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Darkrenown posted:I greatly look forward to If Victoria 2 was easier to mod I would convert it to an Alpha Centuari game. Paradox should make a space 4x.
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# ¿ Feb 19, 2013 21:38 |
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# ¿ Apr 28, 2024 14:52 |
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Volmarias posted:Oi! You! Git! There's an uninitialized variable on line 27 of dickbutts.rb! Maybe you ought to learn how to spell, if you're not too busy jerking off! So it's like using the SA forums?
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# ¿ Feb 19, 2013 23:16 |
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I love how this genre is evolving, even for DF a bunch of modders have been working on techs like robots and automatic defences but Toady hasn't been very good at making stuff like this easy. Has anyone played The Guild? There were two games in the series along with a pirates expansion and while the game was pretty complicated and buggy I had a lot of fun with it. You could run various businesses, get married and educate your children etc. One of my favorites was creating a crime family in a major city and put pickpockets everywhere, then strongarm myself into the gold mines with my ill gotten gains. It also had legitimate business but crafting was way too complicated and setting up chains was a pain in the arse.
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# ¿ Feb 21, 2013 09:53 |
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I want this game to be open to random poo poo like in Space Station 13, that game is so incredibly brilliant.
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# ¿ Mar 31, 2013 16:31 |
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Depending on how much freedom individual people in your town has, it would be nice if you had a bunch of mad inventors that will build crazy inventions and herbalists that will freely experiment with whatever they have available. So you'd be encouraged to scout far and wide to find the rarest and most exotic herbs and artifacts for your guys to experiment on. Add a somewhat randomized system for what inventions require what for each game and there's a recipe for success, the inventor then takes a patent and you can start mass producing whatever crazyness he came up with like, I dunno, a mechanized grabber for picking apples.
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# ¿ Apr 4, 2013 23:44 |
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Sweet, the more shenanigans the better. How about modding behaviours and adding features?
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# ¿ Apr 5, 2013 00:44 |
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President Ark posted:I think I mentioned this before, but I think this ties into something I've been thinking about - buildings in your settlement having 'slots' that you can slot various things into which impact the building's output in some way, like increasing output speed in return for increasing power demand or increasing quantity of output per time unit in exchange for a slightly-out-of-proportion increase in input requirements or something. Most things would be generic items like "High-quality factory gearbox" or whatever which you could buy from the mainland or manufacture locally, with 'special' slotted things either being Eldritch Artifacts From Out Of Time or things made by madmen. Special items would all do Fun™ things with Fun™ consequences, like a brickworks getting an obelisk that allows it to take pigs as input for construction materials, except all buildings built with materials from it are now 10% more insanity inducing. Have you played The Guild? I thought it had a few cool features that could be applicable to this game. For example lots of NPC's own various buildings and use them to produce a bunch of goods that go to market. If this system was added to the game but solely in the hands of NPC's it could create a fun style of gameplay where various factions in your settlement interact and if done well it would create an actual economy between your citizens. The player's responsibility would be to zone areas and sponsor new constructions, while NPC's will actually do stuff alone as well. That mine you didn't develop because you're afraid it might contain hidden dangers? Well one of those silly immigrants that just arrived decided to establish it, and now all his workers have been bitten by dickwolves.
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# ¿ Apr 7, 2013 00:31 |
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Galaga Galaxian posted:Private industries in a city builder? It's less SimCity and more Dwarf Fortress, independent actors are a core feature.
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# ¿ Apr 7, 2013 01:24 |
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President Ark posted:Not character slots - more like a slot at the police HQ that lets you adjust, say, what the standard weapon your constables come equipped with. Perhaps use it as an indicator of threat or level of repression going on. Are your constables wearing batons? Well that's fairly standard, they'll do their job effectively. Is a subversive cult trying to summon Cthulhu? Give them pistols by increasing the security level, this makes people a little scared because they'll be knocking down their doors and performing "searches", but they'll be better equipped to take care of pesky cultists and drowned zombies. Have a similar system for the army. The colonial militia only need flintlock rifles, but if you're sufficiently large and seeing large packs of roaming monsters you can elevate the level of preparedness which lets them use machine guns and armored vehicles.
