Last night, by chance, I started down a Wikipedia rabbit hole regarding the "Far Realms" in later edition D&D, basically an outer plane for the outerplanes where Lovecraft dominates Dante and Tolkien. Tentacle monsters and whatnot. This world beyond reason is composed of numerous layers that can be anywhere from a few inches to miles in width, reminding us of Stephen Hawking's 11-dimensional strings rolled up very tightly. Mortals, if not driven mad or torn asunder by sheer chaos, can traverse one layer at a time, but native beings of this realm float in higher dimensions, like an ink blot on a stack of papers, perhaps blotter paper. Revisiting D&D, "the Scottish game" for those who wish to avoid bad luck, I'm reminded of a Dungeon Master running a game I casually attended in my final half-year of college, who told me "I'd like to do more character interaction, but I do a lot of hack-n-slash because that's what these players want." Jason Rohrer, after having created a 2-player, digital version of a storytelling game, has created the equivalent of a tactical combat generator set in a bizarre "far realms" scenario, but with deterministic vectors instead of weighted dice rolls.
Inside A Star-Filled Sky
Stars Not Included
|Submitted by the99th on Fri, 03/11/2011 - 18:06.|
With Fricking Laser Beams Attached To Their Heads!
|Submitted by the99th on Thu, 06/12/2008 - 00:02.|
I knew when I saw the name "Dugan" attached to this thing that I had to play it. Made for a recent TIG Source competition, Laser Bunny is a simple game with charming cel-art and pretty decent gameplay. Arrow keys and the space bar do the usual Zelda/projectile number, the goal is to race through a maze of hedges, blasting enemies and getting to the end before the rising water consumes your hairy hare.
IGF-Nominated Real-Time Tactics in Space
|Submitted by costik on Thu, 12/27/2007 - 01:53.|
Battleships Forever -- a finalist in the "design innovation" category at this year's Independent Games Festival -- is billed by its designer, Sean Chan, as a space RTS. Actually, it's real-time tactics rather than strategy -- no diplomacy, no resource extraction or building construction, and here at PTT!, we are nothing if not anal in our identification of (and support for) obscure genres.
It's also very nice indeed, despite the occasional crash bug (but it's not yet up to version 1.0, so we may hope these will be taken care of).
Polished Real-Time Fantasy Tactics
|Submitted by costik on Sun, 05/20/2007 - 04:13.|
Chronic Logic has developed a reputation as one of the best "indie" developers in the field--among other things, they created Bridge Construction Set and Gish. In Kingdom Elemental, they return with a very different game: a tense, nicely polished game of tactical fantasy combat.
I of the Enemy
RTS with the Focus on Strategy
|Submitted by costik on Sun, 05/20/2007 - 02:40.|
Over the years, conventional RTS games have gotten prettier and prettier, until today you can have hundreds of screaming Romans running across the screen in a scene that looks like something out of Cecil B. DeMille.
Kind of amazing, really--expect that, with rare exceptions, not much has changed in terms of the actual gameplay. It's still build, turtle, rush.
What if, instead of concentrating on improving the graphics, you took the "S" in "RTS" seriously, stripped away the resource extraction and tech tree, and looked for ways to create diverse strategic challenges with each level and thoughtful use of combined arms?