If you want to make game with the aim of making it as comfy as possible, what should you think of? Is it possible to achieve /maxcomf/?
If you want to make game with the aim of making it as comfy as possible, what should you think of...
Other urls found in this thread:
youtube.com
youtube.com
twitter.com
eurotruck simulator 2 is the comfiest
Music is far and away the most important ingredient for developing a comfy game. Even if everything else is perfect, if the music isn't appropriate it will continually pull people out of their immersion.
this image is triggering me because of the girl standing. no one would ever stand like that. I guess it's supposed to look like she's walking, but her back foot should be off the ground halfway.
Consider the following: She's carrying a cup of coffee while walking, so she's taking her time to ensure it doesn't spill. Add the fact that she's on a moving train that adds another element of instability to her movements it's no surprise she's carefully taking one step after another without striding.
>sleeping with lights on
how the fuck is that comfy?
She's masturbating.
have you been on a moving modern train? they're pretty stable. there's no need for doing all that.
Point and click.
Samorost 3 already exists.
youtube.com
It's not really an issue with the train itself but rather the tracks. Old tracks can have inconsistent paths that make predicting your center of gravity unreliable. I'm not saying it's enough to topple people over out of nowhere, but it can be enough to make your coffee spill if you're not careful. She's being careful, and that's polite.
The knowledge of the presence of danger counterpoised on the knowledge of safety from that danger.
Also, I use the word danger, but it's more precise to say something like "Contrast" between two states of being where one is immediately preferable to the other.
Here are some examples that display this.
1. You are in a walled village surrounded by a forest filled with wolves and bears. You can hear them howling but you are safe and know that they cannot reach you
2. You are in a cabin in the middle of a harsh snowstorm. You feel a chill from beneath the door but the fireplace keeps you warm.
3. You're standing beneath an umbrella while walking down the sidewalk of a city during a rainstorm. You see people getting wet but you are dry.
In each of the above situations you are aware of a state of being considered undesirable, but are simultaneously protected from that state of being and are elevated above it. This would serve a simple and straightforward purpose in the mind of a primitive humanoid exposed to danger or conditions that could prove disadvantageous and causes us to seek out preferable alternatives.
Here's a video that I find comfy.
...
So I go to Colorado School Of Mines and they don't have the best beds but I think it's a case of forgetting what a comfy bed is but anyway the beds can be really comfy and you can sleep in all day but Colorado is sunny as fuck so the windows are basically just huge ass lights and the blinds don't do shit and it can be 200% sunny but still comfy to sleep you just gotta get used to it ;____;
Massively singleplayer offline adventure game with sentient AI set in rural Nippon.
Here's an idea I had that I thought was comfy.
It's a game where you walk down a road and meet travellers going in the opposite direction. The game generates a number of rural countryside landscapes like fields of waving grain, shadowy forests,apple orchards, rivers, lakes, mountains, caves, and small villages for you to pass through.
As you walk you collect materials and items from your surroundings and use these materials to survive and trade with the people you meet for other items or just to improve your relationship with them.
At night the world goes dark and a number of creatures come out like wolves, bears, snakes in addition to supernatural phenomena like mobs of wandering shadow-people, shapeshifting wendigos that try to lure you into the dark, armed undead skeletons and zombies and other things. Luckily as long as you stay in the campfire light you're mostly safe.
Each person you meet on the road has a story that you develop and advance every time you meet them and help them with their problems.
So it's Don't Starve with NPCs?
That does sound comfy
If you're traveling in one direction and they're traveling in the other, how do you ever encounter the same people or group twice? Are you just going around in circles? Wouldn't it add another layer of depth to allow you to choose where you travel, like common routes between villages or settlements? With more dangerous encounters the further you go from the more established routes.
>sleeping with your Phone that close to your face
REEEEEEEEEEEEE
I know, right? The radiation is lethal.