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Games in Development
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I’ve batted around for almost a year a few ideas to develop on an ARES platform (since that time investment is lower than a lot of other platforms which relates to the ‘how long should a game run’ conversation) and always end up bouncing between the ideas so much nothing gets done.
How does one decide what to actually develop?
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@Paradox said in Games in Development:
How does one decide what to actually develop?
Figure out what would be fun for you to develop and develop it. It’s never going to work if you don’t have passion for it.
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That’s what I’m saying, too many passions. They’re all exciting to contemplate which is why nothing gets done.
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@Paradox said in Games in Development:
They’re all exciting to contemplate which is why nothing gets done.
I feel you.
I have 75% of a Pern game done and 10% of a horror anthology done and 100% of an open game done and still am like “but also a GoT game could be fun about now…”
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@Paradox If I were you, I’d put down on paper your ideas and think realistically about the time you have and the time that would be required for each idea to narrow them down. Some questions to ask yourself:
- If you’re looking into a game about an existing IP, is it a popular one or an obscure one? If it’s popular, do you have the time/energy to deal with a game that might be full of people? If it’s obscure, is there enough interest in the IP to generate any interest in a MUSH?
- If it’s original concept, what time period? The further back you go in time, the more documentation you are going to need, which is going to require a lot more upfront work. Are you okay with that?
- Do you have stories to tell that could sustain a playerbase for 3-6 months?
- Is this something you really want to PLAY, or is it something you really want to TELL STORIES in? Because I think there’s a big difference there, IMO. If you’re building a game you just want to play, you’re probably going to be disappointed.
Obviously there’s a lot more to it but that should at least help narrow down your ideas.
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Terminal Velocity is a Cyberpunk Red game currently in development. Initial Dev with Evennina 1.0-Dev at the moment to get access to those sweet, sweet REST endpoints. Slow progress, my new day gig takes up quite a bit of my problem solving brain.
Also, glad to be pointed to this site!
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@Kumakun The style is very cool. Also, self-plug, but I started a mu* listing site that is non-specific to codebase but focused on RP games, if you wanted to add yours: https://mustard.mythicus.net
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@glitch Hey thanks! I’ll post a link here when I’ve got something more public-facing to show!
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@glitch when you’re ready, maybe you can post a link to your directory in the bmd nav menu? That’d be pretty cool.
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@Meg One of the admin would have to do that! I have no such power.
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I’ll look into it.
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HAHA IT IS DONE. It should be in the menu to the right of groups. It looks like a list. There is a limited selection of icons. If you have a mustard bottle let me know.
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@Tez It unfortunately looks just like the category list.
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@Tez Thanks!!
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@glitch said in Games in Development:
@Tez Thanks!!
Yeah, hella neat. Thanks @Tez for adding it there and @glitch for developing it!
(And me. For this wonderful idea to put it there.)
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I’m a hopeless Pern player, so I have an idea that’s been percolating for a stretch, even if it’s butting into AU territory rather than ‘proper’ Pern. I just need to get started with it to see if it actually has legs (and, if not, well- that’s fine, too.) Getting the details together on paper is easy. The hard part is (re)learning Python to tackle Evennia, because that seems like the only codebase that will properly do some of the things I need.
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@Tez xD
The short form: the genetic programming for dragons is breaking down. They’ll still Impress, there aren’t any sport colors or anything, but they would be free of the ‘can’t hurt humans’ and ‘can’t hurt other dragons outside of flights’ restraints. Ideally, dragon traits would be inherited, so you get lines of dragons that have higher fertility (and might be bred for it), greater endurance, larger (or smaller) sizes, etc.
Humanity would be more… human-acting. Tattoos and piercings would be back on the menu. War would be a thing with Holders coveting land, engaging in hostile takeovers, and more Fax-like figures on the rise. Man vs. man, dragon vs. dragon. No AIVAS, but probably steampunk levels of tech, since… well, they have a fuckton of time between Threadfalls to work on developing stuff. It’d be adjusting for things that would just make a little more sense (to me, anyway) buuut that’s why it’s knocking on the door of an AU if not outright kicking it in.
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@lucidmaus man. I also had a version of this game percolating in my mind for a while, especially with dragons becoming more inherently violent and with Weyrs wanting more power and tithes, which has basically become war between the Weyrs and Holders for control of Pern in the current time, with a small sect of dragonriders being on the Holder side.
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I had a dragon on HT that killed a couple of dudes and it was amazing. PLUS, her dad had killed a dude so she was like “Look dad no hands!”