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I think for simpler games this idea works well, yeah (and I tend to design simpler games, so I might have to start doing something like this). One of my old gam
by cableshaft 4y ago
I think for simpler games this idea works well, yeah (and I tend to design simpler games, so I might have to start doing something like this). One of my old games, Proximity, ended up in a couple chapters on a book on an old book about Flash development, I think it was called Actionscript 3 Design Patterns.
You could make the original game pretty close from there (even though it was someone else that reverse engineered it and did it somewhat differently, it still got the job done).
But that game is pretty darn simple, just a hex grid where you draw a tile from 1-20, and wherever you place it, it'll capture tiles of an opposing team surrounding it if the tile you placed has a higher number than them. I've worked on tweaking the formula in a bunch of a ways over the years, but that's the core mechanism.
Once a game gets complicated enough it gets a lot harder to ensure that all of the nuances in the code, edge cases, hacky shit to get the game out the door, etc, so it's going to be more limited. But I'd still love to see a series that did this for more games though (I know one guy did it with the Quake source code and a couple other Id games).