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xananax potentially in the bathroom Signature:
I know what you're thinking
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Ok so I have this idea, it's a bit vague and I'd like help getting it fleshed out.

I was inspired by this video by Second Wind: https://www.youtube.com/watch?v=W3StUP6xPYQ

What Makes Us Care About Video Game Homes? | Semi-Ramblomatic

It's not very important to watch the video; it discusses what makes a video game home feel homey. The video concludes, and I agree, that for that to happen, we need:

  • A place we can learn to know the layout of
  • Which offers respite ("a safe place")


And it gave me this idea of a mix between a survivor and tower defense game.

The core points are:

  • The mood of project zomboid, but easy to pickup and play.
  • The "just one more day" loop created by a day/night cycle.
  • The tension between danger/safety that you need to inflict on yourself by leaving the comfort of home.


You start in a house (randomly generated?) during a zombie invasion (if zombies is too 2000s, replace with any menace of your choosing).

During the day, there are few zombies and they are weak, but you can go further to get resources. You need to make sure you have the time to go back home before the night (or can fend for yourself). Maybe you need to be sure you can find your way back home (breadcrumbs? waypoints? radar?)

During the night, you have to hope your defenses hold; you repair defenses automatically by going near them, same as you attack automatically. If you're sure your defenses will hold, you can choose to sleep, which regains your stamina (I have no idea what spends the stamina yet, I just want there to be a mechanic between risk and regaining a resource. Might just be health instead of stamina).

You can also go out, and there are many more zombies, and they're much more powerful, but you have higher chances of obtaining... what? I have no idea - there must be a reason for going out when it's very dangerous.

Alternatively: it's not a choice and night is just extremely deadly.
But aren't the huns higher? So we have to say let's get high to business. Which implies drugs. Are you trying to get us to do illegal things?
This is a real topic, with real actual words. The title is a conspiracy.
Woah! This is so cool!
What is the issue with Hammer itself? Too old? Doesn't run well? Save format not easy to parse?
No, you more!
Might be, if the idea would be to build a chronological order of events. Instead of presenting evidence, you'd present hypothesis:

<subject> - went/saw/grabbed/opened/killed/stole/... - <object>

and repeat that.

So you'd "say" things like "[ Colonel mustard ] [ went into ] [ the kitchen ], [ saw ] [ her wife Major Ketchup ] [ eating ] [ the chocolate cake ], and [ murdered ] [ Major Ketchup ] with [ ??? ]"

Prosecution: but Penix Light, there was no weapon in the kitchen!

Later, with more understanding of the situation: "[ Colonel mustard ] [ went into ] [ the kitchen ], [ saw ] [ her wife Major Ketchup ] [ eating ] [ the chocolate cake ], and [ ran way in tears ]. [ ??? ] [ went into ] [ the kitchen ] and [ murdered ] [ Major Ketchup ] with [ a tactical towel ]"

As people make statements, you collect locations, weapons, people, actions, and so on. Sounds interesting to me.

Problem with this is that it seems too systematic/simulationy and doesn't offer the nice custom scenarios of AA. Maybe a mix is necessary.

At the same time, the systematic nature may offer a rogue-like kind of thing, where some elements can be changed so the challenge is renewed (far fetched, it's probably be either perfunctory or uninteresting, but maybe a thread to pull on)
Someone was making a Descent-like in Godot, I even played the alpha, it was promising. The person working on it did make progress for about 2 years but then it poofed into nothingness. I can't find it again, but if I do I'll edit this post.
A game i played a lot and seems to have fallen out of the Zeitgeist is Forsaken. At the time it looked like the future, but to be honest the game mainly stuck in my mind because at the time I barely spoke English and the word "forsaken" seemed extremely strange to me, I couldn't make sense of it nor guess what it might mean.
red flags