The Gaming Blender

Me Learn Good: Melding Education, Engagement, and Thrill

August 15, 2023 Matt Culmer Season 1 Episode 45
The Gaming Blender
Me Learn Good: Melding Education, Engagement, and Thrill
Show Notes Transcript Chapter Markers

Fancy setting us a gaming challenge? Get in touch here!

Ever wonder how it feels to get totally immersed in a gaming world like Baldur's Gate 3 or experience hilarious mishaps in Railroads Online? These are the rich gaming exploits we're sharing with you today. Scott, having logged 25 hours in the intricacies of Baldur's Gate 3, and Matt, with his humorous escapades in Railroads Online, are here to regale you with their adventures and lessons. This week's journey takes us beyond just playing games, into the exhilarating world of game creation.

We then design a unique platformer game, one that blends rogue-like elements with random number generators. Let's envision together, a learning game that weaves in a narrative with a reward system. A game that perfectly melds education, engagement, and thrill. This episode promises to stimulate your creativity, tickle your funny bone, and maybe even inspire you to take the plunge into game creation yourself. It's not just another gaming podcast - it's a journey through the highs, lows, and sweet victories of living the gamer's life!

Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101

Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Hello, hello and welcome back to the gaming blender, the hypothetical video game podcast. I'm Mass and I'm here with Scott.

Speaker 2:

Aha, I didn't actually not know what you were doing there.

Speaker 1:

No, no, no, that was a smooth intro. That was the easy Sunday morning intro. Hi silky, velvety voice. Anyway, this is the podcast where we create hypothetical games. In the episode, we will make a take a randomized genre, randomized game mechanics, mash it all together in narrative and create a brand new hypothetical game, which is great fun and we make incredible things and we're just incredible people all around, Aren't we? Scott?

Speaker 2:

Of course I mean. You know we're very, you know, modest and self-effacing. As you can tell, I'm the most modest, you are the most modest, if that at all makes sense.

Speaker 1:

Before we dive into this hypothetical whirlpool of ideas of creativity, how's your gaming week been?

Speaker 2:

So, as you know, and as many of us, as we'll know, the glory that is Baldur's Gate 3 came out.

Speaker 1:

Yes, you've been locked into this. I'm yet to get on it because I think it might kill my computer, and I'm waiting for it to come out on PS5, I think, because that's why it's all.

Speaker 2:

So in the last fortnight since the game, more or less, I have been very much locked in and I'm at 25 hours or so in, so I've managed to get some okay timing, but some people have already finished it, which is mental.

Speaker 1:

How do you do that? Have you ever done that Just jumping? Have you ever played a game like Witcher and just plowed through it? Or just done the main quest line?

Speaker 2:

No, I can't, I need a break. You know I've got responsibilities to it so I can't do that anymore. You know, when I was at university I maybe could afford to do that, but I've never sort of been in the first week of a game coming out like plowed all the way through.

Speaker 1:

Do you plow your way through in terms of, you can still plow your way through it by just over the period of three months just by getting story quest to story quest to story quest, or do you go side quest, side quest? How do you do it?

Speaker 2:

So I I'm very much a side quest, I'm very much sort of person like in Skyrim I'd complete everything else before I touch the main quest.

Speaker 1:

So I think there is a. There is a, there is a middle ground which I think is achievable. What I find is, when I jump into a game, I'm so overwhelmed by it. I have to have tunnel vision, just do main quest for a little bit and then, when I feel like I've got the hang of it, I then do side quests. Now what? I tried to do this a different way. When I played Dragon Age inquisition years and years ago, I was like I'm just going to clear out that first area. I'm just going to get every, every single thing, every droplet, every morsel of game coming into that first area, widely regarded now I've recently realized as the worst area in Dragon Age. Yeah, I was just like I'm going to suck every part of it out. And then, when we got to a new area, I was just completely burnt out by the game.

