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> Make Love not War, Peace
tijital-games
post Jul 21 2009, 03:25 AM
Post #21


Ferocious Fingerling
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I made the engine now I just have to finish designing the world.


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Kyou
post Sep 5 2009, 02:52 PM
Post #22


Terrific Turtle
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protecting someone with violence is still violence.

if you need to protect someone from someone then there's violence.


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thernz
post Sep 5 2009, 11:47 PM
Post #23


Steel Stingray
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Make it so that you're protecting the person from...
The truth that he's an artist bum with no social life.


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Yay4Foreplay
post Sep 25 2009, 05:52 AM
Post #24


Fresh Fish
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Protect him from the truth that despite morality issues, violence solves many things.

Well you could have a game using inanimate objects. Is it considered violence when a tv gets crushed by a bookcase?

Not to be mean, but I have doubts that anyone will be able to create a pacifist game that can be truly as fun as some of the greater violence games. Without saying, this is quite a challenge. Good luck to those that are attempting this. em_cute.PNG


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Kyou
post Sep 26 2009, 08:18 AM
Post #25


Terrific Turtle
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tetris, bejewelled to name some

it doesnt have to be pacifist as much as it doesnt focus on violence.

monopoly, and a whole bunch of card games (a lot of board games are abstracted violence, but i would probably let that slide if one of the main focuses is the strategy behind it with taking pieces being a means rather than it being killing pieces or whatever) don't focus on violence or anything, they focus on strategy.

the whole point is to get people away from thinking that violence = the most fun. violence in games is an easy way to create conflict and in turn challenge.


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Juhkystar
post Sep 26 2009, 08:04 PM
Post #26


Magnificent Marlin
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Wait, so you'd accept an srpg if it didn't involve health, player characters, and references to reality? Because that's what I'm working on...


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Kyou
post Sep 26 2009, 11:19 PM
Post #27


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i guess i'd allow very abstracted srpg's and stuff, chess-like games would be pushing it though since that's obviously modelled after battle.

give it a try though i'll give you feedback regardless of whether i think it fits the theme or not.

as long as people make something!


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capnkirk
post Oct 3 2009, 03:56 PM
Post #28


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Damn this sounds like a pretty good challenge i think i will attempt this one, and seeing as how i am trying to learn gml this might be a good way to start em_smile.PNG

I was thinking like maybe a platformer where the goal is to collect a bunch of food and grow up from a young person to an adult?

id have to think of some way to make it fun to play though(not just jumping for food).
any ideas or feedback on this idea would help.
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Morpheus
post Oct 4 2009, 12:39 AM
Post #29


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I think people really need to get into the whole make love not war hippie protesting aspect! More John Lennon games! I should try this, but me mucho lazy.


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Kyou
post Oct 4 2009, 06:31 AM
Post #30


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QUOTE (capnkirk @ Oct 3 2009, 11:56 PM) *
I was thinking like maybe a platformer where the goal is to collect a bunch of food and grow up from a young person to an adult?

id have to think of some way to make it fun to play though(not just jumping for food).
any ideas or feedback on this idea would help.


this is exactly the kind of thing i was looking for.

and a way to make it fun would be simply to make the levels challenging, or make moving around fun, or make the whole game interesting enough to keep the player hooked.


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Juhkystar
post Oct 4 2009, 05:47 PM
Post #31


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Well, I'll pitch my idea anyhoo, because I'm still stuck on the movement engine for the game. Let me know if this is lovable enough...

The game involves three different kinds of pieces, and a plain board with walls, 1 spawn point for each player, and 1 portal for each player. The goal is to get a piece to your own portal. However the game board usually looks similar to this:
1=1st spawn
2=2nd spawn
!=1st portal
@=2nd Portal
.=blank space
+=wall

1..........@
.....++.....
.....++.....
.....++.....
2..........!

So your pieces are interfering with your opponent's movement to each other's portal.

So the three types of pieces are: Circle, Square, Triangle.
circle > square > triangle > circle...
So if your circle piece is next to an opponents square piece, you can remove it and move your piece to it's position. if it's circle next to circle though, you can't do anything.

At the beginning of each turn, you can either move 1 piece 1 space, remove an opponents piece if able, or spawn a new piece if you have enough energy. When you run out of energy, you can't spawn any more pieces. However, if an opponent removes your piece, you regain energy for that piece.

So it's pretty simple, and more about how you move pieces or counter your opponent's moves. There is no actual pieces removed forever, so sacrificing a piece may be beneficial to you, or you might not remove someone else's piece because then they can spawn a different type that would ruin your plan.

So let me know what you think Kyou. em_wink.PNG


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Micah
post Oct 22 2009, 11:42 PM
Post #32


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That diagram would have been a lot better in a code tag.

That's a pretty cool idea. As far as I can tell it fits the requirements (capturing is slightly like violence, but it's very abstract and it's also not a lazy way to add conflict to the game).
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