one shot to live and shanghaied into ba'al worshipping zionist abattoir
| irradiated bistre chad | 05/31/25 | | Glassy metal pit | 05/31/25 | | irradiated bistre chad | 05/31/25 | | Glassy metal pit | 05/31/25 | | irradiated bistre chad | 05/31/25 | | Narrow-minded Turquoise Half-breed Police Squad | 06/05/25 | | scarlet dilemma | 06/01/25 | | irradiated bistre chad | 06/01/25 | | irradiated bistre chad | 06/05/25 | | irradiated bistre chad | 06/05/25 | | multi-colored gunner son of senegal | 06/05/25 | | irradiated bistre chad | 06/05/25 | | multi-colored gunner son of senegal | 06/05/25 | | irradiated bistre chad | 06/05/25 | | multi-colored gunner son of senegal | 06/05/25 | | irradiated bistre chad | 06/05/25 | | multi-colored gunner son of senegal | 06/05/25 |
Poast new message in this thread
 |
Date: June 5th, 2025 4:27 PM Author: irradiated bistre chad
yeah i thought the story-telling/world-building through mechanics was intelligent and probably makes for a good model for reviving indie pc strategy games
i've heard talks/videos from amateur devs talking about the cost involved in making campaigns with narratives in their rts/tbs indies and feeling inadequate for not being able to reach the same worldbuilding/storytelling heights as eg blizzard or westwood in their earlier rts offerings
Sins of a Solar Empire sort of had this too iirc although it was more Dune style visual story telling than layered mechanical stuff
the competitive scene seems interesting but the people i spoke to in it were very much dota style "dl=kick" elitists and not super helpful on explaining the mechanics
(http://www.autoadmit.com/thread.php?thread_id=5732004&forum_id=2...id.#48989926) |
|
|