Speaker 2:

Yeah, yeah, I was the same, I remember, and it took me a while to get through Dragon Age inquisition. And I think another thing for me is I get, when you have an RPG where you have so many different races or classes or things you can choose, I'll spend, like you know, 10 hours of the first character and they'll go. I'm going to make another one, and then I never go back to the first one, and then the cycle just continues, see.

Speaker 1:

I am. I always make character that looks exactly the same as me, and then I stick with them because I just thank God, you sexy beast.

Speaker 2:

Of course you do. Why doesn't that surprise me at all? You know you're just, I'm the most modest. Yeah, I was about to say because you're the most modest, I think. But yeah, no, I've never. I've never been able to be one to just plow all the way through. I kind of wish I was, but no, not for me, I don't think.

Speaker 1:

But yeah, what have I been doing?

Speaker 2:

you ask no, no, no, no. I was just going to say can we crack on the podcast? No, no, of course. Oh, okay, what have you been doing?

Speaker 1:

I have started a new series on our YouTube channel, plug Broke Plug, where I'm getting. I'm getting my gaming fix by playing train games and I'm recording myself playing Railroads Online, which, if no one has played, it's absolutely hilarious because it is a game where you run a little railway but you have to build the railway as well. It's designed to be played online with friends and it's very finickety, which is resulting in very many, many, many, many hilarious scrapes that I'm getting myself into completely by accident. For example, in the most recent episodes the first one I crashed into a tree and I decided to remove the tree from the line. I cut the tree down, forgot I'd let the train in forward motion, so the train just left and it didn't come back for ages. So, two I knocked off my delivery of logs, so I tried to re-rail the cart, re-rail it, very pleased with myself, and then there was a pause and I went. I didn't put the brakes on the cart, did I, and the carts slowly starts heading down the hill and made it all the way back and I had to go reclaim it at the bottom of the line.

Speaker 1:

It is desired to play. Be played to Per Scott, if you ever feel like messing around with me. It is incredibly difficult to play, but very, very rewarding. I've never been so frustrated by just trying to do cut up links.

Speaker 2:

I am. I'm feeling that this plug has has two reasons one is to plug it and two is to try and get me to play it with you.

Speaker 1:

Drag you in. The highlight is episode three. I'm stuck because I'm on it. I tried to get too many logs and I'm on a hill and I don't know what to do. You'll just ditch some logs. I could ditch some logs and they're blocking the line if I need to go back.

Speaker 2:

I need to think about how to pick the logs.

Speaker 1:

I've got to predict the logs. I've got to go and drop off the logs that I can carry. Then I've got to reverse, and so I'm gonna pick them up and make sure I Can join to them in the same line so I can drop them off in the siding in the correct angle. Oh, this is complex.

Speaker 2:

It is actually about. It does sound like you need a second mind.

Speaker 1:

Yes, I've seen it played online. You do very much Just get messages again. You've left without me. Come back anyway. Anywho, I feel like we've had a little ramble on and I've been able to get my plug in. You've been able to speak about Baldur's Gate, which I fully. You play something else between now and the next episode, just to add a bit color. Otherwise we'll just spend the next six months just going Baldur's Gate, baldur's Gate.

Speaker 2:

Yeah, fred, I can't. I'm afraid I can't. I can't do that for you. I can't commit to that anyway.

Speaker 1:

Okay fine. So let us jump in to the actual podcast stuff and make this hypothetical game We've spoken so much about and there's been so much build up to. I'm gonna ask Scott to. I'm not gonna ask Scott to. I'm gonna Roll a dice on Scott's behalf, tell them what the genre is, and I'm gonna roll two more dice to determine two mechanics. Mmm Scott, I ask you this every time. One day You'll see sense. Do you want to hear the genre first, or do you want me to do the whole thing at once? I want to hear the genre first. No, it's just not the red wet. Okay, fine, you have rolled a Number. That's good, I'm glad, and that number is it would if it was a letter number 14, which is a platform.

Speaker 2:

Who have we not done?

