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How Should Non-Combat Features Be Promoted?

You! Yes, you! I have a theorycrafting challenge for you. Let's say you're in charge of what Limit Theory features get shown off at the next PAX South, only this time, you want to highlight LT's non-combat features. How would you do that? In other words, to score maximum interest at PAX South (or an...

Re: Limit Theory Development Summary: November 2017 - January 2018

This isn't a criticism, just an observation, but in the list of features worked on: In the past two months, we've ported and improved AI architecture from LTC++, as well as re-implemented a vast list of features: escort/formation flying, dogfighting, AI squad management, ownership and asset tracking...

Re: The Quiet Sleep

It sounds pretty odd to me as well, Victor. If I were to design a game meant to simulate a human personality, I don't think it would ever occur to me to base the mechanics on tower defense games! Still, I like to support experimentation in game design. That's how we got Wing Commander, which begat P...

The Quiet Sleep

This is one of the darndest things I've seen in a while. As near as I can make it out, The Quiet Sleep is a simulation of a human mind, in the form of a sort of tower defense game, in which by building a personality you manage your emotional states well enough to "handle various life situations, inc...

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