inventory

Aug. 12th, 2004 11:11 pm
[personal profile] eub
I wish I could write a game that presents itself as a combat game with lots of equipment, but turns out to be an puzzle-game wholly within a spectacularly elaborate inventory management mechanics. But really it's just a fog of an idea motivated by that bug in Omega's inventory logic (when it has an "in air" slot you know somebody's thought about it too long) where you could do some dance with the one-handed vs. two-handed weapon slots and clone your artifact sword for cash.

Maybe a person could do it as a text adventure.

Date: 2004-08-13 11:35 am (UTC)
From: [identity profile] jinian.livejournal.com
I bet I would play that.

Date: 2004-08-13 01:15 pm (UTC)
From: [personal profile] hattifattener
In higher levels or sequels maybe you could move on to managing the combat units' logistics and supply train. SimArmy or something. It would be interesting to play at different tech levels.

Actually I think the interesting part would be doing the research necessary to make the game accurate, but playing it might be ok too.

Date: 2004-08-13 06:42 pm (UTC)
From: [identity profile] eub.livejournal.com
SimQuartermaster would be interesting. I was thinking starting from more the kind of thing you'd find in Nethack. Maybe SimQuartermaster just mysteriously appears on the scene, and a young teen who racks up crazy good scores on it is recruited to save the baggage-handling division of a hyperspace junction in the Small Magellanic Cloud from the trainwreck of its failed, over-budget computer systems upgrade.

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