Speaker 1:

one of those recently we may have done, we may not have done. We, I'm trying to think. What we did last week, last week was puzzle, puzzle games, and then we've had motion controls, yeah. Mmos no, we haven't done one for a while, I think it was the Bowser one, bowser's revenge, or Bowser's Bowser's?

Speaker 1:

Odyssey. Well, that was, that was it. That was May. It feels it feels more recent. It's because it love why. It was one of my favorite ones, that one anyway. So I'm gonna roll two dices To die. Next one die, die, die. You have rolled, because you're specifically responsible for this, number six and Number five.

Speaker 2:

Number six, number five, what are they?

Speaker 1:

Interesting. So they are rogue like elements, yeah, and random number generators, so just to get out a bit of color to that. So rogue like elements of the elements, where that if you die, you generally You'll have one run. Hades is a perfect example. If you die, then the usually reset to go right back to the start of the game. Quite often there's some sort of narrative or something built like. So you still try to do better and better and better. Random number generator this can be. It's a much more niche sort of mechanic. It's a mechanic that can appear in, let's say, hypothetical video game podcast. Because what xcom? So xcoms, a random number generator in order to Whether you, whether you hit your opponent or not, there is likelihoods built in, so you have a 99% chance and then it decides whether you are going to hit. So it's something you can build in. It's kind of a probability factor. What we're going to do is we're going to build it out into a more of a mechanic sash design element. Hmm, aren't we Scott?

Speaker 2:

Yes, and I'm sat here with no ideas. No ideas, what's it?

Speaker 1:

I wish I had some ideas, but okay, this is a purchase of different ways. We got a platformer, yeah, and we've got road like, so road like and platformer. I feel like you can build that in. Yeah, I think that's. What fun thing can you do with a random number generator? Because of essentially, I've had a re-listen to some of our old episodes while I was in the dark. And Well, you in the dark, oh, you in the dark, I was in the dark. I was in the dark about Life is.

Speaker 2:

This is one of the things I just, you just don't. Somebody says something, you just don't question it, you just go. No, no, you never question. This is even in the dark.

Speaker 1:

He just likes the dark. This is random bumblings, I think it's comes. I'm random number generator. What, what fun? I think we can really drill into this and make something cool, because the one that the differences. But about this mechanic compared to other ones? Other ones are quite predefined like a nemesis system, rope likes. They have an existing Rules, mechanics you have to follow. This is much more freeform.

Speaker 2:

Yeah, so I do an idea. So in most platformers, the If you, if you take it on a very basic level, the platforms, you know, they, they sort of you say, if you have ones that aren't always there, so they come out, they go back in, they come out, they go back in, those always usually work on some sort of pattern, so you know. So then you spend a while looking at, say, right, I'll look at that wall for a while and you figure out, okay, that platform goes out there and then this, this, this, this and this, all the way up and then you think, right, okay, so that means you make a plan. So you go a jump, a jump, a jump, etc. A jump jump. What if you make it so that the every aspect of the game that is platformery, like platforms, for example, the enemies, all that sort of stuff, they are all completely random, so there is no that you know.

Speaker 1:

So what's the line between random number generator and procedural generation, procedural generation being where the game sort of puts equations together?

Speaker 2:

So what you do is, every time the game loads up, a random number generator dictates what the platforms are doing, so in that. So it means that if you die and you go back, everything resets on a completely different, in a completely different system.

Speaker 1:

I do have a nice idea as well. Yeah, to take this more literally, and you might laugh me out of the. You might laugh me out of the call. Oh, I've never done such a thing, oh, of course you have. What about if the platforms that were randomly generated were numbers? It is the most literal interpretation of random number generators. So you have a giant platform designed as a five or a one.

Speaker 2:

I see.

Speaker 1:

So you literally are like oh, I need to jump off this five. Oh, my goodness, I'm going to an eight-eeth four. How?

Speaker 2:

do I get there? And actually that makes it more complex because, say, if you say, if you're jumping from a six, for example, and the thing that you're jumping to is, I don't know, a four, and they don't quite match up properly, did you know what I mean? So it adds a certain level of complexity and randomness. Do you know what?

