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#1
Active Projects / Re: still life games, haiku ga...
Last post by droqen - Today at 09:43:36 AM
#2
Active Projects / Re: still life games, haiku ga...
Last post by droqen - May 14, 2024, 08:45:24 PM
touch still lives
(new github repo, wip)
#3
Active Projects / Re: still life games, haiku ga...
Last post by droqen - May 14, 2024, 08:13:30 PM
control schemes: clicking on things, moving a cursor around to select things (i.e. clicking but in a console/handheld context), moving around a little platformer character

actually there are a surprising number of click/touch control scheme games. out of 16 games, how well is each control scheme represented?

platformers or top down controlled characters - 7 games
selecting options from menus or using an on screen cursor to poke the world - 7 games

so they're about equally represented here, and yet in my own game dev practice platformers and top down controlled characters are much more well represented.
#4
Active Projects / Re: still life games, haiku ga...
Last post by droqen - May 14, 2024, 08:09:51 PM
i am keeping an eye on these things but features that stand out, which i've rejected now and then, for one reason or another.

art style / screen composition: a lot of 2d games. fair number of games with text, but never a full screen of text. maps are common. there is a sub-theme of games with black or white abstract backgrounds; in my opinion these are the less attractive games although i have selected multiple. i have a preference for the games with strong theme or sense of place, and which feel 'alive', full of grass and plants and living people and things. calm, bright colours are nice. (fire emblem, etrian odyssey, starseed pilgrim.) my penchant for 'ugly' colours is not really very nice or appealing to me at all from this perspective. (databug, uurnog.)

rote tasks: drawing a map, exploring, number go up (well of souls, crossing flowers)

interesting decisions: choosing when to break out of a loop and move forward (disgaea, secrets of asherah, etrian odyssey), thinking about where a secret might be hidden (etrian odyssey, la-mulana), selecting a route or path (roadwarden, slay the princess, kingdom of loathing, etrian odyssey - i am noticing many of these route/path selections take the form of interacting with characters, possibly my own character development but USUALLY interacting with NPCs)
#5
Active Projects / Re: still life games, haiku ga...
Last post by droqen - May 14, 2024, 07:54:45 PM
roadwarden's still life scenes, next to text
la-mulana's still life rooms
slay the princess' rooms, scenes, tableaux
uurnog uurnlimited's save room...
starseed pilgrim's stillness when in the air. the blocks that grow, the time you spend just standing there, waiting. minimal action. strategy?
databug has no timer, no time pressure... it waits for you to act and then proceeds
geomoth. i'm not sure. something about the way the scene is set and made of blocks. something.
crossing flowers. the world goes on without you but in a non-destructive way. there is waiting, there is no waiting for the perfect timing.
tabletop roleplaying games are an enigma to me. you create a character. you wait between sessions... you see what unfolds... anticipation. storytelling. improvisation.
the quiet sleep has discrete rules, like starseed pilgrim, but with hidden implications. there is text. hmm. it tells a story... you interact with its parts.
kingdom of loathing... you have a limited number of actions, you take them, you take efficient actions (or try). limited resources with a cost.
in etrian odyssey you draw a map, you move turn by turn, measuring your steps. the combat is turn-based as well. there is a map that scrolls, but you control it, if you like. the scrolling is not smooth but tile-by-tile.
fire emblem and disgaea are both tactics-battle games. they are not like Into The Breach, where every turn is wildly different. the enemies move and do their thing. you know where they might end up -- and better yet it's usually pretty obvious where they will end up. there is chaos, but the chaos is tempered by almost boring spatial certainty.
secrets of asherah. an mmorpg, but divided into discrete scenes. i've always held a soft spot for it.
well of souls. well of souls, what a weird game. same as prev.
#6
Active Projects / still life games, haiku games
Last post by droqen - May 14, 2024, 07:15:16 PM
where there is a tiger in the garden,
i see a single creature among the flowers prowling
all alive but all calm
the petals in the wind moving more than the cat.
#7
Dormant Projects / Re: letterclub - Energeia
Last post by droqen - May 14, 2024, 07:12:34 PM
lost the thread! it's over :)
#8
Dormant Projects / Re: [amb] Score Engine
Last post by droqen - May 14, 2024, 07:12:09 PM
t's over! no more ambient.
#9
Completed Projects / Re: the big engine search
Last post by droqen - May 14, 2024, 07:11:43 PM
resettled on godot for now.
#10
Completed Projects / Re: A NEW SET OF VERBS, INSPIR...
Last post by droqen - May 14, 2024, 06:52:10 PM
------------------------------
I started writing this because I had come from playing Animal Well and felt particularly discouraged from making a platformer because I began not liking the game. But whenever this happens I should figure out... you know, it's not like I disliked it right away. I fell out of love with Animal Well at some point, and the controls were not to blame... hmm.

I still learned some things.