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Joined 2 years ago
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Cake day: June 25th, 2024

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  • I’m so looking forward to it.

    Don’t forget to add a “package management” service that at first glance makes importing XMLlamascript modules super easy but at second glance takes down the Internet after you piss off a random maintainer before then turning into a malware distribution engine.


  • Then maybe you should go ahead and write a brutally messed up but somehow ubiquitous scripting language that just somehow has its object instanciations look exactly like xml so those files can be imported right into scripts that then somehow turn into full blown server applications so xml gets the same attention as Json.



  • Played the demo a bit. I really enjoyed the mechanics illustrated here. Felt like a modern roguelike with a license I’d enjoy.

    The one thing that stood out negatively for me was the art direction. Especially the character design. It’s one thing to not have the original faces, which is fair. I guess it’s some rights oddities with actors and actresses owning their own likelihood or something. But the movement is stiff and they just feel kind of… I don’t know, “dead” would be a hard word, but it kind of fits. I would have preferred a more comic-like appearance or something. Maybe a bit like the tf2 characters? That wouldn’t require the high budget that’s needed to make a human look decent which then never works anyway and always ends up deep in the uncanny valley. I also would have preferred a more abstract look of the systems, like an astrometrics map or something, with views that show actual models more true to scale (e.g. like the look of homeworld).

    I’m too busy to play video games right now anyway, so I guess I’d wait for a sale either way, but it still feels like the game could have worked better for me, personally, if a few decisions in the design process had been made differently.