spam for realism or does it serve a purpose?
Realism, I suppose. Just a thing for fun and/or annoy people. Might include viruses into spam e-mails as well just to frick with people.
I like the style, whats the game about?
I've seen this here before some times, but I'm still not sure. What's the gameplay supposed to be about?
It's a bit hard to explain. It's kind of a mix of Uplink, Deus Ex and New Vegas. You work as a government agent solving cybercrimes. You basically explore the world through your computer and can solve missions in multiple ways.
If you're gonna rip something off - you might as well do it to something that's good and doesn't have many quality alternatives, so godspeed to you, anon.
How close to FTL is it going to be?
Maybe it'e because I'm tired, but I am inclined to take the easiest path to similar effect if possible (read: lazy). To that end, there's probably only going to be one ship to play as, it won't have an ending or a boss and you just snowball forever, and the enemy AI will be less impressive.
Are you at least going to add different playstyles? Maybe paintjobs for the existing vessel? If it's just your beginner steps in gamedev, then I guess it's fine, so long as you don't expect much of it.
Stop being a b***h. I'm making a fricking RPG Maker game. Do I expect people to play it? Not as many as I would like to. But I'm putting forth effort to try and make this industry not so dogshit and soulless. Just do something
>What I want to play wouldn't be fun for others.
That never stopped me from doing it, anon. Just make a game for the sake of it, and have some fun doing it! That's what I did.
And even if it's shit, shill it relentlessly because that's also part of the fun. Speaking of which.
After too much work, I got the artwork for the menu screen done (except the background). All individual components of the game are in place, and the entire game is technically playable, albeit unbalanced and buggy. So right now I'm slowly moving through it, writing down all bugs and errors I find along the way.
I'll put out a demo for the next demo day. However right now they are mostly bugs that are simple to fix, but where the game becomes unplayable or crashes until they are fixed. So it's not something that would benefit from getting others involved, the game needs to be more stable first.
I'm not sure it would be that much faster to do it in RPGMaker. All the UI stuff, mechanics and visuals, would require multiple plug-ins and scripting. And programming in Godot is quite fast, I find that making art takes up the most time.
It's also fun, gamedev is like a more addictive version of Factorio.
It says a lot more about RPG Maker than his game, though.
It's really surprising how versatile RPGMaker is given enough scripting. Apparently you can even make an FPS with it. In the end you can make whathever game you want with whatever engine you want. Whether it's more efficient is another question.
Struggling with the unity3d terrain detail layers. I'm trying to place grass on my generated terrain, but being unable to use custom shaders is really anoying. Also the limit on placing grass on the terrain is a pain in the ass.
A 3D open world roquelite. Could be fun. Does it play like a Zelda or Dark Souls? For the grass maybe add more grass types/shapes, give them more random rotations and work out the density of the grass so that there is less by the roads..
>A 3D open world roquelite
Exactly! Insperations are Daggerfall, souls series and Freddi Fish (among others).
>For the grass maybe add more grass types/shapes, give them more random rotations and work out the density of the grass so that there is less by the roads..
Some good idea's there, Ill try them out, thanks!
Do you have a storepage yet? Or any other way of tracking your game's status besides dev threads? Looks like something I'd want to mark down, but I'm sure I'll lose sight of it unless you're as persistent and proactive as the Underspace lad.
give it to me straight Ganker: is it even possible to make a game look like this in 3D in real-time?
the closest I can think of to a loose, colorful watercolor aesthetic with outlines is Okami or Prince of Persia 2008, but they're not quite the same
New item system is hooked up and good to go now. Can equip any usable weapon / spirit into any slot to use with whatever button you want, as you please~
Enjoyed that item select system in Zelda but it did get annoying when you were asked to use more then two of the items for a puzzle. Too much time pausing the game to select item in a menu.
>It has to have been in development for more than a year already right?
It's been getting poked at between actually_paying_work for about 6 years or so by now.
Any helpful guides on transitioning models from Blender to Unity? I made a quick game a couple of weeks ago and I had a hard time figuring out how to properly export my Blender FBXs to Unity. Specifically, I had a hard time exporting models with procedural materials I made in Blender. I still am a complete newbie to Unity so I still dont quite understand things like normal maps or diffuse maps.
How is this game still not finished? It has to have been in development for more than a year already right?
[...]
Documentation is good, but there are less tutorials than for Unity especially for 3D.
A lot of the tutorials for Godot are pure garbage made by people who can't code to save their lives too. Awhile back I looked at one of their official/promoted/whatever ones and it was a gigantic mess of signals all over the place and bizarre dependencies up the ass. Just absolute pajeet-tier garbage spaghetti code. All this for a simple fricking 2D character controller aimed at beginners.
If you're savvy you can easily translate a lot of tutorials and stuff from Unity over to Godot, but at that point why not just use Unity in the first place?
I have a lot of progress to show, but I don't want to spoil any more than I already have.
In the meantime, have this level theme
https://voca.ro/1lG5Nlk5hymM
It's not for Mirrored Soul, just trying to experiment with new sounds
Thanks anon.
On that note, I've also been going back and retouching old sprites. Looking back at some of my old designs is a trip and a half. I was on some heavy autism
I asked ChatGPT to write a shader for 2D lighting in glsl. I've been trying to wrap my head around the concept on and off for like a month lol but it generated it in a second, and even gave an easy to follow description of what it's doing and how to extend its functionality to suit my own needs. I thought that was pretty cool, now I can do everything with just raylib
New item system is hooked up and good to go now. Can equip any usable weapon / spirit into any slot to use with whatever button you want, as you please~
After too much work, I got the artwork for the menu screen done (except the background). All individual components of the game are in place, and the entire game is technically playable, albeit unbalanced and buggy. So right now I'm slowly moving through it, writing down all bugs and errors I find along the way.
I haven't posted dev stuff in some time and it's filled with porn. I might look into setting up a separate account for game deving. https://twitter.com/MTDCorp
Why would a bunch of fat smelly /agdg/ losers come to Ganker and try to advertise their ugly "games?" I don't get it. I know there's no way anyone on Ganker would want to play your trash lol. And i'm probably the only non-dev who even clicked on this thread.
>It has to have been in development for more than a year already right?
It's been getting poked at between actually_paying_work for about 6 years or so by now.
Wow, that's sad. In 6 years you could have learned a lot and made something awesome by now. You must not really like this hobby very much.
>Wow, that's sad. In 6 years you could have learned a lot and made something awesome by now. You must not really like this hobby very much.
You must be new here.
Yeah, I'm pretty sure the only ones who play homosexualdaggy games are just other devs who feel bad for them. That's basically the only reason demo day still exists
Yep. Nothing of value can ever be produced in such an environment, just endless discord circlejerk homosexualry over the dogshit tech demos made by the most active social parasites in the discord server. Pointing out how said dogshit tech demo is indeed dogshit is blasphemy, so nothing improves and nothing of value is created.
you tense your penis when the bladder is full and watch it go
[...]
good idea, i'll do something similar when i get to more animation stuff
[...]
there will be three star grading in the sequel, that's chic nowadays
>muh nodev
Sad cope. No one even clicks on these threads unless they’re actually into the hobby. If someone here shits on your game, the most likely scenario is that it’s the same person who you just had a positive interaction with five minutes ago.
I swear this is like autists on Ganker not realizing the “LINK fudders” are just bored LINK investors.
Trying but still shocked one of my favorite Game Maker tutorial spergs trooned out 🙁
Hope he recovers, he helped many and I suspect he is under some sort of pressure or trauma.
It's a sad fact of gamedev life. Every anon in this thread will eventually become a troony. Gamedev is like worshipping the Chaos Gods, they may bestow upon you some boons, but eventually you will turn into a foul abomination.
No, only if you seek perfection. You must seek "good" instead. Every good game has some jank or edge while the games seeking for the smoothness and mass appeal are often bad and are forgotten. The chaos can not be controlled but you can arrange it in a enjoyable way.
After several months of doing a cushy software dev job where I didn't have to do much dev work I've recently realized I'm horribly out of practice with programming
I'm gonna spend the rest of the year working on Java projects until I feel competent enough to make game
Yesterday there was a very interesting podcast with Jonathan Blow where he and 2 other guys talked about Escape From Tarkov and game design. I thought some very interesting things were brought up in it: https://www.twitch.tv/videos/1719215704?t=03h53m16s
Had to make a little different scene for the airship when you travel from place to place, in the event that you decide to kill the normal pilot, so Spurdo now pilots the airship himself. Should be done this world by Sunday. Seems like it takes around 30 min pass this world normally, which is a bit shorter than I wanted, given the huge development time on it, but all that means is I'll have to go back and extend one of the other worlds an extra 10 min or so, which is doable.
Link if anyone is interested:
https://store.steampowered.com/app/955200/Spurdo_D/
This is the most Reddit thing I've ever seen, but I'll add it to my wishlist and buy it when it comes out, because it looks well made and seems to have interesting ideas.
I think the term itself has lost its meaning like you say. Now calling something "indie" refers to a handful of aesthetics, trends, cliches, and tropes. You know, like a pixelart game with a vaguely-cyperpunk aesthetic that's actually a metaphor for being LGBT or whatever. I think the games being made here are much more original and interesting than that 🙂
>whereas on Reddit people are more into 3D.
Yeah I don't know what that's all about, it almost feels like at least to me that they're just impressed with seeing a 3d model move on the screen, even if the project itself ends up a lot worse than a 2d project would because then the solo dev becomes stretched too thin, and the game doesn't end up as immersive or interesting at all because he has to do this and that, and he should really be working with a team at that point, and so on.
I'm don't want to sugarcoat it, so I'll just say that I haven't really been wowed by any of the 3d games that have been posted here as much as I have by some of the 2d projects. You can really tell the 3d devs are stretched way too thin, lol. Underspace being a notable exception to the rule.
1 year ago
Anonymous
Yes, it's an entire dimension to take into account, an entire 2D level can fit into a wall.
1 year ago
Anonymous
Yeah, I bet. But besides the mechanics of the game, I think the asset creation and animation process must be a nightmare. When you're spending that much time just creating assets that don't even look good, it's hard to find time to make the actual game good.
1 year ago
Anonymous
I imagine throwing in passable assets at the beginning to improve on later would frick up the scale of a lot of things?
1 year ago
Anonymous
Which is why you polish the mechanics first, then fill the game.
I imagine throwing in passable assets at the beginning to improve on later would frick up the scale of a lot of things?
Shouldn't happen.
1 year ago
Anonymous
your game sucks though. it's not as good as mine though
AHHHHHHHHH
It's been 6 months since I've worked on the Hollow Knight porn game.
I have not worked on my original 3d porn game project for 3 months.
Time to get back in the saddle...
>So is it a porn game using the mechanics of hollow knight, or is it insects fricking?
Both. The sidescroller elements will be simplified, and areas simplified down to many fewer screens(for now, to keep scope in check)
You'll be able to do simple quests and events to unlock sexual content with a few different female characters from the game. Right now, Hornet, (a) Mantis Queen, and Iselda are the main characters I want to have scenes for. Theres room for a few of the others to get one-off content (or more, again, scope).
There'll be (optional) fetish content, impreg/preg, and (very mild) cumflation.
I want to try and implement very simple minigames for the sex scenes to tie everything into gameplay. If it doesn't work out, I'll just kill it and do plain animations.