Speaker 1:

would be really funny as well. What would be really funny? Because you know the way that everything's presented nowadays in different fonts. Levels can be font-based, because then the numbers look different. Yeah, yeah, so like, if you have, you're like you reached a TALIC level. Oh, no.

Speaker 2:

Or like the proper calligraphy level Exactly, so you could have some real sort of you could have some really cool elements with actually the fonts coming.

Speaker 1:

So let's say they're coming right to left and each one's coming, and you almost have a flappy bird situation where you've got to keep moving. You've got to keep moving.

Speaker 2:

Could you extend it to? You know? Could you extend it to the alphabet as well? Could you have? It's a random number generator. You start with numbers and maybe some of the levels are, you know, alphabets.

Speaker 1:

Alphabetised. That would be funny. Actually, if you go like one level, it's right three, and then maybe you can have some levels which are like mathematical equations pop up. So you've got to get over some brackets, over an X plus. Oh my gosh that would be quite funny.

Speaker 2:

We're putting algebra. I don't think they ever talked about algebra in one of these games before.

Speaker 1:

I don't know if you have to. I'm trying to think. If there was a clever, you would algebra. You could almost do it, as if you had to solve the equation by the end and you had to make your way to the correct number.

Speaker 1:

I think you could, it would be quite difficult, though, oh gracious, it would be awful. So imagine if you start up with an equation and then you had to, like dig down to other numbers that were generated below and find the correct number to build your base in, or something like that, or you have to like jump.

Speaker 2:

You have to figure out the answers and then jump from like X to equals what?

Speaker 1:

do you mean there's a remainder? What do you mean? A remainder?

Speaker 2:

And if you jump on the wrong one and the whole equation resets, you get a new equation, no.

Speaker 1:

No, but it's a roguelike. So in other words, that actually makes sense because you just see how many you can get right and you keep going, and you keep going. Oh my gosh, oh goodness gracious. So you have a random number generated. It randomly creates some sort of algebra test, algebra question that you have to literally hop between. Yeah, you have to hop between, and then you have to hop far enough to find the correct answer. And then maybe what you can do you know this sort of like homage to Mario.

Speaker 1:

Maybe you know the way there's a word search. So in a word search crossword. So imagine that you've got the equation at the top and your little character, whoever you're playing, drops down onto the equation. You can hop between the equation. The equation is quite big, it fills the screen. So you've got to like do a lot of platforming around literally to read the whole thing. So it's quite reliant on that is where sort of platform test comes in. Then, when you're ready, you drop down into a big sort of crossword esque of numbers and you have to find the correct answer jumping around between them. And when you found the correct answer, you like put a flag in the various numbers. So if it's a crossword. Say if the answer is 23, there's a million numbers. And then you're like right, I can see a 23 down there. Hop down there, put a number in the flag, in the three flag, in the 20, and there you go.

Speaker 2:

Yes, I like it. I think it's a game that hates its players. You will, you will do algebra.

Speaker 1:

No, it's like the brain training games, which were massive. That's, that's not for the air?

Speaker 2:

It was no, I think. I think I think it would work, I think you know it really good for the GCSE market. You know those. They sort of could set it on.

Speaker 1:

you could set it on levels. You could sell these. I don't know what we're creating a educational game, but you could have like GCSE level. You could have a level level you could have, you could.

Speaker 2:

You could. You could also I don't know it doesn't have to be just algebra you could do. You could do English language. You know you could do, you could do yeah, and you could do. You could do a whole thing about having to rearrange the sentence. What? What's wrong in this sentence? You have to rearrange the whole sentence. Do you know what I mean? Like there's, there's loads of stuff you could do, you could extend.

Speaker 1:

You'd have to have. You'd have to have like a little grappling hook or something like that. Maybe that's how you progress.

Speaker 2:

You get better in chemistry, you could have like, you could have the Lord, you could have the, the, the, the periodic periodic numbers periodic table could literally be the setting.

