I wanna work on my stealth hacking game set in the 80s again
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by "80s" I don't mean "neon purple synthwave vibes" or anything like that and I don't mean some weird lawnmower man 2-esque weird cyberspace shit, but breaking into buildings, accessing files on computers by using either a command prompt or a very early GUI, or stealing tape backups or harddrives
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and like maybe MAYBE I'll have little side game stuff where you can just dial in to a mainframe and download files because you snagged some login data, but it's the 80s so you're not gonna be trying that when somebody has a bounty out on a 4mb file
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well, more accurately, many files totalling 4mb, but WHATEVER
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like I want machines that are clunky and whirring and you have to be really careful about being around them because security might come and check out a weird noise in the room but they won't have the acumen to know something shouldn't be making that noise
but if you're THERE...
so it's a matter of setting up things to run and avoiding security until you're done, maybe running multiple things at multiple places for the sake of efficiency
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and I want the whole automation process to feel "real." I want the player to be assembling scripts to execute these things for them. not like typing them out or anything, but something akin to tinkercad's codeblocks?
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gui stuff wouldn't even be like the base OS interactions, but instead special software where you might have to generate an output from it specifically or it's how you access certain things because you're dealing with a tech company that thinks all new software is good
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basically I just want a stealth game that is more... involved?
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also I want a stealth game where I can go "this seems reasonable" when it comes to the abilities of the player character. like I'm fine with sneaking and crawling being a little too fast, a little too quiet...
but I really don't like characters climbing up pipes, hanging off of ledges, sidling across ledges like fifty feet in the air, using ziplines, that sort of thing? like I think if a person could comfortably but perilously WALK along a ledge, sure! but if you wanna get up the side of a building, there better be a ladder
and if you hit the ground from a fall, I think that should make a lot of noise. I'll even allow a lack of injury if you cry out in such a way where security will know it's a person who made that sound and come running
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like if a security guard hears a loud kathump or whatever, I can see them taking on a brisk walk or slow jog to get there. but if they hear a loud kathump followed by "AW SHIT MY FUCKIN KNEES AW DAMNIT FUCK" then I expect them to RUN
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I dunno, I think I just have different priorities than a lot of stealth game designs tend to have. it's not that I want the player to feel "weak," but that I want them to feel empowering in a "yeah, yeah, I COULD do this!" way even if thinking about that after the fact would have them go "okay well obviously not"
in a sense, I kinda want to capture the feeling of a movie that is good but doesn't stand up to scrutiny once you leave the theatre, but for how it empowers the player?
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honestly I say "the player" but I really mean "me, the person making and playing the game"
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nobody caters to me as much as I do
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@psilocervine My major motivation for all types of art I've made, tbh!
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