Heres an old webm.
well for me it was simply getting a little 32 by 32 square fella on the screen and getting it responding to input, that got the snowball rolling
i'd say getting an entity responding to input is an excellent starting point
partly
most of this was achieved with VFX graph and Shader graph in Unity
the curved slash on the sword is using a flat donut shape made in blender, while the impact slash is all using the default particle texture placed on quads and stretched
You play as a shota who got reincarnated in a town of demon milfs
The e-girl market is over saturated, the shota market on the other hand is ripe for the picking.
Ok picking up from this thread. Are there any decent shota artists to use as a reference? I never realized how many of them are unironically just "draw girl and call it a boy".
it'd be cool and kinda easy to do but i dont wanna manage her lifespan and the timing of it all.
Is she made of wax too?
yes she's a literal candle
She'll accept dust bags you'll collect from cleaning the house and she uses the oils in it to keep herself alive. She's lived in the walls ever since the house was built and learned everything she knows from watching the TV through the cracks.
Take this homie for example.
He is 98% a perfect cylindrical candle but has a small chunk missing from the top of his head, and his forehead creases double as melty looking lines.
Subtle yet effective.
i figured her big hair looked melty enough. I think I'll give her model shapekeys so if you use fire on her she'll melt and unless you literally kill her she'll just grow back into the original form.
Is it apparent enough that her boobies are like the little drops of wax going down candles lol
1 year ago
Anonymous
>if you use fire on her she'll melt
I love when games do interactive stuff like this. Good plan. >Is it apparent enough that her boobies are like the little drops of wax going down candles lol
For me the breasts were too perky to understand that that's you were going for. Personally I might test if was possible to add smaller drops to give a better impression of that without it looking like weird lumps.
i figured her big hair looked melty enough. I think I'll give her model shapekeys so if you use fire on her she'll melt and unless you literally kill her she'll just grow back into the original form.
Is it apparent enough that her boobies are like the little drops of wax going down candles lol
how's the VR workflow? I always meant to put VR in my game but when I tried to do the simplest necromancer magic spell simulator the documentation was complete trash. That was maybe 2 years ago though.
[...]
What is your game about?
It's a NEET simulation in a big house on Halloween.
It's a mix of The Sims 1, Papers Please and SS13 in spirit.
here's the trailer:
some guy playing it:
?t=1952
I have no idea how I'm supposed to release it cause I'm not finishing it anytime soon.
how's the VR workflow? I always meant to put VR in my game but when I tried to do the simplest necromancer magic spell simulator the documentation was complete trash. That was maybe 2 years ago though.
[...]
It's a NEET simulation in a big house on Halloween.
It's a mix of The Sims 1, Papers Please and SS13 in spirit.
here's the trailer:
some guy playing it:
?t=1952
I have no idea how I'm supposed to release it cause I'm not finishing it anytime soon.
Actually, you could easily implement it into your game and it would fit perfectly.
[...]
Actually, you could easily implement it into your game and it would fit perfectly.
yeah it always felt like a post release goal though.
I currently don't have enough content for a full release but people play the demo on average 40 minutes with a solid bunch of people who play multiple hours so I dunno if I should stop posting demos, do early access after working a bit on the campaign and polish or try to get patreon going and post builds there... I dunno.
Not my game but, couldn't find the exact example I used
https://learn.unity.com/project/vr-beginner-the-escape-room
This will take you through the VR implementation.
1 year ago
neetdev
yeah that sounds better than the nothing i had back then lol i'll give it a shot some time.
Seems like a fantastic way to stand out is to be just mildly interesting as a VR game since VR users are completely starved for games. Would be a good marketing trick if I can make it decent.
1 year ago
Anonymous
Don't degrade your game, it's interesting flat, it will be interesting in VR.
[...]
How many people in dev threads are still making VR shit? I just got a Reverb when it was on sale $300 and I ended up enjoying it way more than I thought. Posting from SteamVR btw.
Primarily making it VR but trying to add button prompts, for head aiming only mode and probably 2DPC.
it's pretty aimless / sandboxy at the moment and probably will always feel a little bit like it since the goal is that you can be free to play how you want (disgusting NEET lord or a well behaved clean person).
At first it was supposed to be a walking simulator horror game but then I added characters cause a story felt easy to slap on top of the walking but then I started making it more simulated cause I love the Sims 1 and here I am now just adding stuff if I find it funny or if it sounds like an interesting way to make the world more emergent.
My favorite example of adding something that made the whole game more interesting was when I made the rats. It sounds like just some NPC you can find around the house, but they actually react to food that is touching the floor. Meaning if you're not careful with your food while cooking or moving around, the game will spawn more rats that will steal your stuff and bring it back to their hole. It's really funny to see streamers go "oh shit they're stealing my cheese" or whatever.
Then there's the whole life simulation aspect that that's very crude and hilarious to me. Pooping, pissing, puking and all the interactions they bring always make me laugh when I watch people play it.
how's the VR workflow? I always meant to put VR in my game but when I tried to do the simplest necromancer magic spell simulator the documentation was complete trash. That was maybe 2 years ago though.
[...]
It's a NEET simulation in a big house on Halloween.
It's a mix of The Sims 1, Papers Please and SS13 in spirit.
here's the trailer:
some guy playing it:
?t=1952
I have no idea how I'm supposed to release it cause I'm not finishing it anytime soon.
How many people in dev threads are still making VR shit? I just got a Reverb when it was on sale $300 and I ended up enjoying it way more than I thought. Posting from SteamVR btw.
updated the steam demo for next fest, thinking about doing it again to add a few harder stages from later levels
webm shows a new screen that shows how the end-stage rank was calculated
Been practicing topology, went from hating it to loving it, finally getting the hang of it to a point where I can make good looking low poly models.
Making butts is a good way to push myself to do it.
I can't even say I'm devving anymore.
It's been 2 weeks, and I can't get a playtest group for my ccg
So I've been having trouble with trying to decide how to play the game and what rules need to be changed and so forth.
I want to design cards already!
Finally upgraded my project from UE4.27 to UE 5.1, because I was tired of 4.27's broken cloth simulation bullshit and 5.1's new cloth is way better.
I fixed up all the deprecated stuff and solved all the strange issues with the HUD (certain things having changed in the jump from 4 to 5), got the performance and visuals more or less back on par with how they were in 4.27... and the only issue I'm having is that cloth is performing worse.
Why's it so fricking slow? This looks like a chore to play.
The only way this combat even makes sense is if you're only fighting one guy at a time, very slowly and methodically, but not in a good are addicting way, just very slowly and annoyingly chugging along because the game won't let you be any faster.
Just to be clear, the Axplosive is the Takemikazuchi-type weapon. It's high armor-break, high-damage, high-score, and slow. That's by design, it's a part of how the weapon works.
Finally upgraded my project from UE4.27 to UE 5.1, because I was tired of 4.27's broken cloth simulation bullshit and 5.1's new cloth is way better.
I fixed up all the deprecated stuff and solved all the strange issues with the HUD (certain things having changed in the jump from 4 to 5), got the performance and visuals more or less back on par with how they were in 4.27... and the only issue I'm having is that cloth is performing worse.
Go figure.
Anyway, big ass axe attacks progress.
Where can I leave a poor review on this game and show on my review that I got a refund for it?
Maybe this is just a bad webm, it looks like it takes place in some kind of skate park, does your character have any skateboarding abilities for traversal or combat?
Holy frick, now I see what everyone's talking about when they shit on your "slow" combat. This is way too delayed, if the body is going to ragdoll like what you're trying to do, it should happen AS the body is getting hit by the axe, not just stand there and then finally ragdoll an entire second after the hit takes place. Learn to fricking animate.
[...]
Just to be clear, the Axplosive is the Takemikazuchi-type weapon. It's high armor-break, high-damage, high-score, and slow. That's by design, it's a part of how the weapon works.
have said it at least once a year now, you have a lot of skill but need to listen to feedback or you're ngmi. it's actually refreshing to see other people shit on your work for once
Not him but holy shit you are such a homosexual. b***hing about one weapon being purposefully slow and powerful is not feedback. You are undoubtedly a samegayging crab. >it's actually refreshing to see other people shit on your work for once
Clearly this sort of post isn't the mentality of someone who's making it. You will never make it. Your only social contribution and your legacy is that you are a looser who b***hes on Ganker.
>Bitching about one weapon being purposefully slow and powerful is not feedback
Eh it depends. I've seen other webms of that Anon's game and it looked much faster so having one weapon be slower isn't a big deal, as long as it's powerful enough to make up for it.
Let's be honest though, game devs get stupid feedback all the time. If you're making an X game and someone says "X games are stupid, make an Y game" you really can't do anything with that. Having people say you need to listen to feedback when they get mad that you didn't radically change your game is pretty amusing.
Actually It's gonna be free, if anything I'm taking a hit when it comes to budget. I just want recognition.
I've seen free games on Steam that were mediocre or kinda shit that got a lot of DLs and reviewed well. I wouldn't worry too much about it.
I've been there mate. Don't be like me and bet it all on one game. Some people have breakout successes, but it takes more time for the rest of us. You've probably got that nagging feeling of inadequacy like I do, but don't let it kill you.
For all my winking at it, the rocket boots really work more like inline skates. We’ve all known since 6th grade that skateboarding is cooler than rollerblading and always will be. I wonder if anyone’s doing a game like mine on an actual skateboard. You can use a skateboard as a melee weapon, why not?
Maybe have combat stances/modes? Like having a more stationary style for more powerful attacks, but then have a mobile mode which is faster lighter attacks. These stances can combo mobile into stationary or stationary into mobile. have it so that there is a fighting flow that allows for players to swap it up.
For my game? Or for a skateboarding combat game? For my game it’s possible (it’s somewhere in my design doc for things like melee attacks during rocket slides and wall runs) but how would it work on a skateboard? You can’t hit someone with a skateboard while riding it
Unless you’re into “kickflips have hitboxes” type design, which IS cool (see Switch in Lethal League), but it’s a little abstract.
I will be honest that I am tired and just going off what I saw from your webm and how you could have a skateboard still be viable as a weapon while still having the mobility of a skater with an axe. Sure swinging it around like a bat is a given, but to mix it up, you gotta get a bit abstract. How you want to work with my idea is up to you, if at all; I am just spitballing before I go to bed.
1 year ago
Anonymous
See
[...]
Just to be clear, the Axplosive is the Takemikazuchi-type weapon. It's high armor-break, high-damage, high-score, and slow. That's by design, it's a part of how the weapon works.
Making the axe faster defeats the point design-wise. It’s The Slow Weapon. It’s my Cavaliere-R; Cav-R was a fricking motorcycle and it was still slow to fight with.
missed opportunity to get to skate on the bodies
Also in the design doc actually (though it’s something I originally had tied to the divekick, a la Prototype). It’s currently waiting in a couple of other things to be designed first though, it feels like it should latch into the logic for grappling rather than be its own standalone thing.
I'm thinking of commissioning some popular/famous artists for "guest illustrations" on some bonus stuff, but not sure on how to translate it legally, especially since most of them are Japanese.
Guest Illustrations for games are quite common for them, just have to express the rights stuff properly.
Been watching streamers play the alpha version and fixing as many bugs as I can recreate. Also freeing up a bunch of texture space as I Morrowindize textures so I'm redoing some older skyboxes in places where they were mixing wrong with the sun.
