videos on Mastodon works and looks like.
(All I did was enter the url of the video site into the search field on my Mastodon instance.)
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@alessandro I am boosting this Peertube video on Mastodon because this is the kind of video I would have shared anyway, but also to try out and showcase how interacting with Peertube videos on Mastodon works and looks like.
(All I did was enter the url of the video site into the search field on my Mastodon instance.)
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I wonder if Peripeteia can fill the Fortune's Run shaped hole in my heart?
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Is there any good approach to having a game with a lockpicking mechanic and having the majority of doors in a town be unpickable (because there is no interior to the buildings)?
Best thing I can think of is to just make those doors that lead nowhere completely non-interactable. You can't even target them with your lockpick.
It's a bit disruptive to tell players the door is fake, but that seems better than having random doors with better locks than in high security areas. 😕
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Is there any good approach to having a game with a lockpicking mechanic and having the majority of doors in a town be unpickable (because there is no interior to the buildings)?
Best thing I can think of is to just make those doors that lead nowhere completely non-interactable. You can't even target them with your lockpick.
It's a bit disruptive to tell players the door is fake, but that seems better than having random doors with better locks than in high security areas. 😕
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Youtube recommendations seem to at least sometimes work a bit.
Getting swamped with #Peripeteia videos in the last 2 days. Seems like they gave out a lot of review copies to anyone with an interest in ImSims so that they could all have their videos ready on early access release day.
Not sure what this does for visibility to have all review videos come out at the same time, but it is getting my attention!
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How much of an unpopular opinion is it that most #ImSim games have too much combat?
Having enemies that you have to defend against is a good thing to raise tension and stakes. But other than the Thief games, I don't recall games where it's not just easiest to clear out all the enemies in an area before starting to actually explore it.
This makes the games more stressful than they need to, and creates a kind of difficulty that they don't really need.
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This year, I started working on a game inspired by and combining elements from Morrowind, Thief, Fallout, Demon's Souls, Lunacid, and Arx Fatalis.
And resuming an old Morrowind save to freshen up on this game's feel and experience, I've immediately been remembering why played 50+ hours into this wonderful game six times, but never finished it or saw more than a third of the island.
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This year, I started working on a game inspired by and combining elements from Morrowind, Thief, Fallout, Demon's Souls, Lunacid, and Arx Fatalis.
And resuming an old Morrowind save to freshen up on this game's feel and experience, I've immediately been remembering why played 50+ hours into this wonderful game six times, but never finished it or saw more than a third of the island.
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Started reworking the item quick slots for #COGITO. This will finally allow you to manually assign items to slots, and the assignment will not change when moving items around in the inventory.
Here's a preview!
As always, grab Cogito on GitHub or the AssetLibrary: https://github.com/Phazorknight/Cogito
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Started reworking the item quick slots for #COGITO. This will finally allow you to manually assign items to slots, and the assignment will not change when moving items around in the inventory.
Here's a preview!
As always, grab Cogito on GitHub or the AssetLibrary: https://github.com/Phazorknight/Cogito
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Should I play #SystemShock Enhanced edition or Remake?
I quite like mid-90s graphics as long as the controls are easy to use, and the Enhanced edition seems to have done a lot of improvements in that regard.
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Should I play #SystemShock Enhanced edition or Remake?
I quite like mid-90s graphics as long as the controls are easy to use, and the Enhanced edition seems to have done a lot of improvements in that regard.
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Which is more immersive for you?
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Late, but here is my #followfriday:
#literature #scifi #fantasy
@mjohnharrison#classicgames
@JoeSiegler
@ThatTomHall
@DelaneyKing#pointnclick
@wadjeteyegames
@shaunaitcheson
@cosmicvoid#retro
@days_danilo
@yin
@thaisweiller#snes #snesdev
@PinoBatch
@nikku4211
@undisbeliever#imsim
@lcsoft420
@Peripeteia
@fortunesrun#art #illustration #drawing
@PedroMusacchio#indiedev
@hobocatgames
@PhoenixGP_JP
@TheChriggu
@GhostCreativeStudio
@jeremyc
@MenacingMecha -
#COGITO v1.0 is now out.
I wanted to get this over the finish line this year, and thanks to the help of some fantastic contributors, we were able to.
Get it on the Godot Asset Library or on GitHub:
https://github.com/Phazorknight/Cogito
#GodotEngine #MadeWithGodot #IndieGameDev #GameDevelopment #Cogito #ImSim #ImmersiveSim
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My current vision for my #IridiumMoons #ImSim #Godot game.
What if, instead of Jedi Outcast, the follow up to Dark Forces 2 had been a Deus Ex clone in which you play Jan Ors, in Unreal Engine 1?
(Legally distinct. Original character, do not steal!)
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New Site Post: An introduction to Iridium Moons
https://bumblebeegames.eu/iridium-moons.htmlFinally got around to spell out at a reasonable length the whole idea behind the retro-futuristic Space Opera setting Iridium Moons and the concept for an ImSim game set in it, made with Godot.