Speaker 1:

jumping around between the periodic table, they just show you a picture of iron and you have to jump around. This is just like a brain training game.

Speaker 2:

That's a million basically we we're platforming education, platform education. I like you know what?

Speaker 1:

you've gone too far.

Speaker 2:

You got to think, though, like genuinely, if, if this was a thing when we were kids, we would be so much cleverer than we are now. We'd know so much stuff. Because we would just know stuff, me know stuff good. Me speak good England, me speak me, speak good English. But you know, think about it like you know, if we, if we got to spend most of our time at school playing games but learning stuff at the same time, you know, as a win-win, isn't it?

Speaker 1:

Yeah, and I think, sometimes progressing in terms of your character, the longer you stay, you keep getting questions. It's like it's essentially it's an exam. You just keep getting questions and these randomly generated questions and you keep going through, keep going through and then add. The more questions you get right, you get gifted quicker traversal travel because maybe there's a time limit on the questions as well, so you have a minute to solve them. So you're jumping around majorly. And then maybe you get five questions right. You get grappling hook. You get 10 questions right. You get a little jet. Your character gets a little jetpack. You can go around.

Speaker 2:

Okay, so basically people who complete more get rewarded. Yes, basically.

Speaker 1:

And it works with the road like, because you always start from zero.

Speaker 2:

I like it. But what puts you back is if you get something wrong.

Speaker 1:

I think it's if you get something wrong If you get a question wrong.

Speaker 2:

And is that just of that section? You don't go all the way back to the beginning of the brain.

Speaker 1:

I think if you're doing yeah, if you're doing English, you go back to the start of the English section. If you're doing math, you go back to the start of the math session. I think if we are going to do an education game as mad as that sounds if we are going to do an education game, then you have to be your like English, chemistry, physics, whatever has to be a section itself. Otherwise, you'd be really irritated if you were trying to learn from this game and you're like it keeps telling me math, I need English.

Speaker 2:

Yeah, I need English revision yeah, and I think I think you also do it whereby it's not a it's not a set sort of Curriculum where question one is always question one. You know, no, no, but that's the random thing. Yeah, yeah, yeah, yeah, you need to be the random number generator. The machine changes your time. So then, even if you say you get stuck on, you always get to question three and then you get all the back to the beginning. You keep getting different questions than you're still learning. Yeah, I weirdly quite like this. I think that's be quite fun.

Speaker 1:

I like the idea of you having a massive question and it's so big you have to jump around the question to read what it is adding a sort of a level of what did that say?

Speaker 1:

A quick, I need to traverse the whole thing to see what it said and you could be, you could miss a apostrophe or something like that, but completely redefined it and you could do spark notes questions as well, like what did who confronted King Lear on the moors, or whatever, and you'd have to jump around trying to find the right character, yeah, in that crossword of letters.

Speaker 2:

I really like it. I think it's good. I think it's as those you could do. You could do almost every subject you could do with it, almost Apart from, maybe, designing. You couldn't do PE. You couldn't do PE, no, you could do sports.

Speaker 1:

science, though, you could do sports science you couldn't do PE, it can be. This is the practical section of PE. Go outside? Yes, I don't want to go outside. I don't want to go outside, I want to jump between letters. I think yeah.

Speaker 2:

But I kind of like the idea that we're doing an education game, not something I like as well, I mean, I feel like it should replace all exams ever.

Speaker 1:

Oh 100%.

Speaker 2:

I mean that. Well, yeah, it is a roguelike. So then it's like you get a question wrong, you fail.

Speaker 1:

This is true. I've just what. Why have you been held back in in year seven for 25 years? I keep falling off the damn E. As it turns out, there's got to be a level actually there's got to be a level of like you genuinely because of the positionings of the letters. You can slip and fall off the letters and you do drop down, and if you falling does include death, that would be so frustrating. If you got the answer right, you knew what the answer was, but you couldn't get there Hence why You're basically playing Crash Bandicoot with no lives.