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# ¿ Apr 7, 2013 23:12 |
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So I'm trying to compile a list of my favorite Dwarf Fortress / roguelike features that I think could make fun additions to a game like this. There's a lot of themes to cover and I absolutely love the lovecraftian steampunk angle that the devs have been pushing. I've also been playing more Minecraft lately (seriously, you can do some crazy poo poo with all the new mods for this thing) which has some good machines. So what makes DF fun? Well it's all the random poo poo that can happen, losing is fun and there should at least be a game mode that will coontinually throw bigger and bigger obstacles at the player every time he reaches a threshold. Now the danger here is by making thresholds definite things. The player should not be able to "pause" the games progression by simply not building that new tool shed, or upgrading the blacksmith and not getting a higher tier enemy because of that. Instead the game should track certain things like DF does, wealth created, exports, population and so forth. So the player is always challenged to increase his tech and production base in order to keep up with the hostile wildlife and various societal challenges that present themselves. We've been talking about Evil Genius as well, the game had a lot of great ideas that failed on execution. But it would be nice to have certain classes of people that invoke fear or admiration in the general populace. A hardened officer will inspire his men to greater glory, and a rich plantation owner will inspire fear in his workers so when they spot him they work harder (will the game have slavery?) Landmarks like statues or monuments could have similar effects. Making the pipe systems simple to use but with the possibility for some crazy elaborate poo poo would be cool as well. It should be possible to optimize efficiency by letting the mine pipe coal and iron to the smeltery directly as a matter of course. But the ability to construct machinery that automatically sorts and distributes the products to relevant storehouses and industries would be something that should require massive effort and planning, but actually be possible for advanced players. We've seen crazy poo poo like minecart systems in DF and matter converters in minecraft. Honestly the devs should just get the Technik mod pack for minecraft and gently caress around, there are so many things in that that could be raided for cool features.
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# ¿ Apr 8, 2013 10:56 |
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Shadowmorn posted:They did. Its in the blog post about pipes/cogs. Something about how its a crazy mass of pipes and "This is enthralling, send help." Awesome. I just realized the game is also going to need a toxic byproduct of the factory processes that can be conveniently disposed of in rivers. Improving wildlife and flora downstream into new and interesting forms.
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# ¿ Apr 8, 2013 13:09 |
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I'm willing to build a diggle monument ingame entirely from pipes and crocodile skin. You can't possibly succeed comercially without this.
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# ¿ Apr 9, 2013 08:11 |
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So I want to talk about factories. From what I've read on the blog it looks like pipes are possibly going to be a major feature and this fills me with joy. I've been playing a lot of minecraft lately with various mods, and I have been building increasingly elaborate and complex machinery interacting with itself over several lines of production. Here's an example of an automated macerator setup in minecraft: From the right you can see a chest which is where you input your ores, the next item is a pneumatic engine that moves the blocks into the orange pipe and places them in the white macerator machines. They run on electricity provided by the solar panels at the top and the green/blue boxes are more engines powering the output pipe which move the grinded ore dust into another chest. From there you could easily have an identical setup with furnaces instead of macerators and finish with refined metal. Building these things are awesome because you're rewarded for efficient designs, having this in Clockwork Empires where you are able to fully automate production lines by having products moved into relevant industries through powered pipe networks instead of manual hauling would let the player save manpower for even more factories. Obviously you still need people in the factories but they could also work the farms or mines to provide more raw materials for your automated industries. Another game that focuses on these aspects is Factorio, which does the same only on a larger scope: I'm envisioning something similar to Factorio in Clockwork Empires, but I also realise the whole pipe idea might be scrapped entirely. Basically what I would like to see is options. Options to focus your industries and manpower in certain directions, you could even have different tech tree's with various tradeoffs to play into the themes of occult magic and steampunk science. Demiurge4 fucked around with this message at 22:13 on Apr 10, 2013 |
# ¿ Apr 10, 2013 22:11 |
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I hosed around with Thaumcraft 3 (I know, I'm bringing up Minecraft a lot) and I absolutely adore the magical bullshit it has. When a spell is cast, any excess essence that isn't used in the spell goes into the atmosphere as flux and pollutes it. Too much flux and bad poo poo happens. Make this a thing.
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# ¿ Apr 19, 2013 22:19 |
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Yeah, you don't unlock the goggles that let you actually see your flux pollution levels until you're into tier 2. Which is great because you might craft them and go "OH poo poo THAT'S A LOT OF FLUX!", but you couldn't tell. So now you have to move halfway across the world or get murdered by angry magical byproducts. The idea of unintended and unknowable consequences is great, because it adds an element of risk to experimenting with arcane mechanisms. I brought up earlier in the thread that I'd love for the technology tree to be randomized, so that you won't have a pre-set path every game. I need X to get Y so I'll do B first. One game you might never see a specific technology and I'd love for this to be brought over to magic. You spent the first 3 hours of your game mucking about with some magic and later on your knowledge lets you read the local conditions better and you figure out that you've actually got an infestation of magical flesh termites. But the path that let you to get to that point might cause flying pigs in your next game. Randomized tech's is a proven and effective feature and was actually one of the best features of Sword of the Stars. Dungeons of Dredmor used it in the way that recipes were always the same, but you couldn't make the things without having it. So you could stockpile the materials but it wasn't assured you'd find the plans to make your Ron Paul Axe or whatever.
