@DensetsuNoGomez Typically I would suggest that a piece should stand on its own and be entertaining even if a viewer understands zero of the references but with something like Ready Player One I'm not sure that's possible.

@Tak Even if that's the case, we matured out of comparing FPS games to Doom, why didn't we do it with Roguelike/Metroidvania and why have we coined a new abomination with Soulslike? It's frustrating.

Anyway, my sarcasm in the tag last night was mostly expressing that I think Roguelike, Soulslike and Metroidvania are terrible names for game genres. Especially when people start using terms like Roguelikelike or Roguelite, and I've even seen Soulslite already.

Can we come up with something that doesn't put one game on a pedestal? We don't call an FPS Doomlite because it has the *audacity* to not be enough like Doom.

@NathanHawks_xyz As for Mariolike and co., those I made up to highlight the absurdity of Roguelike and Soulslike.

@NathanHawks_xyz Other than Metroidvania there's also Roguelike and Soulslike, the last one being a very recently-coined term. WOW and Civ at least have proper genre names (MMORPG and RTS), but those don't have anything else at all. It's a bothersome practice.

Frankly, ever naming genres *real* things was a mistake. Platformer? Mariolike. JRPG? Dragonquestlike. FPS? Doomlike.

@chr Roguelikes are old news, someone needs to do one of these for the new terribly-named genre, Soulslike.

The first question to ask yourself when getting into is "What game would have been awesome on the Dreamcast?"

There's a GDC 16 video of a talk by Ken Levine that I still didn't watch and I can't decide if I want to. It sounds interesting but also he wrote a plot that literally sums up as "both sides had bad people."

It's a good thing I love cyberpunk because we're getting closer IRL every day.

Notably, the part I'm furthest along with is plot, setting, etc., but until that stuff is in a game it feels pretty close to the old "ideas guy" meme on old TIGSource so not going to talk about it directly as much.

Movement on a navmesh, basic inventory and basic interactions with objects off the ground. There's a ton more to do systems-wise but progress isn't bad.

In the art department, I've got almost nothing going but hopefully at least some character art soon.

@lindar Hey there. The game I'm working is a point and click adventure with a cyberpunk setting. It's still in very early stages right now. The game will have three main protagonists whose dialogue would comprise the bulk of it, and then some number of NPCs with smaller parts.

I would definitely be interested in talking with you about this.

Occasionally in writing circles I hear the story about how Hunter S. Thompson would retype word-for-word classic master works like The Great Gatsby and A Farewell to Arms. I'm still not totally sure if I buy that this helps improve as a writer but I'm very interested if anyone has thoughts on it.

A huge trap, and one that I am guilty of falling into in the past and hoping to avoid in the future, is loving the idea of being more than you love doing.

Don't love being a writer, or an artist, or a composer, or a gamedev more than you love writing, or painting, or composing, or making.

It's scary to think about all the stuff you'd eventually need to get for a game (music, voice acting) when you don't have any money.

I could theoretically learn to compose music but not on the level of someone who focuses on it. Voice acting for a range of characters I definitely can't do without hiring.

I'm fairly sure the talk it's from was the 2017 Indie Soapbox but I would have to check.

I have this screenshots on my phone of a random slide from a GDC talk and it's a great combination of funny and interesting.

cybre.space/media/I-oI2eBCONyG

On the upside, if I keep the features simplistic enough, porting a point and click adventure to phones would be easy. On the downside, they probably don't play very well on consoles.

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