Speaker 1:

I also think actually we spoke about this earlier. We spoke about this earlier. I think we should have stuff like the jetpack and grappling hook, as much as it's good to have, but they should be limited use. So you only use them if you're desperate, if you're like I can see the answer, I know exactly what it is. I've got three grappling hooks I can use. This is worth the time because I'm running out of time. But just to encourage you to have different styles of gameplay and like the jetpack or a little rocket or whatever it is, is essentially if you're the wrong side of the map and you know the answers on the far side, if you suddenly go, oh my goodness, the answer is 42. 42 is all the way over there. I'm going to use the jetpack for this one. I think that's fair. I think that works.

Speaker 1:

Well then, do you want to jump into something that could be quite hilarious? Then the narrative, the narrative. So we want to build a narrative into this education game and I'm not going to let you. I'm not going to take no for an answer If it's forbidden. Love, we're not going to do very well. I've picked a load, we've got a load of generic narratives here. We do with generic descriptions, and we're going to try and shoehorn one in wretched and I've got the guys as well.

Speaker 2:

Who?

Speaker 1:

what number? The number is number 10, and number 10 is temptation. I'm going to be description of the given is Pandora's box patient temptation come and solve my exam puzzle. I mean.

Speaker 2:

I don't know. I mean, could you, could you build a narrative whereby you know your, your, your character is this? The stuff that you're learning is basically like forbidden knowledge, and you're and you're sort of learning all this for the knowledge to gain power.

Speaker 1:

I have an idea? I have an idea.

Speaker 1:

So the idea is you live and you can really play this for tongue-in-cheek. You are a that's a little child that lives in a village and the village is clearly very like, it's done almost like a cave, so really prehistoric, and you live with your parents and your parents do really over the top, like terrible, talking to you in terms of you, son, you son, mine, we know lead education, we good, we good where we are, we live like we live life full. And then your characters as you but I want to know more about the world do not go down to lower level. Lower level is where people hang. We do not like these people. And then essentially your character is tempted to know more, is tempted by the idea of knowledge, and you can have these really sort of hilarious.

Speaker 1:

So there is a sort of blow my own trumpet. You can have these moments of just sort of your guy wandering through a village and people doing things really stupidly, like holding the hammer the wrong way around and trying to fix a window or stuff like that, and and just everybody doing something slightly wrong. And then you meet as you're traveling through these, as your learning things, through this sort of big question things, you're meeting these, you go to a new like place that say that you go to a new city and I actually know it's this way because it's. A road like this might be slightly more entertaining, because the one thing I find irritating about road lights is you never see advancement. You never see it.

Speaker 1:

So maybe if you do the math stuff and you get quite far with maths, you know you go back to your. When you start again you notice people using am a abacus is and they're starting to and things together and then maybe you do the English one and then you come back and people that if you don't well English one, you notice people are writing and if you do the periodic table, you know people are dressed in science cats. Every time you go on a really good run, your little base, your society and yet you can see the development of your society and your friend like eventually you can have this really over the top, like your father comes to your son. I'm so happy that you in that and bothers with your knowledge.

Speaker 2:

I mean, I quite like it's, I quite like the silliness, I like the sort of the very tongue-in-cheek idea behind. I think that would be quite funny. You know, you always get the old people that would go.

Speaker 1:

It's not serious enough but you know most people would be like it's an education game. I think you got to just play it and I think it's just something you could be. Do you remember when you used to watch those like education videos when you're a kid and there were some genuinely funny ones that people put effort but they were never. They never the ones that took themselves too seriously would never good.

Speaker 2:

No, they never worked. So I think you know, and I think you know kids will probably, you know, and actually, well, brain chain was mostly bought by adults, wasn't actually? So you know, most people would probably just find it entertaining to play something that's quite lighthearted and still.

Speaker 1:

I think it's very, very Lego, lego game style humor as well, which I think is appealing.

Speaker 2:

I think that sort of stupidity, and most people with the biological games are actually adults. So, yes, hello, we're here, yes, I hello. So I think you know, I think I think that would work. The only thing else that needs a leshing out.