I'm an artist and I was thinking of a game that could be entirely in this style of animation. Perhaps a monster-catching rpg or dungeon-crawler. Problem is I'm not much of an idea guy for interesting mechanics. If you have suggestions or want me to be on your team let me know. Pic is an example I made using Pokemon.
this is very cute but you'd need to keep in mind that the work in animations is going to go up exponentially the more content there is in said game, and the kinds of games it'd work best in are ones that need a fair amount of said content to feel worth picking up and playing
a dungeon crawler might lighten the load some compared to a monster collector but you might find yourself scraping by for mechanics
you could very well get interest purely cause of the art and could get away with just going fairly basic and copying all of the standard conventions of the genre
a cute, moderately simple, one I played recently is potato flowers in full bloom, looking to such titles for mechanical inspiration might be a good start
Yeah you're probably right. I'm way over my head. Really my biggest gripe with RPGs is how static they are. There are very few animated ones and even they tend to overly rely on flashy particle effects and juice. GBA had some really good ones like Fire-Emblem, but I sorta wish they weren't all chibi sprites. Like you say, if I did attempt this, it would have to be a basic short dungeon-crawler. Which I'm fine with. I don't need a whole world with 100 monsters. I could have just 1 hero with lots of animations. But I want to figure something better than rock-paper-scissors gameplay. Recently there was a game called "Backpack Hero" which I got hooked on. I think the art is kinda ass but the idea was so simple and obvious I hate myself for not using it first.
>nodevs
You are on Ganker, not some game dev subreddit. People here have played games, and it may shock you, but some people here do still continue to play games. So when your shit tech demos aren't up to standard, you shouldn't be surprised when you're called out.
I post in these threads more or less every time they turn up, I know when the discussion is natural and when it’s clearly a concerted effort at shitposting by a few bored anons, and this thread is full to the tip-top with low effort bait.
>just keep consuming media I guess
Yeah no, that's a shitty cop-out to avoid having to face how your games compare to real games.
If you just want other devs to suck your dick, then why are you posting on Ganker? They have /agdg/ for people like you who just want to be praised for doing nothing.
Yeah, I always felt like "nodev" was just a cope to dismiss any criticism. It works in a gamedev community where you can hide behind the ideal of "post some progress, any progress at all," but when you venture outside of your gamedev communities and try to use the same tactics here, it doesn't quite work out.
Fun fact: they'll call you a nodev even when you dev or have devved before, but simultaneously some people are completely immune or conveniently ignored on being a nodev simply because they hang around with the clique.
>turn this thread into a name callout war
Nah, no point, I left the places I had issue with and went back to shitposting with friends in small private discords where there isn't a constantly atmosphere of sociopathy.
1 year ago
Anonymous
admirable, but I'm disappointed, I wanted to get called out then wonder why, but not ask.
1 year ago
Anonymous
Coward! You disgust me
I just want some fun drama, is that too much to ask?
This. I do dev but if you're on Ganker for any subject you should expect to not get a single (You) when you do something right and an avalanche when you frick up
Mostly just been doing miscelanny c# shit to get better. Only game ideas i have right now are the kinds that need actual competence, so I'm working on that.
I hope he’s doing well. Genokids still looks great and its similarities to Hi-Fi Rush are superficial. The guy who should be mad is the Jamphibian dev but he doesn’t post here. Genokids is a game about a band but it’s not a rhythm game or really musical in any way, it’s just a tag-based brawler. And unless Hi-Fi Rush lets you power-drift a bumper car into a crowd of enemies I don’t think any of its thunder was really stolen.
Please note that races in space are incredibly boring if they're just long spurts of straight lines, because then it's nothing but a stat-check for your engine/drives.
For example, make players navigate through a tight as frick asteroid field where skill can come into play rather than just engaging hyperdrive and using auto-pilot on waypoints.
I'm not GenoKids dev but I'm happy a game like Hi-Fi Rush came out.
My game has a pretty similar artstyle and it's good to have more games to use as reference for my visuals, I will be sure to check it out.
Probably fricking fine considering his game had no rhythm elements whatso ever and was more inspired by kingdom hearts.
Devs like me and jamphibian dev who had Rhythm action DMC games in the works tho.. Devastated. I know I am at least and I suspect jamphibian designer is too.
at least he got his proof of concept out before hi-fi rush dropped.
Probably fricking fine considering his game had no rhythm elements whatso ever and was more inspired by kingdom hearts.
Devs like me and jamphibian dev who had Rhythm action DMC games in the works tho.. Devastated. I know I am at least and I suspect jamphibian designer is too.
at least he got his proof of concept out before hi-fi rush dropped.
it's in no way a real problem, it shows there's a market for that type of game and it's highly likely that the people that bought Hi-Fi RUSH would also be interested in Jamphibian, it's not like they can only buy one
I hope that environment is nowhere near representative of what you're going for because the difference in art quality between that and the characters is ridiculous.
[...]
Just to be clear, the Axplosive is the Takemikazuchi-type weapon. It's high armor-break, high-damage, high-score, and slow. That's by design, it's a part of how the weapon works.
It’s not a playtest environment, though it’s certainly unfinished. On the other hand, I can tell a shitposter when I see one
>lol so slow what a waste
But it’s fast, look >who are you talking to lol environment looks like shit. Nice shooting, looks like GTA. Game’s shit lol
It’s transparent. My advice is if you want to shit on a game dev, you need to avoid the nuclear option. Just pick something about their game and focus on criticising the shit out of that one specific thing. You can’t flip-flop, shoulda replied to my follow-up webm “this still looks slow as shit” or something. Stick to your guns.
>>lol so slow what a waste >But it’s fast, look
False dichotomy. You can have clunky slow combat with one weapon and floaty GTA combat with another at the same time.
>Learn to take criticism gracefully.
This. All you have to do is tell them "Sure, I will look into it" and proceed to ignore it.
It has worked great for me.
Normally I would, but this thread is very clearly housing a couple of deliberate /agdg/ crabs systematically shitting on stuff.
It starts around here
Why would a bunch of fat smelly /agdg/ losers come to Ganker and try to advertise their ugly "games?" I don't get it. I know there's no way anyone on Ganker would want to play your trash lol. And i'm probably the only non-dev who even clicked on this thread.
And then just kind of bubbles onward
There’s “hey, would be better if you X” and there’s “every dev ITT is a troony have a nice day pay attention to meeee”. That shit’s bad for the thread.
>it’s certainly unfinished
How unfinished? I'll refrain from commenting too much since you probably have your own plans anyway, but to me the floor and ramps look too plain, they need more texture more painted markers and stuff. Pic related for example is a lot more visually interesting to look at because of the textures and colors on the floors.
Well, it won’t end up looking like your pic, but yes that’s what I mean. Detail work to add color, break up lines, create context, that sort of thing.
What I mean when I say it’s “not a testing environment” is in terms of general map structure. To my mind a testing environment is one full of ramps and stuff designed to check physics interactions and things, rather than a “true level”. The levels in the game are basically skateparks, so just being a closed space full of random rails and ramps and platforms is by design. It’s not just a space I’m using to check on ramp interactions; it’s the bare skeleton of a level for the game.
Alright that's good to hear. Your game is honestly one of the best looking games here so it would be a bummer if it was lackluster in some aspect like that.
1 year ago
Anonymous
Well, I’m debating whether I even want to use textures or keep it flat. Maybe just a subtle normal map specified by physical material. My “target environment style” is basically All Day Dying (pic related), I feel like that kind of flat, contrast-heavy, angular art is the right balance of visual clarity, ease of development/iteration and memorable visuals.
1 year ago
Anonymous
You could still add a feeling of texture even if you choose not to use "textured" textures, by using flat patterns like floor tiles or something, maybe you could even use signed distance fields or something to render them in a vector-like way. I struggle to find any good examples of what I meant though. Of course it depends how much detail there is in the environment, maybe it's not necessary if you have enough patters like painted lines and such.
1 year ago
Anonymous
I DO use multi-channel signed distance fields and procedural textures extensively. I’ve been looking into using SVG-MSDF pipelines for decal rendering to add details.
But also, using a “subtle normal map up close” effect DOES add a lot, and I’ve done some tests with object-aligned triplanar mapping that suggests doing it automagically with the existing flat material pipeline wouldn’t be too hard.
It’s an open question for me, I’m exploring different lo-fi stylistic options for the environment.
Well you never know. Sometimes you're just not good at or caring about or paying enough attention to something. It makes me nervous because the characters look great and the environment looks like "the game flopped because of this"-tier.
>got approval for a 100K aud grant from the government >contract said you own the IP, but government would get veto rights to changes in ownership of IP (eg in a publisher deal) >rejected the contract
who was in the wrong here?
The guy didn't know a person could be a corporation (lol) but contracts like those are too ambiguous and some butthole can exploit it and ruin a dev's project.
he should have just signed it, the government isn't that concerned with his catgirl game and planning to ruin his deal to sell the IP to microsoft for 10 trillion dollars when it becomes the next minecraft or whatever he's imagining.
How do you think GenoKids dev is holding up after Hi-Fi Rush shadow dropped?
eh, we're doing fine, we might've had an issue if it dropped during our Kickstarter or something but I think this is just a two cakes thing, if people like HFR they might like Genokids
I still think GKs is fun as frick to play so I'm gonna bet on that and keep on grinding.
I hope he’s doing well. Genokids still looks great and its similarities to Hi-Fi Rush are superficial. The guy who should be mad is the Jamphibian dev but he doesn’t post here. Genokids is a game about a band but it’s not a rhythm game or really musical in any way, it’s just a tag-based brawler. And unless Hi-Fi Rush lets you power-drift a bumper car into a crowd of enemies I don’t think any of its thunder was really stolen.
Also this
GKs has a way bigger focus on the tag-team aspect of the gameplay, with each character being playable with a full moveset and two different weapons to seamlessly switch
I'm not GenoKids dev but I'm happy a game like Hi-Fi Rush came out.
My game has a pretty similar artstyle and it's good to have more games to use as reference for my visuals, I will be sure to check it out.
we thought the same, we're already learning a bunch from HFR
genokids overstayed its welcome. It took awhile to develop and it still hasnt been released. Now its doomed to be compared to that game.
HFR started development in 2017 by a huge ass team and a multimillion budget, we're just two dudes with no funding we also lost 2 years after the KS working for another studio.
This shit takes time to make and unlike big names in the industry, indies can't afford not showing their products early as we have no access to big events like the MS/Bethesda lives.
will you add a funny description?
the characters give the enemies names and comment on them, so kinda?
Yeah, well, now you know how I felt when Rollerdrome was announced not really, nobody cared about Rollerdrome. Yeah you’re definitely getting 2-cakes’d by HFR, but my advice would be this
>try to keep your writing from sounding like HFR
The visual style and “theme” similarities won’t cause too many questions but if you’re writing characters to talk like HFR’s 4-man band people will probably be unable to see it as anything but a knock-off. As long as your gang have unique voices/identities, its personality will stand on its own.
And just keep tuning that combat. HFR’s combat is pretty iffy without the rhythm mechanic.
There's some out there but it's awful.
On the one hand, 2D image AI was laughable 5 years ago. On the otherhand, even if AI gets better at 3D, what about PBR pipelines, rigging, and animations?
My guess is a decade before it gets decent.
I think AI will have uses for static 3D objects, especially in a nanite-type pipeline. It can’t do good topology (or rigging) right now but using it as a sort of “language-prompted auto photogrammetry” DOES have potential with the point cloud thing. And that’s where the training data is, as well.
I can see asking an AI for a mesh, getting something like a LIDAR scan output, and using that as a static mesh in a pipeline that is triangle-ambivalent (like nanite, or offline rendering like for films)
>rigging, and animations
I don't mind doing all of that by myself. I just don't want to deal with drawing nor modelling. I'm not an artist, tried it and absolutely fricking hated it. Sometimes it's better to just do what you like and you're good at instead of trying to be mediocre at everything.