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# ¿ Apr 19, 2013 23:08 |
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Even if combat is restricted to fighting off monsters or whatever I'll be perfectly happy. In fact I'd love for it to center around trench warfare and all I'd have to do is build an elaborate network of trenches surrounding my town and natural chokepoints.
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# ¿ May 1, 2013 20:20 |
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Everything I need to know about the nobility I learned from Dwarf Fortress I fully endorse rear end in a top hat nobles who will do anything, including summoning Cthulu, if it means they get to brag about it at the next mask ball.
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# ¿ May 21, 2013 21:37 |
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Ideally nobles are the only ones capable of doing research, because they have the time and money to do so. Everyone else is part of the oppressed masses slaving for their British overlords. I suppose we could tolerate a piddly middle class for the overseer's but only if I have the choice to give them whips.
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# ¿ May 21, 2013 21:59 |
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Volmarias posted:That's a good point. Research at this time was generally done by those who had enough time and money to do it; there were (effectively) no paid research positions. A trait system could come into play. You could have eccentric geniuses, sycophants and sociopathic nutjobs. I'm basically thinking most of the traits in Crusader Kings 2 that have real noticeable effects on their behaviour. So that noble might be a greedy and arbitrary asshat with dreams of world domination, but he's also the only competent Thaumeturge in your colony so you tolerate his lust for power while he's still useful. Edit: I also just backed Stonehearth which looks wonderfully similar and I can't wait for this market to be saturated
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# ¿ May 21, 2013 22:59 |
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Can you design the buildings themselves? Or are they all preset sizes?
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# ¿ May 24, 2013 08:17 |
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nvining posted:Is this... something people actually want to see? I don't think we actually do anything that interesting in the office. Other than "Today's Prize." Any gameplay footage that isn't a pre-prepared trailer release is highly welcome. It's still in your best interest to show off quality but games like Factorio or Prison Architect come to mind as games that have poorly realised graphics (as I assume CE is still at that stage) while having excellent gameplay already. And since the gameplay is the most important factor to me at least I'd love a stream that just fucks around and plays the game.
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# ¿ Jun 2, 2013 10:55 |
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monkay posted:First off, I just want to say I have been following this game ever since I read about it in PC gamer. Checking every day for a new dev post. It would be pretty funny if a particularly lusty nobleman contracted syphilis and infected all the whores in my town as well as several noble ladies. Also, I want monsters to infiltrate your citizenry. Vampire nobles, body snatchers and haunted houses go!
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# ¿ Jun 6, 2013 05:05 |
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Honestly most of your effort should go into building a framework that functions well with easy modding tools available to the community. You look at games like Crusader Kings 2, Dwarf Fortress and the older Total War games and you see a huge community built around total conversions. Crusader Kings has the Game of Thrones mod which is basically an entire game on its own and I know a lot of people who bought the game on that basis alone. Basically what I'm saying is that if you give up some creative control by letting the community mod the poo poo out of your game you'll retain replay value and you can release DLC down the line that expand the scope of the game and flesh out other features. Crusader Kings has 3 major expansions so far that fleshed out Muslim rulers, Republics and pagans that are complete game changers and contain unique mechanics for each playstyle.
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# ¿ Jun 14, 2013 22:01 |
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What is the plan for biomes? Sandy beaches? Old snowy forests? Jungles? Deserts? Undead wastelands?
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# ¿ Jun 20, 2013 19:08 |
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Cicadalek posted:We've heard about colonists having moods and relationships and things, but I've been wondering, do they age? Will anyone live long enough to die of non-unnatural causes? Do they have children, who can then grow up Child labor should be a thing
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# ¿ Jun 21, 2013 08:48 |
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Deadmeat5150 posted:Of course it does. We call that Mystery Meat. I reckon that won't make it in, but it would be nice if I could mod in child labour. I realise that's probably not in Gaslamp's interest but I want this game to by as dystopian as possible.
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# ¿ Jun 23, 2013 22:31 |
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President Ark posted:I could see child labor as some kind of background toggle "turning this on will make your factories x% faster while increasing citizen unhappiness by y", and also under some kind of euphemistic victorian name like "Early Youth Mandatory Apprenticeship Program". Perhaps reducing life expectancy. In return you get skilled workers when they come into adulthood, a man who's worked in the smeltery since he was five is likely to know his way around. Apprenticeships were common and it'd be nice to see some real life parallels into life during the industrial revolution, even if it's totally not PC.
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# ¿ Jun 23, 2013 22:38 |
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Most of the holiday weeks in my country are based on when farms needed their kids at home to help with planting or harvesting. We mandated public schooling more than a century ago which took kids out of the sweatshops, but gosh darn it they still had to help out when harvest time came because that's just how things were.
