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Hmm... I have a story I want to tell in my game, but I can't think of how to actually translate it to gameplay. It would be really easy to just make it a long cutscene, but that would be antithetical to the design of the game. If it were a linear game I could get away with it, but it's an optional side quest in an open world game.

The only thing I can think of is having the player control walking and one interaction in between the scenes. That's not really much "gameplay" though.

I don't feel like I have enough time to change the quest drastically. My options right now are basically either to just cut it completely, or to implement it how I just explained and have it maybe be subpar. It might be a quantity VS quality thing, not that I don't think it wouldn't be quality but it would be really lacking in gameplay and be solely story based, and only really for one character.

anyone find it weird that when there was discourse about why the government massacred native Hawaiians we suddenly have to talk about Israel again instead :neocat_thonk:

There's even a dog just walking around by itself. Just chilling. They have random massage tables everywhere. I feel like I'm in a Dr. Suess book or something.

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The event today is insane. They have rented the entire building and they're acting like they own the place. They even took over the front desk, which apparently my manager said was okay, so I'm sitting at a random table in one of the hallways. Wack.

>vote for a right wing government
>rw gets into power
>cancel house wife tax deduction
>give even more free shit to the elderly
:jokersadsmile:

If you're wondering what that sound was, it was the other shoe dropping.

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