There's some out there but it's awful.
On the one hand, 2D image AI was laughable 5 years ago. On the otherhand, even if AI gets better at 3D, what about PBR pipelines, rigging, and animations?
My guess is a decade before it gets decent.
>i'm waiting to be able to get free good art without having to pay an artist
as an /ideaguy/ that has been thinking 'maybe one day' for the last 8 years, the whole notion of starting gamedev some magical day in the future is just pie in the sky nonsense
I've kept up with AI image generation and used it a lot, back when it was shitty google colab notebook stuff, to DALL-E and all the way to Midjourney, and even though I can get some great images, I don't do anything with it
even if AI could generate the models, code, textures, animations, rigging, everything, I will STILL not make a fricking game because I'm too lazy
if I was serious about making a game I'd have started it already, not waiting for a day that'll never come where it'll all just magically be easy
TL;DR: any effort at all is the anathema of the idea guy. I was
give it to me straight Ganker: is it even possible to make a game look like this in 3D in real-time?
the closest I can think of to a loose, colorful watercolor aesthetic with outlines is Okami or Prince of Persia 2008, but they're not quite the same
for what it's worth, this is my confession, pic related is my idea guy hell folder
>'maybe one day'
You got the wrong idea. I can make games I just don't want to be dependent on ripped art, free shitty art or having to pay an artist.
Artists got all those free tools around to code their games for them but we programmers don't have shit if you want to get above passable art.
Best case scenario AI can generate (poorly) turnarounds for a character of your choice and you can try to use them as a rough guide for Poly modeling and then use AI in Blender to generate textures, however all of the AI 3D generation I've seen so far has been very primitive and can really only do incredibly specific things like make very generic photorealistic humanoids.
Which one? The 3D generator from Nvidia is called Get3D and there's no frontend interface for it you'll have to build it from source yourself. Also the meshes that it creates are not animation ready.
a bit, not so much progress this week, mostly just cleaning up the code
https://streamable.com/cdwn0w
https://streamable.com/5skltl
https://streamable.com/2ehle8
>Be working on game that is like genetic medieval fantasy version of Vampire Survivors and Noita wand building >Realize my implementation is going to be jarring and I don't have the expertise to make smooth animation required for it ( I was told it looked bad ) >"If I take a similar concept and just make it guns instead of melee weapon based, then I don't have to worry about animations!". Everything was a 'projectile' anyways
Depends on what you're trying to do.
Having net code isn't the hard part.
Having GOOD net code is. And most of the difficulty of an online multiplayer game isn't the online multiplayer part but the infrastructure to support it.
If you follow a online multipler tutorial you could have a framework finished in a week.
Engine?
It's fairly easy in Unreal Engine. Solo dev can easily do it. Starting projects already have it set up.
Unity is going to be going through tutorial hell trying to figure it all out.
Good luck implementing any quality online features like rollback and lag compensation in Godot or Game Maker.
yes, moreso with an engine that has support for it, but if your engine doesn't, it's probably a 2D game engine, in which case multiplayer is easier to implement.
you probably (if you have a project) need to seprate your player script(s) into "Player Character" scripts and "Local Player" scripts, so that you can just run the player functions for reproducing the actions of connected players to other players and have the current player (the one at his computer) control his own character.
Then, all you have to do is 1) send the data over with some paradigm you design (e.g. send bits representing boolean flags), 2) check the data to make sure it's valid, and 3) reproduce the data for every other player.
If you have dedicated servers, then the data is sent to the server, and the server sends the data, if valid, to everybody connected to the server. If it's P2P, the server is the host and he validates the information. In a P2P scenario, you also have to make sure you use a port that is enabled by the host, or otherwise tell them to open it (like Minecraft or Starbound).
it's really not that hard to implement, but most of the real work happens in verifying the data. if you ever want to try coding client-server code before you implement it in your game, try making a simple game in Roblox, where your character shoots a fireball and it reproduces to other players. Rolox forces a server-client paradigm in the manner I described and only reproduces to other players a player's position and animations: everything else is supplied by you.
Anybody do low poly modeling?
Any tips for rigging so bending something like an arm doesn't look noodely? Rigify just creates a mess.
Is there a better way to unwrap in blender? Smart UV creates an uncoordinated mess. Even a cube projection seems to create weird curves on what I thought was a simple cylinder.
If I gotta do this by hand, I guess I'll bite the bullet. But I really was hoping to use some of the automated tools, I want to speed things up and create a lot of unique NPCs.
Do you have enough elbow verts and in a good configuration (a ring around the elbow point)? You should have extra ones around the elbow itself to keep it from pinching.
“See you soon”
You never really give up, you just take breaks. Eventually it keeps calling you back if you ever truly enjoyed it. You can’t throw away that passion. I don’t know a single dev who truly gave up.
GZDoom is under GPL.
You'll own any assets and game made under it. The only reason you'd have to publish your code is if you make modifications to GZDoom itself.
Several games have done this, Hedon, I Am Sakuya, REKKR.
Mapping in Doom is so easy, just set aside a weekend to watch the official Youtube tutorials for Doom Builder.
It doesn't sound like you're going to be doing anything crazy in this game, you can take most of Doom's functions like weapons and just do some simple modifications (faster chain gun, spread plasma beam, etc) and from there decide if you want to go bigger.
Texturing and spriting is, well, it's the same as it would be in any other engine.
REKKR made it to the switch, but that's because Bethesda did the work and bundled it with their Doom port.
It's possible to port GZDoom. The current version has multiple renderers, and the rendering logic is abstract enough you could add the consoles's rendering API yourself. But to borrow a saying from Beethoven, "If you have to ask, you're probably not good enough to do it yourself."
When are one of you frickers gonna make the Spore we never got. I'd do it myself but I'm too moronic to be a game dev. Math is my kryptonite even to the point where I struggle with middle school level shit.
Nowadays the math is pretty much abstracted and you don’t need to know anything apart from addition and multiplication. You barely even need to know how to program, you just need the basics to interface with the engine.
>You barely even need to know how to program
this is a meme and barely means anything, no word play intended. first of all define barely in the context of coding necessity, and then take into consideration that what you consider to be the necessary level of coding knowledge might be totally different from the actual level of knowledge that an Anon might need for their game, and said level of coding ability might seem like nothing to you since you're already familiar with it
saying it's 'barely needed' is just a nothing statement
Nah I’m not going to spoonfeed a homosexual like you. Point is what it takes to interact with your game engine of choice is not even close to the level of expertise or knowledge it takes to create your own professional software or game engine. You could get started in Unity for example with nothing more than an introductory course to programming…
>coding
Opinion discarded. You probably think that “programming really good” is just typing really fast and hacking away in the matrix.” Idiotic.
He’s right. Maybe 10-20 years ago, you basically needed to be a rocket scientist to make games. Now, you don’t really need to know any advanced physics or mathematics.
if(arrow_up) move_character_up
We are pretty much at that level for people who are wanting to get started. It’s never been easier to be a beginner.
>if(arrow_up) move_character_up
You don't even need that
>buy SmartMovement-Package from store >buy ExTrEme-PathfindingV2.0 from store >buy AdvancedAI-V4.2 from store >buy FantasyAssetsCOMPLETE-supporterEdition from store >plop down a few assets >you have a game >THAT PEOPLE WILL ACTUALLY FRICKING BUY
Not going to lie, even I don’t try to roll my own path finding algorithm. My hangup is the algorithm has already been solved by people way smarter than me, so why bother reinventing the wheel on something I don’t even particularly care about? I’m all about trying to program and design your own systems just for learning, but path finding filtered me about as much as graphics programming did. I still have no idea what the frick is going on with OpenGL and I got way more learning out of that Graphics Programming From Scratch book that teaches you how to write your own raytracer and rasterizer.
>THAT PEOPLE WILL ACTUALLY FRICKING BUY
There is is literally nothing wrong with this.
The game itself should be all that matters.
If what you're saying was as simple as you're implying a lot more people would be doing it. But an "Asset flip" isn't actually that simple.
1 year ago
Anonymous
>But an "Asset flip" isn't actually that simple.
The buttloads of horror game asset flips on itch.io made by talentless pajeets says otherwise. They’re even the most popular games on that site, despite how hard the mods on itch try to force those quirky lesbian road trip simulator type games.
It’s hard to read your post and not imagine an obnoxious homosexual posting it. There’s no need to get so pedantic when a brief glimpse at Unity’s official site already proves you wrong with tons of newbie-friendly tutorials. Anon can make his shitty Spore clone and have fun doing it if he wanted to, and there would be nothing you could do to stop him.
Ah, the classic >you need to learn to program before you make games!
argument. Sorry mate but you are fricking moronic. I literally teach kids how to code, and the ones who make the most progress are the ones who try to make little games in their spare time. Making games is a powerful motivator to teach you how to program. You don’t have to do it the other way around.
I have seriously seen Black folk try to tell people they need to read a fricking book on linear algebra or vector math or whatever before they even try to make baby's first 2D game. Some people are so far up their own ass they can't even see daylight.
Yeah, it’s like, is your game going to be the most optimized and sophisticated piece of software ever made? No, but it’s a start, and you will have learned something.
Nope. I want to make a bullet-hell game, but I don't even have the know-how to make Space Invaders. I'm good with art and music, just no coding knowledge whatsoever and I'm too lazy to start now.
Am I missing something here?
In unity people say you can change an animations FPS by modifying the sample rate.
When I do that nothing happens, even if I set it to like 2 FPS or whatever.
Is the issue I just have a couple keyframes that are being blended between? How the frick do I make this work?
Not sure how you have it set up, but can you not just scale your animation timings either to be longer or shorter according to how fast you want it? You can make the game be locked at a certain frame rate and then have the animation play at that rate. 1 second of animation is 60 frames, but you could make it a half second for instance and make it play in 30 frames instead.
I've been tinkering with my character's movement and tweaking things. Just a fun little project I like to mess with on the side. I got his jumping and running pretty much dialed in and I'm messing around with other movement abilities now. Originally I had a crawl to get through narrow passages but that felt really slow and boring so I traded it out for a slide. It's better but I'm still not 100% pleased with how it feels and might just scrap the narrow areas completely.
wut, you have to write shaders in Unity, if you use the visual editor tool you will miss multiple features and in some cases you will have worse performance.
The old way was very straight forward, the new 2020+ way of using the package manager is shit and I hate it.
[...]
You can write hlsl shaders like normal, thats what I do.
Okay good, I watched a youtube video and he was doing the spaghetti noodles so I just gave up.
Most people use the visual editor because hlsl programming is legitimately painful. I had to stumble around for months on half a dozen resources to actually make anything I could understand.
The real killer is there is literally no way to debug and HLSL is documented by microsoft so it might as well not even have references.
What platform would be more akin to React.js?
I had an idea that I've been working on (its not a million dollar idea, just a shop management game). It's pretty solid right now but I wanted to move this to someplace like unity or unreal or another game engine.
Can anyone point me in the right direction here please?
I have never used react.js but unity is very heavy on scripting/writing a lot of code if that's what you want. Unreal generally tries to steer you towards the blueprint system which is why most the indie devlogs you see with it are from non programmers. Godot also exists, and is similar to unity, but enforces a node approach and is still in alpha.
I personally just wanna type code to do the thing then the thing goes, which unity is good for.