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# ¿ Jun 24, 2013 02:25 |
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nvining posted:This is why we at Gaslamp Games can't do market research any more. Do you at Gaslamp Games think X idea is too crazy and Y far too politically incorrect or racist? Make it worse! Don't shy away from controversy! Mystery meat and Aztec sacrifices ahoy, bring your daughter to work in the asbestos mines day!
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# ¿ Jun 24, 2013 05:53 |
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Targeted serial killings would be fun. A lumberjack really loving hates his overseer and this becomes distilled into a great hatred for the upper classes. When a demon whispers in his ears from the haunted ground behind his hovel, he begins sacrificing the children of the aristocracy. Edit: That actually reminds me, are children going to be invulnerable like they are in so many games? Or are you just not going to have them around and go solely by importing grown up immigrants?
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# ¿ Aug 19, 2013 23:42 |
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I hope pipes will have pressure. So I have to toss up pumping stations along the way to keep the water flowing, necessitating I power them with more steam furnaces. Which needs more wood and water, which needs more.... Basically I want a clusterfuck of pipes and confusingly random planning. This won't be a pretty grid city like New York, oh no, this will be medieval Paris.
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# ¿ Aug 21, 2013 19:29 |
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nvining posted:Clockwork Empires: Opium Farmer Simulation 1881 and some stuff about Empires I'm sold
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# ¿ Sep 13, 2013 18:41 |
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nvining posted:Today's blogpost: histories! Out of curiosity, what's your rate of progress? I know creating games is a long and complicated process, but I suspect that's why you're focusing on gameplay over fancy graphics. What's the development timeline for a game like this?
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# ¿ Sep 18, 2013 18:28 |
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Hoo boy! I bought Dominions 4 the other day and I've been hitting it hard, coming up with fun and weird strategies for success. It suddenly struck me that everything in Dominions 4 is perfect for some kind of conversion mod if CE will support it. I want a kingdom of Illithid mindslaves, an Empire of the undead and a lizard tribe of blood mages There's just so much weird poo poo in that game and it's wonderful.
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# ¿ Sep 24, 2013 16:04 |
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Triskelli posted:I know my "Steampunk Carolinas" post was extremely self indulgent, but the idea that a marshy river land was a site of not insignificant mining and industry still perplexes me. Here's hoping you take a look at some more unorthodox mining sites. And hunting. I really dig the idea of an arctic wasteland as a challenge map, where you really have to scrounge and lose lots of citizens by attrition as you desperately try and get some kind of economy going so you can purchase food by sea. Pelts and skins would be the obvious starting point, with wolves providing the risk, and perhaps transitioning to gold mines or fishery docks later on.
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# ¿ Sep 24, 2013 22:41 |
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President Ark posted:There's a very important tidbit in there that I strongly approve of - if your settlement has no beds but does have buildings, people will sleep in them even if the building isn't something you'd normally think of as an appropriate place to sleep. Chinese factory conditions. Workers sleep beside the still active machinery for maximum restfulness. Admiral Funk posted:I'm glad to see I'm not the only one who's freaked out by babies. Construct some bathing pools by the coastline. Women may enter and hope to be impregnated by a Deep One
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# ¿ Sep 25, 2013 23:05 |
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For those interested, Sunless Sea is another game that got successfully kickstartet the other day which is also set in a lovecraftian setting.
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# ¿ Oct 8, 2013 19:34 |
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nvining posted:Magic door. You know what I miss? The multi Z-level maps of Civilization 2: Test of Time. You know you want to make this happen!
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# ¿ Oct 9, 2013 23:56 |
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Agent Kool-Aid posted:Not gonna lie, the little surprised noise that the dwarf makes at the end followed up by the calm guitar noodling that plays in the background of the game is more or less perfect. Lets just hope the game doesn't end up with the same dev cycle I'm really hoping Gaslamp make the game extremely open to adding more features. I'd love to eventually see an underground map, perhaps as an addition to the regular world map. This would have the extra benefit of having some map scenarios where the topside world is an arctic wasteland where a colony immediately heads underground to scrape out a living before colonizing the surface again later. And of course mutants, monsters, ghosts and extra-dimensional beings. I don't expect any of this on release mind you, since I'm fairly certain what is released is going to be a robust and entertaining city builder, but it would be amazing to have these things built on later. Basically I'm envisioning something like Don't Starve where cool features like the cave map is added on later once the core game is good and ready.
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# ¿ Oct 12, 2013 14:15 |
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# ¿ Apr 28, 2024 14:52 |
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Requested_Username posted:Hey guys can you please make a game that's basically Sim City 4 combined with Dwarf Fortress combined with Minecraft combined with Diablo? As a Video Games Ideas Guy this seems like a flawless plan to make tons of money What we need is a modern remake of Alien Legacy!
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# ¿ Oct 12, 2013 18:37 |