[-] blip@beehaw.org 4 points 7 months ago

Could you elaborate on what issue you take with that headline? Genuinely confused here.

[-] blip@beehaw.org 1 points 9 months ago* (last edited 9 months ago)

I remember this game too! The live action cut scenes were really creepy as a kid. I distinctly remember the hands trying to press through the painting and the ghost luring you deeper into the maze. My dad and I got stuck at the one Othello style puzzle with the amoebas. We went out and bought a guide to get past it, only to learn that the author of the guide couldn't solve it either.

[-] blip@beehaw.org 2 points 9 months ago* (last edited 9 months ago)

I'll grant you the first point, the whole game is centered on space travel simulation, but it's also the only game I've seen that handles what you're describing. You definitely need to consider atmospheric density though. Managing your speed, angle of attack, and parachutes to avoid overheating is one of the major skills you learn while playing. Some are Earth like (Kerbin), other are thinner (Moho), and some are surrounded in an atmosphere so thick that it makes any return mission a huge achievement (Eve).

[-] blip@beehaw.org 1 points 9 months ago

Kerbal Space Program?

[-] blip@beehaw.org 2 points 9 months ago

Beyond the Bestiary books, I've been using Mimic Fight Club to build encounters: https://mimic-fight-club.github.io/ It's really great for scaling encounters to the party size and level, and it's useful even if you are just searching and filtering.

I have noticed a lack of normal humanoid enemies though. There have been a lot of battles against Kobold Scouts reskinned as "bandits".

For treasure, I refer to the Treasure By Level chart (11-1) on page 536 and the Party Treasure By Level chart (10-9) on 509. I try to find something appropriate for the area the treasure would be in, failing that, I start looking at spells to use for scrolls or wands. I tend to use the 10-9 chart as a minimum baseline and add more on top of that, but my group tends to forget the items they have, so your mileage may vary.

[-] blip@beehaw.org 8 points 10 months ago* (last edited 10 months ago)

I really loved the system used in Firewatch. It was similar to the Telltale system where you have a set of dialogue options, a limited time to respond, and silence is a valid option, but the game didn't "pause" to let you choose. You could continue walking around and explore your surroundings during these conversations, which is very nice in a game about walking around in the woods. It also took into account context from earlier conversations to make later ones feel more specific and personal.

The developers gave a great talk about the dialogue system in GDC17: https://youtu.be/wj-2vbiyHnI

[-] blip@beehaw.org 13 points 11 months ago

I agree. Even when the megathread included a list of posts relevant to a topic, whatever nuance was there gets lost in the grand comment thread. We really need a tagging and filtering system so that users can opt out of topics.

That way, it's not incumbent on mods to make a Megathread, or make a judgement call on whether there are too many posts on any one topic.

blip

joined 11 months ago