• 4 Posts
  • 20 Comments
Joined 2 years ago
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Cake day: December 5th, 2023

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  • Yeah that was a letdown for sure. Still better than releasing it as a mobile game I think.

    If you haven’t heard they recently released the source code of C&C generals and zero hour and there’s multiple efforts working on a community patch.

    I’ve been watching the competitive scene of zero hour for a few years now. It’s really exciting and now that the source code’s out, sky’s the limit on what we can achieve.














  • I agree FF style turn based combat is boring. I mean games that have an auto button that plays it for you are admitting it.

    That’s why I like games that have more creative combat that blends different genres. Undertale has some turn based, some realtime bullet hell. Battle network has a real time grid based with card game elements.

    There’s so much you can do but so often devs fall back on choose from menu watch cutscene.




  • I agree these games made big improvements but I still see them as bandages to the inevitable problems that came with random encounters. There’s no undoing the interruption of flow you know.

    I think it’s a tradeoff though like I said. Because I don’t know how you can have a combat system as cool and creative as say Undertale (blending turn based and realtime bullet hell) or battle network (blending turn based, real time and card game) without it being completely separate from the overworld.



  • I haven’t played any CRPGs and I’m not familiar with them. Any recommendation of an intro to the genre?

    But many of your points are still familiar. Trivial encounters feeling like an annoying waste of time, items or abilities that control the encounter rates, etc.

    I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area’s enemies to make it safe?