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Game News Deathfire: Ruins of Nethermore New Screenshots and Feature List

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Claiming that old games design is solely the result of insufficient tech is an argument I have seen somewhere else...
 

Midair

Learned
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Claiming that old games design is solely the result of insufficient tech is an argument I have seen somewhere else...

So you have a knee-jerk reaction when you see it again, even though this time it is valid.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
I'm not moaning about reusing wall assets, even in a grid layout. I just don't get why you would limit movement to 90 degree turns.
because there are plenty of people, me including, who are very fond of grid based blobbers, esp those with tb combat.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Julien Pirou explained why MMX was tile-based: https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/51c9af34888ef6f23c000000

One of the reasons was

And of course, there's no denying it also makes the development of the game easier for us as well, since we don't have to spend too much time on topics like pathfinding, hit detection, or collision detection, allowing us to focus on other aspects of the gameplay.
 

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