Speaker 1:

No, I think you can just leave it there. I think that you could maybe have a button which is like hard reset and restart everything and then but I think that it's fluid enough Literally you could, by the end of it, just have this massive civilization because it I see it as being 2D rather than the full on platformer. I don't know about you, I see it being too deep because you need to be able to see the letters. So I think you can have quite a lot creative freedom in what you draw in the background of the cave. So instead of the cave, it could become full on, like sci fi society in the background. Yeah, doing chemistry, it has taught us how to fly.

Speaker 2:

Yeah, our empire now spans the galaxy, but hang on, a minute ago we were living in caves and eating. How have you done this? Well, and you could do other things like, for example, if you, if you did nothing, if you started on science, okay and you just did all of science, but no language, no, math see what comes out.

Speaker 2:

The other side because it would be you'd have like is because science and maths are what makes sort of modern the way that we see technology. But if we just did science without any math, I'm not sure that's physically possible. Say, if we did, would it come out in some sort of like weird, almost like everyone believes in alchemy or something like that, do you know? I mean like where it's like a it's it is science but it's like a weird version of science.

Speaker 1:

You could write I mean, you could write some really funny jokes as well Like you could have a really small sort of scripted cutscene where you essentially get one person you've just done chemistry, for example, and you've done no English and he pause, he like does pause stuff into vials and he sees he's created something incredible and he runs up to his friend to show me his papers. I'm incredible and all you can do, yeah, yeah. And the other guy goes, oh, oh. This goes on for ages. No.

Speaker 2:

We have all the science, but no language.

Speaker 1:

And then you could, because if you did it in orders, then if you did the language, you just cut back to them, like the next time you went back, and it'd be like I, jonathan, I was telling you, this is really good for you.

Speaker 2:

Yeah, yeah, so we, basically this person, the player character that you play, is essentially like, almost like the, the, the person that delivers all of this and finds out all this knowledge, and there's the deliverer of this knowledge to the society, yes, yeah, so they are imbuing their knowledge upon everybody, everybody else.

Speaker 1:

But I'm going to do I think we've got a good base now so I'm going to quit everything we said so far, which might be quick because it's a very simple concept, but you have to think of the name for it. So I'm beginning my roundup of the our platform rogue, like with random number generator and the way we're doing this. We're taking random numbers to a new level, where it does genuinely generate random numbers which you have to jump around as a platform. And now the idea is, you're always going to, you're going to have it's going to be an education game. You're going to pick a genre or of education, so physics, biology, chemistry, math, english, etc. Etc. And you're going to get questions on these and you have to jump around to work out what.

Speaker 1:

The jump around to the, the literal question, to work out what it is, before dropping down to an area where you can find the answer. Again, by jumping around, you can upgrade yourself by getting a grappling hook or or or jetpack that. These are limited uses, but each time you go back to your home base, your home base has improved based on what you've learned. So the temptation of learning. Knowledge is what is for the good, and you're improving your home life, and it's going to be called.

Speaker 2:

I've literally just written down caveman learning, which isn't going to work.

Speaker 1:

Could you call it me learn good.

Speaker 2:

Oh yeah, you, could you genuinely learn good, me learn good, I like me learn good.

Speaker 1:

Learn good. So that, ladies and gentlemen, was me learn good. Available on, available every me. Learn good. Stop laughing, I'm sorry, sorry, sorry Me. Do podcasts good Me do? That was me. That was me learn good. The hypothetical game created by us on the gaming blender. If you enjoyed this, please leave us a review. Check out all the other episodes. Checks out on YouTube, where this video will this podcast will also be uploaded to so you can see our lovely faces and let us know if you've got any challenges that you'd like to set us. So, such as mechanics you've never seen together or interesting combinations. In the meantime, I have been Matt and I have been Scott. Thanks so much for listening. Keep blending. Bye, bye now. Bye bye, go At it.

Video Game Podcast and Discussion
Create Random Platformer Game With Rogue-Like
Concept of an Education Game