That "cool off" period you're talking about is something I have to do right now with my game. I'm kind of pooped when it comes to making the weapons, so I'm starting on a map for basic sandbox testing in Unreal. I need to learn Unreal Engine first, though.
I've decided that I'll put Oblivion in my game, but the theme'll be a hentai/porn mag dump with ***-pool death pits
Something that doesn't align with my vision/desire for the design. It could be anything from having an entire section of the map that feels too disconnected, to a line of sight that's a hair to tall, short, skinny, or wide.
Some ten odd years ago, I had an idea for a game my friends and I were calling Micro Wars. The premise was that you were an insect and you had to either invade and conquer the territory of other insects, or defend your own. It would have been 3rd person where you're controlling a vast array of creepy crawlers. I believe you started the game either as a caterpillar for a butterfly or a caterpillar for a moth, the idea being that there were "good bugs" and "bad bugs" (bees vs wasps). There would have been unique attacks for each species and you'd be able to unlock armor that gave you defense against certain ones (like spider web resistance). The main draw of the game for me was the scale and variety of locales you could visit because bugs are everywhere. You could fight in a small apartment and distort perspective by crawling all over the walls. Or you could fight inside of a moving truck. And there were of course natural locales like beehives, ant hills, locust fields, etc. I think my favorite "Biome" pitch was this idea of a nest up in the trees where you had to scale tree branches while keeping an eye out for birds. The scene that inspired the whole thing though was when my friend and I were walking home and we saw a shopping cart abandoned in a ditch under a bridge. There were insects everywhere and I thought that it looked like an all out war, with flying insects launching dewdrop bombs from above and pillbugs leading the ground assault. And you'd have spiders in the background doing precision sniping to pin down their dung beetle cannons. The main goal of the game was to educate people on insects and their roles in various environments, so it would come with detailed descriptions of every creature. We envisioned it as a game for the Nintendo DSi because you would be able to go out into the real world and use its camera to take pictures of real insects and locations and keep them as your own sort of encylcopedia. The touchscreen also served as a cool minimap letting you manage a variety of commands while playing. Of course, it'll never get made and it'll probably never be popular enough to justify how much work would need to go into making it play well, but damn would it have been cool to play as a bug. Especially a moth. I saw some game that had a similar idea a few years ago but it was nowhere as cool as it could have been.
What's with all of this shitposting? This is the Waywo. Back on topic! With that in mind, are you gonna make Epicenter anytime soon? @a Chunk
I remember a friend & I were smoking a blunt one time & I ran my finger across the path of a bunch of ants and the ones behind it totally freaked out & had no idea where to go since they follow off of scent. So once the line backed up with 6 or 7 freaked out ants I made a circle around them and it was all out panic mode. Finally an ant coming back through the line from the nest had the balls to cross over my finger path just a little and met one of the trapped ants with their antennae and got things going again. They were teaming up on some kind of beetle (we call them stink bugs or skunk bugs) so we continued to watch them gnaw & saw him apart piece by piece. Decapitated him & everything. Ants are bad asses.
Promised to take some screenshots of it, so here they are. The last one I only took because I thought the shadow cast on the wall was kinda cool and looked a bit like the Soul of Cinder from the base game.