Agreed. Dicking around with systems that want to protect you from code just feels like “never send a woman to do a man’s job” or something. Maybe that’s a bad metaphor. Basically, it feels like those things just get in your way instead of helping you. When what I really want is to just directly tell the computer, “do this.” That’s why I always prefer to just directly start writing programs
Unity does have some things that you can't turn off for whatever reason, like frustrum culling and similar low level stuff.
But for the most part its pretty replaceable, most of the stuff they give you like the physics and vector functions are just there to help you, you can ignore them and write your own versions if you want no problem.
Agreed. Dicking around with systems that want to protect you from code just feels like “never send a woman to do a man’s job” or something. Maybe that’s a bad metaphor. Basically, it feels like those things just get in your way instead of helping you. When what I really want is to just directly tell the computer, “do this.” That’s why I always prefer to just directly start writing programs
Unity does have some things that you can't turn off for whatever reason, like frustrum culling and similar low level stuff.
But for the most part its pretty replaceable, most of the stuff they give you like the physics and vector functions are just there to help you, you can ignore them and write your own versions if you want no problem.
Yea thats ideally what Im looking for too. Is there one that is more suitable for state management? Essentially what I have is similar to Game Dev Story, a business simulation game. Can unity handle that?
Because I heard some engines are better for some types of games than other.
Also thank you for the responses
>a business simulation game
Unity can handle pretty much anything that you’re willing to program yourself. I think Unreal can too. Not sure about Godot, I have no idea how it works and I heard some things about it being lower quality because it’s open source. Never used it so I can’t opine on the matter.
You know, I was thinking. Unity’s GameObject / Component system was fine. Why would they ever replace that? It just worked. You can still use it, but it’s going to be deprecated? I wonder if this is just the result of engineers trying to look busy in order to justify their jobs. Have you tried DOTS or ECS or whatever? What do you think of it?
I made a dungeon crawler party system in GZDoom. It runs on pure jank, but all the important shit works. Each member has their own stats, their own cooldown, their own health and mana pools and their own skills. I lost motivation after trying to make a ZForms menu, but seeing this thread makes me want to get back to it.
It'll be a blobber, since I fricking love the 3d Might and Magic games and GZDoom works way better for a blobber play style. I'm hoping to reach a nice middle ground between blobber and Doom gameplay.
If I stop being lazy and get the menus working, then I'll have a blobber system for arguably the easiest game engine to make maps in ever.
>I just want recognition.
Setting yourself up for disappointment right away. Even genuenly high quality content can be at risk of fading into obscurity because the stars didn't align or not enough massive e-celebs soifaced all over it on camera.
It's reallistic. Fame is a lottery and merit does not directly translate to recognition. Not putting all your eggs into one basket, especially when that basket is largely outside of your control, is merely efficient, however depressing you may consider it.
1 year ago
Anonymous
I agree. Gamedev is a passion project anyway; if you manage to strike it big and be an indie success, that’s great! It’s certainly an achievable goal. But the idea that you’re going to be adored and famous… it’s like learning to play guitar so you can be a rock star. Most people who play guitar, even WELL, are not rock stars. The arts don’t work that way. If you work hard and get VERY lucky your game will do well enough to put some actual, meaningful money in your pocket. If you keep making them, maybe you could even quit your day job. Maybe. But the number of people who make the full leap from “guy with IDE on his desktop” to “Notch” is vanishingly small and that shouldn’t be your reason for doing this.
1 year ago
Anonymous
>the number of people who make the full leap from “guy with IDE on his desktop” to “Notch” is vanishingly small and that shouldn’t be your reason for doing this.
While true, this isn't a useful observation. Once you become a competent developer it's actually rather easy to make enough money to replace your day job. The trick is to make a game you know how to make in a genre/market that's relevant - these are literally the only two broad-strokes variables you need to get right in order to earn a living from Indie dev.
Getting to the point of competency is the difficult part - I've yet to see a single good game that didn't allow the dev to do full time game dev because it just wasn't popular enough.
1 year ago
Anonymous
I agree. Gamedev is a passion project anyway; if you manage to strike it big and be an indie success, that’s great! It’s certainly an achievable goal. But the idea that you’re going to be adored and famous… it’s like learning to play guitar so you can be a rock star. Most people who play guitar, even WELL, are not rock stars. The arts don’t work that way. If you work hard and get VERY lucky your game will do well enough to put some actual, meaningful money in your pocket. If you keep making them, maybe you could even quit your day job. Maybe. But the number of people who make the full leap from “guy with IDE on his desktop” to “Notch” is vanishingly small and that shouldn’t be your reason for doing this.
This isn't my first project, I've been shouting into the void for the last decade and just nothing has worked. I just hope someone's there to hear the echoes once I'm gone.
1 year ago
Anonymous
Either your game is terrible, or you should spend some real time learning marketing.
1 year ago
Anonymous
Take your homosexual drama and attention whoring someplace else.
I've been there mate. Don't be like me and bet it all on one game. Some people have breakout successes, but it takes more time for the rest of us. You've probably got that nagging feeling of inadequacy like I do, but don't let it kill you.
All require a significant knowledge. The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender.
>The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender
That's just delusional.
>The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender.
lmao what?
It's true, but you can't see it because you came to the door with some level of art skill, or because you don't understand what goes into making something as simple as Minecraft.
Black person do you have broken hands or are you just mentally disabled? Achieving basic proficiency at digital art is at most a 3 month endeavor. This is coming from someone who before starting was at the level of at most stickfigures.
>The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender.
lmao what?
Unity IS a bit bloated with deprecated functions that are always halfway through being replaced. You can easily build your own functions though.
Unity games have a rep for performance issues because a lot of idiots use it and those idiots don't know how to code. To be somewhat fair, Unity used to be a bit more obtuse about some of its functions you could use that really help with performance, like incremental GC, but nowadays they're turned on by default.
[...] >because you don't understand what goes into making something as simple as Minecraft
Minecraft's art really didn't require much skill, and developing a functional engine is not nearly as easy as you make it out to be.
That's good to hear. I am starting out and Unity has so many tutorials for beginners so I wanted to start there. But the idea that even a really small game will have performance issues because the engine was off-putting.
Thanks anons 🙂
Unity IS a bit bloated with deprecated functions that are always halfway through being replaced. You can easily build your own functions though.
Unity games have a rep for performance issues because a lot of idiots use it and those idiots don't know how to code. To be somewhat fair, Unity used to be a bit more obtuse about some of its functions you could use that really help with performance, like incremental GC, but nowadays they're turned on by default.
[...]
It's true, but you can't see it because you came to the door with some level of art skill, or because you don't understand what goes into making something as simple as Minecraft.
>because you don't understand what goes into making something as simple as Minecraft
Minecraft's art really didn't require much skill, and developing a functional engine is not nearly as easy as you make it out to be.
>game without art isn't really possible >keep throwing minecraft as a counter example
You know you don't have an argument when you keep an exception of a game that was created 10 fricking years ago
A game can be constructed with text and numbers, if the interface is functional, it can be a game. The challenge is designing a game in such a way that a player can intuitively use it. But I will say that it goes up to a certain limit as the complexity of a game increases with information requiring visual feedback.
I think what is important is style as an artist. Minecraft is not complex with the art resources but has a very distinct style that thousands of games have tried to ripoff.
No progress to post but I remade my control bones to better handle two handed weapon animations. I still need to make separate bones for non two handed weapons.
got my spells bound to equipment to work. now the items can have a spell attached you may cast if you equip it. I really want to make most of the gear feel unique instead of it being nothing but direct stat upgrade
My endgame is my drawing tablet. I want to draw cool spaceships with weird metallic textures. Something I can't do on paper. Also it's easier to share when it's immediately on the screen.
Has anyone purchased a license for Slug font rendering library or know how much it costs? I get that it's probably expensive but I'm curious just how expensive it is.
I finally had a massive breakthrough with my story for my 3d game idea after ages of writers block with where its going and how pieces come together, but I think the project would be too much for me right now. I can probably manage the single player bit if im lucky and get real into unreal engine 5. I dont know how im ever going to make something multiplayer. or a persistent world, in space. the more complex I make any single part the bigger the entire game would be because of the nature of planets, and I don't want to make not no mans sky.
I wonder if I should work on something else, or a 2d game.
working on emails
woops, no screen
I like the style, whats the game about?
I've seen this here before some times, but I'm still not sure. What's the gameplay supposed to be about?
Adding spam for realism or does it serve a purpose?
How in-depth do you plan to make it?
spam for realism or does it serve a purpose?
Realism, I suppose. Just a thing for fun and/or annoy people. Might include viruses into spam e-mails as well just to frick with people.
It's a bit hard to explain. It's kind of a mix of Uplink, Deus Ex and New Vegas. You work as a government agent solving cybercrimes. You basically explore the world through your computer and can solve missions in multiple ways.
Love all three of those games. Sounds good, Ill keep an eye out for your project, good luck!
Thanks man.
>How in-depth do you plan to make it?
its my second time trying to clone FTL, so at least farther than last time.
https://ditzbitz.com/btl.html
Ripping off FTL
I made the power management system
If you're gonna rip something off - you might as well do it to something that's good and doesn't have many quality alternatives, so godspeed to you, anon.
How close to FTL is it going to be?
Maybe it'e because I'm tired, but I am inclined to take the easiest path to similar effect if possible (read: lazy). To that end, there's probably only going to be one ship to play as, it won't have an ending or a boss and you just snowball forever, and the enemy AI will be less impressive.
Are you at least going to add different playstyles? Maybe paintjobs for the existing vessel? If it's just your beginner steps in gamedev, then I guess it's fine, so long as you don't expect much of it.
Nope. I realized nobody would play it no matter how much time I invest in it.
Skill issue
No, it's an idea issue. What I want to play wouldn't be fun for others.
Sounds like an excuse.
Stop being a b***h. I'm making a fricking RPG Maker game. Do I expect people to play it? Not as many as I would like to. But I'm putting forth effort to try and make this industry not so dogshit and soulless. Just do something
What was your idea?
>What I want to play wouldn't be fun for others.
That never stopped me from doing it, anon. Just make a game for the sake of it, and have some fun doing it! That's what I did.
And even if it's shit, shill it relentlessly because that's also part of the fun. Speaking of which.
The Great Conclovince of Mithrithnogg shill here.
After too much work, I got the artwork for the menu screen done (except the background). All individual components of the game are in place, and the entire game is technically playable, albeit unbalanced and buggy. So right now I'm slowly moving through it, writing down all bugs and errors I find along the way.
Going to bug test it alone? Could put out a demo and have others find bugs for you.
I'll put out a demo for the next demo day. However right now they are mostly bugs that are simple to fix, but where the game becomes unplayable or crashes until they are fixed. So it's not something that would benefit from getting others involved, the game needs to be more stable first.
Lol, imagine working this hard to essentially just reinvent RPG Maker.
It says a lot more about RPG Maker than his game, though.
I'm not sure it would be that much faster to do it in RPGMaker. All the UI stuff, mechanics and visuals, would require multiple plug-ins and scripting. And programming in Godot is quite fast, I find that making art takes up the most time.
It's also fun, gamedev is like a more addictive version of Factorio.
It's really surprising how versatile RPGMaker is given enough scripting. Apparently you can even make an FPS with it. In the end you can make whathever game you want with whatever engine you want. Whether it's more efficient is another question.
Struggling with the unity3d terrain detail layers. I'm trying to place grass on my generated terrain, but being unable to use custom shaders is really anoying. Also the limit on placing grass on the terrain is a pain in the ass.
