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 Post subject: Re: Let's discuss Negadungeons
PostPosted: October 28th, 2013, 4:00 am 
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Joined: September 14th, 2011, 5:10 pm
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Yeah, in the end you would be running around in home made clothes toting some ak-alike, setting booby traps and stabbing people with your scrap metal knife.
But at the start, you would be all funky off-white tacticool armour, seeing enemies through walls, blasting them with your railgun/laser/plasmagun no recoil death machine, healing up with nano medkits.

You get the idea, it's a deconstruction of shooter mechanics, whereas specops was a deconstruction of shooter plots.

Darkchild


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: October 29th, 2013, 6:37 am 
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I'm actually leaning further into the "make an ArmA2/3 mod" idea of this. You can start with an IFV, roll into enemy territory, lose your guys and vehicle, lose communications, and have to figure out how to continue on your own with whatever gear remains. In the end of course you find out that BLUFOR has pulled out of Chernarus/Takistan, and you did a lot of horrible shit for no reason. The ArmA usage would minimize asset creation, has built-in netcode and support for inventory.


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: October 30th, 2013, 1:55 pm 
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You definitely could do it that way. Which reminds me I need to get back to Arma3... initial impressions were that they fixed a lot of the critical but low level gameplay touches... making it play less janky, basically.


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: January 16th, 2014, 5:25 am 
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Joined: October 11th, 2010, 8:13 pm
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Location: Hvarfheim


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: February 13th, 2014, 7:30 am 
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Joined: October 20th, 2010, 5:25 am
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Location: Finland
https://www.kickstarter.com/projects/14 ... ok-studios

"Darkest Dungeon is not a game where every hero wins the day with shiny armor and a smile. It is a game about hard trade-offs, nearly certain demise, and heroic reversals."

The game is probably not going for the actual Negadungeon approach, but the idea of fantasy heroes going crazier and crazier with stress appeals to me.


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: February 13th, 2014, 10:31 am 
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Joined: November 3rd, 2010, 8:29 pm
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Location: Stockholm
That's it, we don't have to make this.
The art style of Darkest Dungeon, I love it. Oh right, it emulates Mike Mignola's style. That's it.


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 Post subject: Re: Let's discuss Negadungeons
PostPosted: March 4th, 2014, 3:52 pm 
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Joined: October 11th, 2010, 8:13 pm
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Location: Hvarfheim
http://steamcommunity.com/sharedfiles/f ... =230002412



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 Post subject: Re: Let's discuss Negadungeons
PostPosted: April 20th, 2015, 4:06 pm 
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Joined: October 11th, 2010, 8:13 pm
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Location: Hvarfheim
http://ludumdare.com/compo/ludum-dare-3 ... &uid=12495


Your magic sword is too heavy to swing, but when you let go you are transformed in to a fairy. You can summon the sword back to your hand, killing anything between you, and slaying demons restores color to the forest. Your fairy form drains color from the world, eventually destroying it. The demons have very human names and it's not clear why you are in this forest in the first place.


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