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About McCheesy

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  1. Game Design Feedback (Realm)

    My recommendations are based on differentiating your game from what else is out there. Unless you see something out there that you can improve upon, I think it's smart to look for gaps in the marketplace and filling them.   That being said, everyone seems to be doing action/realtime battles now in crpgs. While a lot of people think this is because it's what the audience wants, I would disagree. I think the audience is just tired of turn-based systems that offer meaningless choices and random battles that are just frustrating and get in the way. Most of the time, these just turn into button-mashers because it winds up being a zero-sum game where the best answer is just to bash "attack" mindlessly. If you can come up with a way to incorporate interesting, meaningful choices (without just becoming a cliche turn-based tactics game ala FF Tactics) there is an audience that will really dig it. This could be really interesting with the opportunity for players to create their own campaigns because it allows them to really play with enemy encounters to create a game play experience rather than just filling it with meaningless, button-mashy random encounters.   I also have to say that keypress combos sounds a lot to me like the dreaded QTE. If this is going to be a big part of your game-play (Typing of the Dead, Legaia series, Curse of the Necrodancer), just make sure to be wary of it becoming more irritating than fun.   Lastly, I'd suggest considering an engine like Unity or Gamemaker, or even something more simple like LimeJS or Pygame. These are going to make it much easier to start with graphics (which are going to be necessary unless you're aiming for the Roguelike/Angband/Nethack crowd) and allow you to focus on game design rather than engine programming.   Either way, it sounds like a fun idea and I look forward to seeing what comes out!
  2.   No offense, but I think this is kind of silly. I don't think that technological changes or evolving understanding of science is really important to this sort of game. Sci-fi as a setting can work whether it's a 50's-style sci-fi or 80's-style sci-fi. The important point is creating a setting and sticking with it. Look at recent/upcoming releases: Farcry Blood Dragon takes a very 80s approach to sci-fi and nails it. The upcoming Shadowrun Returns takes on the 90s cyberpunk sci-fi setting and it looks amazing. Remember, sci-fi is just science fiction--fiction that is focused on science and its impacts on the world. It doesn't necessarily mean futuristic.