Now that 24 hours have passed we have our winner!

A huge thanks to @[email protected] for suggesting this awesome idea!

A survival crafting game where the tech tree goes backwards. You start in a prepper hole with working water filtration, food sources, etc, and everything is nice. Then something breaks and maybe you fix it. Something else breaks and maybe you fix that. Three things break at once, and at least one of them is going to stay broken. Have to do something more primitive and time consuming.

Eventually, enough things break that it’s no longer sustainable and you die. Game ranks you based on how long you last.

I would also like to thank every person in the comments for making their wonderful suggestions! I’ve read through every single one of them and all of them are really good!

You can view the game’s code at https://github.com/SamLeeway/project-196, which is currently empty at the time of writing this, but every day from now I will contribute code there.

The game currently does not have any name other than “Project 196”, so I will probably host a poll when we have at least something playable.

When the game would be playable? Making games ain’t easy so it’s pretty hard to estimate. I would say in around a week or so I should have a rough prototype if things go right.

Update

Didn’t really have much time to work on this this week, so my week estimate is going out of the window. I will not estimate anymore. But I am still working on things, so game will happen. :)

  • frezik@midwest.social
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    10 months ago

    A survival crafting game where the tech tree goes backwards. You start in a prepper hole with working water filtration, food sources, etc, and everything is nice. Then something breaks and maybe you fix it. Something else breaks and maybe you fix that. Three things break at once, and at least one of them is going to stay broken. Have to do something more primative and time consuming.

    Eventually, enough things break that it’s no longer sustainable and you die. Game ranks you based on how long you last.

    • Deme@sopuli.xyz
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      10 months ago

      I had some very similar ideas. This could be tied into some sort of a base management survival game like Rimworld. Start off with some educated people and nice survival tech like solar panels etc., friendly neighbours and ample access to information and so on. Then try to keep things going as time takes its toll on equipment and people and the climate gets shittier and shittier. First all fancy tech starts to get scarce when global supply chains start to fail and foreign imports stop. The internet starts to go down and you have to get your news via radio, then by mail and then as hearsay. At some point the local government goes fash and starts sending raids to you, or maybe it’s a nearby declining military power that rolls in with some rusty tanks. Neighbours start to get desperate as crops fail and savagery spreads. Or maybe it’s you who will be doing the rading and the cannibalism?

      If you get far enough in the game that your original population starts to be replaced, you’d better hope that you managed to preserve at least some of their skills and knowledge by writing books and teaching the kids, because rediscovering shit is a whole lot harder.

    • LordAmplifier@pawb.social
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      10 months ago

      OwO What’s this? notices your illicium hehe someone is excited :3 pounces on y-- gets eaten oh noes D:

  • VelvetStorm@lemmy.world
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    10 months ago

    A game where you are a mosquito and you have to bite people and fly around or a game like untitled goose game but you are a crab at the beach ruining peoples day

  • imPastaSyndrome@lemm.ee
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    10 months ago

    Ah ADHD: the only way I can hold myself accountable and do something is if random people on the Internet holds me accountable

  • rtxn@lemmy.world
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    10 months ago

    Hitman-style game in an anime high school setting. I hear there’s a vacancy.

  • 2deck@lemmy.world
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    10 months ago

    I’m thinking an interface like papers please with some more expression and color.

    You start as a hermit. Farmers and peasants come to you with problems and you craft spells, hexes and curses to cast on them. Sometimes you give them what they want, sometimes what they need and sometimes you throw a fireball. Maybe some rapid responses are required.

    You gain a reputation and move from your shack into a town, and then into a castle where you become a court magician. Higher stakes, more options, more magic!

    Get creative with how elements combine and have long lasting or delayed effects!

  • megopie@lemmy.blahaj.zone
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    10 months ago

    One thing I think is severely underutilized is acquisition of limited information as a game mechanic.

    Like, having the information available to the player change depending on how they build a character or interact with the world. So like, rather than just having the player know what the health of enemies is, or know exactly where things are with a compass, or being able to pinpoint their location on the map.

    I play a lot of strategy games and particularly in those I think having to manage how orders get to units and information on what they see getting from them to me would be really interesting as more of a focus.

    Or like in management games the player often has perfect information on the state of the market or organization they’re running, what if like, you had to get that through Jerry from accounting? What if Jerry lied? What if having to figure out Jerry from accounting is under reporting something to skim off the top was a game mechanic?

    • Custoslibera@lemmy.world
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      10 months ago

      This game would frustrate the fuck out of me and I suspect others.

      The challenge of the game shifts from the management of resources with complete information to I’m gambling about what information is coming in is reliable.

      I don’t think this would be a fun gameplay experience.

  • Pooptimist@lemmy.world
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    10 months ago

    Have you played the Conkers Bad Fur day multiplayer back on the n64? There is this mode called beach, where you play defenseless squirrels that have to make it over the border, which is guarded by nazi teddy bears. They have bazookas, snipers and turrets. All the squirrels have is their mobility.

    So you run while there’s stuff exploding and shots fired over your heads and around you while you run for your life and it was the most fun I had in a multiplayer game ever.

    i’ve always dreamt of a similar game, or a mod for this game with more players and maps.

    But imagine, a game where one team has only their agility and parkour skills to make it somewhere, while the other team tries to kill them.

    So either you go the silly route with the squirrels and simple controls, or you could make a game with deep parkour gameplay and evasion moves and the like, but the rules and the goal would be the same.

    EDIT: one detail that I forgot but is of great importance: the opposing team (nazi teddy bears) are pretty stationary and can just move up on their wall. They can’t go down to the map where the squirrels run for their life

  • kibiz0r@lemmy.world
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    10 months ago

    You know, I’m something of a failed game developer myself.

    The #1 thing I learned was: Set your sights low. Lower than you think you should have to. And then lower than that. And now take that and cut it in half. Got it? Okay, now, from that, figure out what you think you could get done in 2 weeks. And now imagine that you’re 2 days in and someone told you you actually only have 1 week to finish completely. Pencils down, you can never work on this again. What would you focus on?

    If the design is only fun if there are heaps and heaps of content, hyper-realistic art, epic soundtrack, and intricately-tuned parameters, you’re pretty much doomed to fail. It has to be fun even with one basic level, placeholder art, some sfxr audio clips, and wildly unbalanced stats.

    • Sam Leeway@lemmy.blahaj.zoneOP
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      10 months ago

      Been there many times and know this pain personally so well. I have been game developing as a hobby for around 4 years now and every single time I make a game I set my expectations way too high, start working on the difficult tasks until I eventually burn out and stop. So I don’t really have any finished games in the past 4 years, but have couple dozen prototypes instead. But every time I learn something new from them, so that’s a plus.

      This time I plan to do it differently and will not give up until I make something fun and playable