Making an open world game?
And this is what happens when placing grass at every node in the detail map. I get ugly grid placement.
Yeah, a game where everytime you start a new save a new adventure is generated.
A 3D open world roquelite. Could be fun. Does it play like a Zelda or Dark Souls? For the grass maybe add more grass types/shapes, give them more random rotations and work out the density of the grass so that there is less by the roads..
>A 3D open world roquelite
Exactly! Insperations are Daggerfall, souls series and Freddi Fish (among others).
>For the grass maybe add more grass types/shapes, give them more random rotations and work out the density of the grass so that there is less by the roads..
Some good idea's there, Ill try them out, thanks!
Okay that's pretty neat. How big does the playable area get?
>a game where everytime you start a new save a new adventure is generated.
Wave function collapse or marching cubes?
Do you have a storepage yet? Or any other way of tracking your game's status besides dev threads? Looks like something I'd want to mark down, but I'm sure I'll lose sight of it unless you're as persistent and proactive as the Underspace lad.
Please, get rid of the flat shading. With the polycount you have it just looks cheap
Thats my entire problem. Im not able to use custom shaders on unity terrain detail. Its fricking anoying.
Started prototyping the new heroine.
Booba but when will she look at me?
generic as frick, try making it anthro
give it to me straight Ganker: is it even possible to make a game look like this in 3D in real-time?
the closest I can think of to a loose, colorful watercolor aesthetic with outlines is Okami or Prince of Persia 2008, but they're not quite the same
I can tell you're a moron, an ideasguy and also not an artist just from this post alone.
you're right on all fronts but that won't stop me from asking
yeah that and Sable are close, but they're also very flat, cel-shaded
godspeed anon. Disregard my tone in my last post and allow your idiocy to carry you to heavens.
Look at Rollerdrome made in Unity
Usually those styles look mediocre when someone translates them to 3D and puts them into motion.
definitely doable then. the third one in particular is right on the money, was looking for that gif for ages too, thanks
Yeah. Once AI is powerful enough to instantly make a style pass over your gameplay.
Now make one with her pregnant.
What AI ?!
I am, https://www.youtube.com/watch?v=jqDDxKBAuu4
Gonna post a new YouTube video soonish of the Aqueducts.
New item system is hooked up and good to go now. Can equip any usable weapon / spirit into any slot to use with whatever button you want, as you please~
Enjoyed that item select system in Zelda but it did get annoying when you were asked to use more then two of the items for a puzzle. Too much time pausing the game to select item in a menu.
How is this game still not finished? It has to have been in development for more than a year already right?
Documentation is good, but there are less tutorials than for Unity especially for 3D.
>It has to have been in development for more than a year already right?
It's been getting poked at between actually_paying_work for about 6 years or so by now.
Holy shit I thought you had shelved anubis
Less than a month out from release! Probably! Just need to finish up the rest of the music and some other small changes. Game is Johnny Lionface
Game looks charming, good luck on the release.
That's pretty amazing man. Good work.
Any helpful guides on transitioning models from Blender to Unity? I made a quick game a couple of weeks ago and I had a hard time figuring out how to properly export my Blender FBXs to Unity. Specifically, I had a hard time exporting models with procedural materials I made in Blender. I still am a complete newbie to Unity so I still dont quite understand things like normal maps or diffuse maps.
Is Godot beginner friendly? How is the documentation?
A lot of the tutorials for Godot are pure garbage made by people who can't code to save their lives too. Awhile back I looked at one of their official/promoted/whatever ones and it was a gigantic mess of signals all over the place and bizarre dependencies up the ass. Just absolute pajeet-tier garbage spaghetti code. All this for a simple fricking 2D character controller aimed at beginners.
If you're savvy you can easily translate a lot of tutorials and stuff from Unity over to Godot, but at that point why not just use Unity in the first place?
I have a lot of progress to show, but I don't want to spoil any more than I already have.
In the meantime, have this level theme
https://voca.ro/1lG5Nlk5hymM
It's not for Mirrored Soul, just trying to experiment with new sounds
This is good stuff
Thanks anon.
On that note, I've also been going back and retouching old sprites. Looking back at some of my old designs is a trip and a half. I was on some heavy autism
I asked ChatGPT to write a shader for 2D lighting in glsl. I've been trying to wrap my head around the concept on and off for like a month lol but it generated it in a second, and even gave an easy to follow description of what it's doing and how to extend its functionality to suit my own needs. I thought that was pretty cool, now I can do everything with just raylib
My game is out, feedback would be appreciated.
https://npckc.itch.io/one-night-hot-springs
ugh
cute art
>play as a troony
No way homosexual
nice troll post
i can't believe the same dev made this
https://store.steampowered.com/app/1934800/a_pet_shop_after_dark/
wheres the hentai games?
Here
Doesn't got hentai anymore last I heard.
Here
Working on it but it's been slow or maybe I'm just slow.
That looks really cool :O
twitter?
I haven't posted dev stuff in some time and it's filled with porn. I might look into setting up a separate account for game deving.
https://twitter.com/MTDCorp
you're pretty god at this anon
Thanks but do want to get better.
Would love to see artist move off of twitter but I like viewing the gamedev accounts so Twitter has to stay.
>thinks Twitter will still be around in a few months
>2 more weeks and twitter will be over!
we've danced this dance three times last year, boy who cried wolf
Muskers would never be allowed to shutdown Twit.
two more weeks
Let the boys date NOW
If they do, there will be no turning back for them.
No offense anon but her face reminds of one of Ken Pender's characters.
None taken. I gotta improve on drawing cute faces and lips so that they don't appear uncanny.
Why would a bunch of fat smelly /agdg/ losers come to Ganker and try to advertise their ugly "games?" I don't get it. I know there's no way anyone on Ganker would want to play your trash lol. And i'm probably the only non-dev who even clicked on this thread.
I resent that accusation, I don't use /agdg/.
this
Wow, that's sad. In 6 years you could have learned a lot and made something awesome by now. You must not really like this hobby very much.
>Wow, that's sad. In 6 years you could have learned a lot and made something awesome by now. You must not really like this hobby very much.
You must be new here.
that's an awfully long way of saying "I'm a homosexual"
okay homosexual
/gaydg/
homosexualdaggy
your game and your general is full of trannies
>And i'm probably the only non-dev who even clicked on this thread
Why are you in this thread then? To tell us you are not working on your game?
I already brought several Ganker games
Whatever troony, I mean REAL people aren't going to buy your fake "game" lol
>REAL people
normalhomosexuals?
No, real humans, as in people who play good ass games, not subhuman homosexualdaggy posters who are just buying each others' tech demos
Post good ass game
Yeah, I'm pretty sure the only ones who play homosexualdaggy games are just other devs who feel bad for them. That's basically the only reason demo day still exists
I too like good ass-games. As a tip anon, consider buying this
. It's a homoerotic historical wrestling game. It might calm you down.
I'm a REAL person btw.
>I too like good ass-games
Post good ass game
I want some good ass games, post them anyone
but I'm real
I buy games and Ganker games
you're not real you're a bot
/agdg/ is dogshit clique homosexualry
>/vg/
agreed
Yep. Nothing of value can ever be produced in such an environment, just endless discord circlejerk homosexualry over the dogshit tech demos made by the most active social parasites in the discord server. Pointing out how said dogshit tech demo is indeed dogshit is blasphemy, so nothing improves and nothing of value is created.
I know right, only the best selling game of all time was made by a Gankertard lmao
How hard would it be for a total beginner to make a racing game like need for speed hot pursuit (the 1998 one)?
My fantasy Greek martial arts RPG/Simulator is coming along.
New character screen.
Anyway, back to it!
Gongrats. I wish the freecities dev would make a UI as clear as this.
I just reached 100 followers on twitter if that counts kek (took me ages though, not that I was really pushing twitter or anything).
I'm back at the game though, which feels good after a few months of hiatus.
Also working on new characters.
Now draw her giving birth.
>images you can hear
Cute
Thank you anon
nodevs are subhuman tbh
this.
>webm
looks pretty good senpai
Rude, I might be a nodev but I don't shit up the thread and demean anons or their ideas.
Even if I fail I want you tards to succeed.
>muh nodev
Sad cope. No one even clicks on these threads unless they’re actually into the hobby. If someone here shits on your game, the most likely scenario is that it’s the same person who you just had a positive interaction with five minutes ago.
I swear this is like autists on Ganker not realizing the “LINK fudders” are just bored LINK investors.
Finished the first stage for me megaman x clone.
I switched to another project, a super metroid clone.
Trying but still shocked one of my favorite Game Maker tutorial spergs trooned out 🙁
Hope he recovers, he helped many and I suspect he is under some sort of pressure or trauma.
>Trying but still shocked one of my favorite Game Maker tutorial spergs trooned out
Which one?
That is what happens when you sit at home making games and eating slop all day.
A man needs to exercise and stay active, even if he's a game dev.
It's a sad fact of gamedev life. Every anon in this thread will eventually become a troony. Gamedev is like worshipping the Chaos Gods, they may bestow upon you some boons, but eventually you will turn into a foul abomination.
No, only if you seek perfection. You must seek "good" instead. Every good game has some jank or edge while the games seeking for the smoothness and mass appeal are often bad and are forgotten. The chaos can not be controlled but you can arrange it in a enjoyable way.
After several months of doing a cushy software dev job where I didn't have to do much dev work I've recently realized I'm horribly out of practice with programming
I'm gonna spend the rest of the year working on Java projects until I feel competent enough to make game
rpgmaker mv or mz
which one is good for beginners? i need a undertale game
Godot.
>undertale
just use gamemaker then
>Godot
I'm not a nerd
gamemaker sucks for world classes. i dont wanna run scripts for global stats
persistent object
2000
vx ace
Any rich anons who need music?
Yesterday there was a very interesting podcast with Jonathan Blow where he and 2 other guys talked about Escape From Tarkov and game design. I thought some very interesting things were brought up in it: https://www.twitch.tv/videos/1719215704?t=03h53m16s
Cool, Jonathan Blow always has something interesting to say. Is there a version of this that's not on twitch?
Had to make a little different scene for the airship when you travel from place to place, in the event that you decide to kill the normal pilot, so Spurdo now pilots the airship himself. Should be done this world by Sunday. Seems like it takes around 30 min pass this world normally, which is a bit shorter than I wanted, given the huge development time on it, but all that means is I'll have to go back and extend one of the other worlds an extra 10 min or so, which is doable.
Link if anyone is interested:
https://store.steampowered.com/app/955200/Spurdo_D/
This is the most Reddit thing I've ever seen, but I'll add it to my wishlist and buy it when it comes out, because it looks well made and seems to have interesting ideas.
Thanks anon I never go to reddit and I'm sure some of the humor I use in the game would be hated by quite a few of them for being "problematic"
I tend to react negatively to "meme" games, but I could tell that you've put a lot of thought and care into it and have real ideas.
I hate indie games.
Me too. The whole "indie scene" just feels very gay. Good thing we're not making "indie games" here. We are making homemade games.
>Homemade games
Yeah that's that good term.
Indie games has lost all meaning. Half these titles have huge publishers/financers behind them.
I think the term itself has lost its meaning like you say. Now calling something "indie" refers to a handful of aesthetics, trends, cliches, and tropes. You know, like a pixelart game with a vaguely-cyperpunk aesthetic that's actually a metaphor for being LGBT or whatever. I think the games being made here are much more original and interesting than that 🙂
>I think the games being made here are much more original and interesting than that
Lol
>the games being made here are much more original and interesting
Lot of the projects here are great. Though it feels like there are a lot more 2D games on Ganker, whereas on Reddit people are more into 3D.
