Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare
Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects
I connected a laser cutter to this prototype, this is how it looks like to install rivets and destroy them. But giving the player complete freedom is evil. With such a game design, you can break game physics easily
Day 46, Sci-fi Adventure, Unreal Engine
As always, I'm looking for interesting mechanics related to various tools for the protagonist. I made a part of the prototype of gluing objects, but the gameplay related to this is not yet thought out
"Why We Fight is a solo+ narrative TTRPG where you play a crew of eco-punks fighting fascism to build a brighter, greener future."
"(...) help struggling refugees and the havens they’ve made, and build a thriving, self-sustaining solar-punk community, all while pushing back against a force that seeks to blame the powerless (...)"
I was approached by a local theater working on its #sustainability / future-thinking course for the youth (15-23 or so).
They would like me to design a narrative card game which could help the kids imagine a better, sustainable future, making them feel agency over their lives.
It needs to be easy to learn, use and have lesson plans.
I'm currently thinking along the lines of "For the Queen", "The Story Engine", "The Quiet Year", "Dialect"...
Just playing with Niagara and Chaos... perhaps it will be an energy wave from an impulse created by either a hero's defense weapon or some stationary equipment
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline
I played a little with Niagara and Ribbon, made a draft of a visual scanner. Some objects will have entry zone for scanner launch, the particles get a link to the static mesh for random end points
From what I read, it doesn't teach you #solarpunk or #degrowth mindsets, it merely adds some pollution tokens, it doesn't reward players for cooperation.
Instead it implements some questionable #gameDesign allowing - and promoting - a win condition of betraying any climate alliances at the last moment to get the most points - essentially a prisoner's dilemma.
Sometimes there is value in #gameDesign which doesn't try to copy neoliberal economical values, but instead challenges players to go for a different goal, like cooperating. Co-op games do not need to be boring!
I feel as if a lot of people forgot that the #monopoly was initially designed as a caricature of capitalism, not as a family-friendly game of bankrupting everyone else.
I have a sneaking suspicion a much weaker narrative will work fine in nearly any game.
There are a ton of reasons to play through a game. Our obsession with movies split into three minutes chunks and distributed throughout is just one approach and, I would argue, a pretty crap one.
Smaller, looser narratives would probably work just as well, and other options probably would work even better.
Just look at gacha games.
We can deweaponize that stuff. Beat our swords into plowshares.