>whereas on Reddit people are more into 3D.
Yeah I don't know what that's all about, it almost feels like at least to me that they're just impressed with seeing a 3d model move on the screen, even if the project itself ends up a lot worse than a 2d project would because then the solo dev becomes stretched too thin, and the game doesn't end up as immersive or interesting at all because he has to do this and that, and he should really be working with a team at that point, and so on.
I'm don't want to sugarcoat it, so I'll just say that I haven't really been wowed by any of the 3d games that have been posted here as much as I have by some of the 2d projects. You can really tell the 3d devs are stretched way too thin, lol. Underspace being a notable exception to the rule.
Yes, it's an entire dimension to take into account, an entire 2D level can fit into a wall.
Yeah, I bet. But besides the mechanics of the game, I think the asset creation and animation process must be a nightmare. When you're spending that much time just creating assets that don't even look good, it's hard to find time to make the actual game good.
I imagine throwing in passable assets at the beginning to improve on later would frick up the scale of a lot of things?
Which is why you polish the mechanics first, then fill the game.
Shouldn't happen.
your game sucks though. it's not as good as mine though
Ok
Im too fricking lazy to do anything. Gotta be the dopemine burn out.
AHHHHHHHHH
It's been 6 months since I've worked on the Hollow Knight porn game.
I have not worked on my original 3d porn game project for 3 months.
Time to get back in the saddle...
So is it a porn game using the mechanics of hollow knight, or is it insects fricking?
Will it be a good ass game?
>So is it a porn game using the mechanics of hollow knight, or is it insects fricking?
Both. The sidescroller elements will be simplified, and areas simplified down to many fewer screens(for now, to keep scope in check)
You'll be able to do simple quests and events to unlock sexual content with a few different female characters from the game. Right now, Hornet, (a) Mantis Queen, and Iselda are the main characters I want to have scenes for. Theres room for a few of the others to get one-off content (or more, again, scope).
There'll be (optional) fetish content, impreg/preg, and (very mild) cumflation.
I want to try and implement very simple minigames for the sex scenes to tie everything into gameplay. If it doesn't work out, I'll just kill it and do plain animations.
Heres an old webm.
>(very mild) cumflation
Coward. If you're going to add it, go wild with it!
maybe.
AYYY, bugfricker anon is back
New NES Game
Similar to Secret of Mana and ALTTP
features:
-2 player simultaneous coop
-save system
-multiple weapons
Trailer:
Soon on Kickstarter:
https://www.kickstarter.com/projects/savethekuin/save-the-kuin-a-brand-new-game-for-the-nes
Play the demo:
https://yukahugames.weebly.com/uploads/1/4/4/4/144441411/mdemo.nes
Suggestions are welcomed.
Needs more 80s/90s edge in the commercial. More 'totally tubular'.
If I can run this on an actual NES that's pretty based.
download the demo and report back.
It seems to run on Famicom.
That's pretty cool, gonna try it on my flashcart.
how do I do root motion animations in Blender and Unity
Idk how to do it in Blender and the way to have AI move via root motion seems pretty tricky.
finally got a cutscene fully blocked out, really proud of this intro card
will you add a funny description?
Bad, mostly writing puzzles but haven't done any programming in a long while
Im working on getting better. Got covid.
Covid's not real you baka.
But im sick and got the symptoms. Metal taste and all.
Assume I want to make a game in Unity.
Assume I know C#.
Assume I know Blender.
What's the next step?
make the game
Learn C/C++
Learn OpenGL
starting
the biggest and hardest step for the eternal ideasguy
How though?
well for me it was simply getting a little 32 by 32 square fella on the screen and getting it responding to input, that got the snowball rolling
i'd say getting an entity responding to input is an excellent starting point
Do whatever you want, but no matter what you do, absolutely do not start up Unity and start working on a game.
got some vfx going
smack smack
make game
did you model the vfx in blender and then apply post processing?
partly
most of this was achieved with VFX graph and Shader graph in Unity
the curved slash on the sword is using a flat donut shape made in blender, while the impact slash is all using the default particle texture placed on quads and stretched
Do small weekly protoypes that teach you each feature of unity.
Make a cute and funny game about e-girls
The e-girl market is over saturated, the shota market on the other hand is ripe for the picking.
shota gachimuchilike
Don't mind me just pirating this idea.
Make this anon
proud, dogposter.
You play as a shota who got reincarnated in a town of demon milfs
Hmm yes, very good. I am taking notes.
Ok picking up from this thread. Are there any decent shota artists to use as a reference? I never realized how many of them are unironically just "draw girl and call it a boy".
anything i could improve on her design?
anything I could improve on her design?
Does she melt in real time aging backwards?
it'd be cool and kinda easy to do but i dont wanna manage her lifespan and the timing of it all.
yes she's a literal candle
She'll accept dust bags you'll collect from cleaning the house and she uses the oils in it to keep herself alive. She's lived in the walls ever since the house was built and learned everything she knows from watching the TV through the cracks.
Then have her be a little melted too. Don't overdo it but unless she's fresh from the candle factory she's too clean.
Take this homie for example.
He is 98% a perfect cylindrical candle but has a small chunk missing from the top of his head, and his forehead creases double as melty looking lines.
Subtle yet effective.
i figured her big hair looked melty enough. I think I'll give her model shapekeys so if you use fire on her she'll melt and unless you literally kill her she'll just grow back into the original form.
Is it apparent enough that her boobies are like the little drops of wax going down candles lol
>if you use fire on her she'll melt
I love when games do interactive stuff like this. Good plan.
>Is it apparent enough that her boobies are like the little drops of wax going down candles lol
For me the breasts were too perky to understand that that's you were going for. Personally I might test if was possible to add smaller drops to give a better impression of that without it looking like weird lumps.
Is she made of wax too?
What is your game about?
What the frick, I'm making a candle game too.
how's the VR workflow? I always meant to put VR in my game but when I tried to do the simplest necromancer magic spell simulator the documentation was complete trash. That was maybe 2 years ago though.
It's a NEET simulation in a big house on Halloween.
It's a mix of The Sims 1, Papers Please and SS13 in spirit.
here's the trailer:
some guy playing it:
?t=1952
I have no idea how I'm supposed to release it cause I'm not finishing it anytime soon.
I could see a lot streamers playing this. Looks like a good watch.
The UnityXR examples are quite good, almost everything is ready to go, though there's not much after that, only the bare minimum to get it running.
Actually, you could easily implement it into your game and it would fit perfectly.
Looks like Suicide Guy, but with more stuff to do, quite nice tbh
Your trailer sold me.
thanks, truly appreciated
yeah it always felt like a post release goal though.
I currently don't have enough content for a full release but people play the demo on average 40 minutes with a solid bunch of people who play multiple hours so I dunno if I should stop posting demos, do early access after working a bit on the campaign and polish or try to get patreon going and post builds there... I dunno.
Got a repo of your game's progress?
Not my game but, couldn't find the exact example I used
https://learn.unity.com/project/vr-beginner-the-escape-room
This will take you through the VR implementation.
yeah that sounds better than the nothing i had back then lol i'll give it a shot some time.
Seems like a fantastic way to stand out is to be just mildly interesting as a VR game since VR users are completely starved for games. Would be a good marketing trick if I can make it decent.
Don't degrade your game, it's interesting flat, it will be interesting in VR.
Primarily making it VR but trying to add button prompts, for head aiming only mode and probably 2DPC.
When coming up with a game like this do you just make whatever crazy idea comes to mind for each objective?
it's pretty aimless / sandboxy at the moment and probably will always feel a little bit like it since the goal is that you can be free to play how you want (disgusting NEET lord or a well behaved clean person).
At first it was supposed to be a walking simulator horror game but then I added characters cause a story felt easy to slap on top of the walking but then I started making it more simulated cause I love the Sims 1 and here I am now just adding stuff if I find it funny or if it sounds like an interesting way to make the world more emergent.
My favorite example of adding something that made the whole game more interesting was when I made the rats. It sounds like just some NPC you can find around the house, but they actually react to food that is touching the floor. Meaning if you're not careful with your food while cooking or moving around, the game will spawn more rats that will steal your stuff and bring it back to their hole. It's really funny to see streamers go "oh shit they're stealing my cheese" or whatever.
Then there's the whole life simulation aspect that that's very crude and hilarious to me. Pooping, pissing, puking and all the interactions they bring always make me laugh when I watch people play it.
So the mindset is to make new mechanics that can interact with other mechanics and see what chaos it could bring.
How many people in dev threads are still making VR shit? I just got a Reverb when it was on sale $300 and I ended up enjoying it way more than I thought. Posting from SteamVR btw.
updated the steam demo for next fest, thinking about doing it again to add a few harder stages from later levels
webm shows a new screen that shows how the end-stage rank was calculated
How does one achieve P?
you tense your penis when the bladder is full and watch it go
good idea, i'll do something similar when i get to more animation stuff
there will be three star grading in the sequel, that's chic nowadays
Take the shine effect from the result P and put it onto the character when she does a victory pose
that letter grading for the score is old and tired
bnuy
bnuy
thanks
Will this game have costumes, alternate colors or other playable characters?
spoiler, but there's a second playable character
i can see some visual similarity, but the game's more like q*bert on steroids
Sorta reminds me of this old arcade game called Pettan Pyuu. I'm intrigued.
Been practicing topology, went from hating it to loving it, finally getting the hang of it to a point where I can make good looking low poly models.
Making butts is a good way to push myself to do it.
ngl that topology looks like ASS
NO MOTIVATION.
NO SKILL
ALL SADNESS
HELP ME
Still working on the same scene and i'm not fully happy about how it looks yet
Which monster design basis should I build up off of
left and middle
right looks off but not in a good way if that makes any sense
Fair enough
My general design rule is "No tall skinny man, be weirder"
IM LEARNING TO CODE
>RIGHT NOW
Yes, made portraits.
I can't even say I'm devving anymore.
It's been 2 weeks, and I can't get a playtest group for my ccg
So I've been having trouble with trying to decide how to play the game and what rules need to be changed and so forth.
I want to design cards already!
In your experience would you say drawing skill helped improve your modeling/sculpting skill and/or vice versa?
Yeah, a lot.
pretty much. only issue is learning the tools in blender. its my first week
Finally upgraded my project from UE4.27 to UE 5.1, because I was tired of 4.27's broken cloth simulation bullshit and 5.1's new cloth is way better.
I fixed up all the deprecated stuff and solved all the strange issues with the HUD (certain things having changed in the jump from 4 to 5), got the performance and visuals more or less back on par with how they were in 4.27... and the only issue I'm having is that cloth is performing worse.
Go figure.
Anyway, big ass axe attacks progress.
nice. coming along
ratchet ahh a rnc fangame!
>clunky and slow combat
Yawn
Disagree. The animations have weight behind them. I like it.
Didn't ask. Your game sucks and is gay
I didn't ask if you didn't ask either
so shut the frick up
Maybe have him pull the axe back a little farther during the wind up of the first swing.
Why's it so fricking slow? This looks like a chore to play.
The only way this combat even makes sense is if you're only fighting one guy at a time, very slowly and methodically, but not in a good are addicting way, just very slowly and annoyingly chugging along because the game won't let you be any faster.
Just to be clear, the Axplosive is the Takemikazuchi-type weapon. It's high armor-break, high-damage, high-score, and slow. That's by design, it's a part of how the weapon works.
they're crabs son
your game looks great
I mean if all you'd ever seen of Mayhem League was that webm, I'd agree it looked painfully soulslike.
>that shooting
Looks like GTA San Andreas shooting. That's not a compliment. The more you post the more worried I get about this project...
Oh shit you revived mayhem league? I remember that from like 7 years ago
God damn anon, that's cool as frick that you have that. Yeah, I revived it.
I eventually need to get those danmaku pattern generating things back in
Where can I follow this game?
I post it in Ganker dev threads. That's all for now.
you should branch out to socials and make a steam page tbh
shit like yours catches fire
Where can I leave a poor review on this game and show on my review that I got a refund for it?
missed opportunity to get to skate on the bodies
Yeah no offense, I like the project overall but this ain't it.
Doesn't look fun, sorry. Looks like something made specifically to get likes on Reddit.
Maybe this is just a bad webm, it looks like it takes place in some kind of skate park, does your character have any skateboarding abilities for traversal or combat?
Holy frick, now I see what everyone's talking about when they shit on your "slow" combat. This is way too delayed, if the body is going to ragdoll like what you're trying to do, it should happen AS the body is getting hit by the axe, not just stand there and then finally ragdoll an entire second after the hit takes place. Learn to fricking animate.
have said it at least once a year now, you have a lot of skill but need to listen to feedback or you're ngmi. it's actually refreshing to see other people shit on your work for once
Not him but holy shit you are such a homosexual. b***hing about one weapon being purposefully slow and powerful is not feedback. You are undoubtedly a samegayging crab.
>it's actually refreshing to see other people shit on your work for once
Clearly this sort of post isn't the mentality of someone who's making it. You will never make it. Your only social contribution and your legacy is that you are a looser who b***hes on Ganker.
>Bitching about one weapon being purposefully slow and powerful is not feedback
Eh it depends. I've seen other webms of that Anon's game and it looked much faster so having one weapon be slower isn't a big deal, as long as it's powerful enough to make up for it.
Let's be honest though, game devs get stupid feedback all the time. If you're making an X game and someone says "X games are stupid, make an Y game" you really can't do anything with that. Having people say you need to listen to feedback when they get mad that you didn't radically change your game is pretty amusing.
I've seen free games on Steam that were mediocre or kinda shit that got a lot of DLs and reviewed well. I wouldn't worry too much about it.
Thanks guys, that means a lot.
speed up the combat and put the dudes on skateboards
I like the way you think
For all my winking at it, the rocket boots really work more like inline skates. We’ve all known since 6th grade that skateboarding is cooler than rollerblading and always will be. I wonder if anyone’s doing a game like mine on an actual skateboard. You can use a skateboard as a melee weapon, why not?
Maybe have combat stances/modes? Like having a more stationary style for more powerful attacks, but then have a mobile mode which is faster lighter attacks. These stances can combo mobile into stationary or stationary into mobile. have it so that there is a fighting flow that allows for players to swap it up.
For my game? Or for a skateboarding combat game? For my game it’s possible (it’s somewhere in my design doc for things like melee attacks during rocket slides and wall runs) but how would it work on a skateboard? You can’t hit someone with a skateboard while riding it
Unless you’re into “kickflips have hitboxes” type design, which IS cool (see Switch in Lethal League), but it’s a little abstract.
I will be honest that I am tired and just going off what I saw from your webm and how you could have a skateboard still be viable as a weapon while still having the mobility of a skater with an axe. Sure swinging it around like a bat is a given, but to mix it up, you gotta get a bit abstract. How you want to work with my idea is up to you, if at all; I am just spitballing before I go to bed.
See
Making the axe faster defeats the point design-wise. It’s The Slow Weapon. It’s my Cavaliere-R; Cav-R was a fricking motorcycle and it was still slow to fight with.
Also in the design doc actually (though it’s something I originally had tied to the divekick, a la Prototype). It’s currently waiting in a couple of other things to be designed first though, it feels like it should latch into the logic for grappling rather than be its own standalone thing.
made an original character (do not steal)
Yeah, but I don't have much tangible progess to show since last time, mostly net code and behind the scenes logic stuff.
What kind of game? I'm worried that you might be infringing on my idea.
You mean like what you're doing right now? Fricking moron.
Scratching me balls.
I'm thinking of commissioning some popular/famous artists for "guest illustrations" on some bonus stuff, but not sure on how to translate it legally, especially since most of them are Japanese.
Guest Illustrations for games are quite common for them, just have to express the rights stuff properly.
Been watching streamers play the alpha version and fixing as many bugs as I can recreate. Also freeing up a bunch of texture space as I Morrowindize textures so I'm redoing some older skyboxes in places where they were mixing wrong with the sun.
I'm an artist and I was thinking of a game that could be entirely in this style of animation. Perhaps a monster-catching rpg or dungeon-crawler. Problem is I'm not much of an idea guy for interesting mechanics. If you have suggestions or want me to be on your team let me know. Pic is an example I made using Pokemon.
this is very cute but you'd need to keep in mind that the work in animations is going to go up exponentially the more content there is in said game, and the kinds of games it'd work best in are ones that need a fair amount of said content to feel worth picking up and playing
a dungeon crawler might lighten the load some compared to a monster collector but you might find yourself scraping by for mechanics
you could very well get interest purely cause of the art and could get away with just going fairly basic and copying all of the standard conventions of the genre
a cute, moderately simple, one I played recently is potato flowers in full bloom, looking to such titles for mechanical inspiration might be a good start
Yeah you're probably right. I'm way over my head. Really my biggest gripe with RPGs is how static they are. There are very few animated ones and even they tend to overly rely on flashy particle effects and juice. GBA had some really good ones like Fire-Emblem, but I sorta wish they weren't all chibi sprites. Like you say, if I did attempt this, it would have to be a basic short dungeon-crawler. Which I'm fine with. I don't need a whole world with 100 monsters. I could have just 1 hero with lots of animations. But I want to figure something better than rock-paper-scissors gameplay. Recently there was a game called "Backpack Hero" which I got hooked on. I think the art is kinda ass but the idea was so simple and obvious I hate myself for not using it first.
This is real cute. I don't have as much time as I used to but I can knock out simple prototypes pretty fast. Got a portfolio or something?
What is existential horror
Y'all forgot the comfy part
I don't want to make a heckin wholesome twitter/discord/reddit "comfy" game, I want to make a real game
It was comfy until the nodevs and /agdg/ showed up
>nodevs
You are on Ganker, not some game dev subreddit. People here have played games, and it may shock you, but some people here do still continue to play games. So when your shit tech demos aren't up to standard, you shouldn't be surprised when you're called out.
>t. nodev
They make themselves known too easily
that's a lot of words just to say you are a nodev
just keep consuming media I guess
>surprised we actually talk about video games on this board instead of praising your dogshit tech demos
Lol
>Ganker
>talk about video games
Let's talk about sex bay-bee
Let's talk about you and me
Let's talk about all the good things and the bad things
kys
Have sex.
I post in these threads more or less every time they turn up, I know when the discussion is natural and when it’s clearly a concerted effort at shitposting by a few bored anons, and this thread is full to the tip-top with low effort bait.
>just keep consuming media I guess
Yeah no, that's a shitty cop-out to avoid having to face how your games compare to real games.
If you just want other devs to suck your dick, then why are you posting on Ganker? They have /agdg/ for people like you who just want to be praised for doing nothing.
>If you just want other devs to suck your dick, then why are you posting on Ganker?
Anons here suck my dick just fine. No need for /agdg/.
bump
They hated him because he told the truth.
Yeah, I always felt like "nodev" was just a cope to dismiss any criticism. It works in a gamedev community where you can hide behind the ideal of "post some progress, any progress at all," but when you venture outside of your gamedev communities and try to use the same tactics here, it doesn't quite work out.
Fun fact: they'll call you a nodev even when you dev or have devved before, but simultaneously some people are completely immune or conveniently ignored on being a nodev simply because they hang around with the clique.
name names, you're anonymous anyway.
>turn this thread into a name callout war
Nah, no point, I left the places I had issue with and went back to shitposting with friends in small private discords where there isn't a constantly atmosphere of sociopathy.
admirable, but I'm disappointed, I wanted to get called out then wonder why, but not ask.
Coward! You disgust me
I just want some fun drama, is that too much to ask?
This. I do dev but if you're on Ganker for any subject you should expect to not get a single (You) when you do something right and an avalanche when you frick up
Mostly just been doing miscelanny c# shit to get better. Only game ideas i have right now are the kinds that need actual competence, so I'm working on that.
How do you think GenoKids dev is holding up after Hi-Fi Rush shadow dropped?
I hope he’s doing well. Genokids still looks great and its similarities to Hi-Fi Rush are superficial. The guy who should be mad is the Jamphibian dev but he doesn’t post here. Genokids is a game about a band but it’s not a rhythm game or really musical in any way, it’s just a tag-based brawler. And unless Hi-Fi Rush lets you power-drift a bumper car into a crowd of enemies I don’t think any of its thunder was really stolen.
>The guy who should be mad is the Jamphibian dev but he doesn’t post here
He posted earlier and was pissed
Pretty sure that wasn’t really him. Even if it was he’s never posted in a progress thread, which is what I meant.
Same as Underspace after Starfield dropped
I did quite well.
I recognise that texture, oldgay.
It's not from Gmod.
I know
this isn't pod racing
That's a different minigame.
Please note that races in space are incredibly boring if they're just long spurts of straight lines, because then it's nothing but a stat-check for your engine/drives.
For example, make players navigate through a tight as frick asteroid field where skill can come into play rather than just engaging hyperdrive and using auto-pilot on waypoints.
I'm not GenoKids dev but I'm happy a game like Hi-Fi Rush came out.
My game has a pretty similar artstyle and it's good to have more games to use as reference for my visuals, I will be sure to check it out.
genokids overstayed its welcome. It took awhile to develop and it still hasnt been released. Now its doomed to be compared to that game.
Probably fricking fine considering his game had no rhythm elements whatso ever and was more inspired by kingdom hearts.
Devs like me and jamphibian dev who had Rhythm action DMC games in the works tho.. Devastated. I know I am at least and I suspect jamphibian designer is too.
at least he got his proof of concept out before hi-fi rush dropped.
it's in no way a real problem, it shows there's a market for that type of game and it's highly likely that the people that bought Hi-Fi RUSH would also be interested in Jamphibian, it's not like they can only buy one
I hope that environment is nowhere near representative of what you're going for because the difference in art quality between that and the characters is ridiculous.
Where'd my reply link go
Anon, that's very clearly a playtest environment.
It’s not a playtest environment, though it’s certainly unfinished. On the other hand, I can tell a shitposter when I see one
>lol so slow what a waste
But it’s fast, look
>who are you talking to lol environment looks like shit. Nice shooting, looks like GTA. Game’s shit lol
It’s transparent. My advice is if you want to shit on a game dev, you need to avoid the nuclear option. Just pick something about their game and focus on criticising the shit out of that one specific thing. You can’t flip-flop, shoulda replied to my follow-up webm “this still looks slow as shit” or something. Stick to your guns.
Nice try, but I'm the guy who made fun of your slow combat and GTA shooting. I am NOT the guy who made fun of the environment. Kiss my grits
>It’s not a playtest environment
... that's .... even worse.
>>lol so slow what a waste
>But it’s fast, look
False dichotomy. You can have clunky slow combat with one weapon and floaty GTA combat with another at the same time.
>taking criticism this badly
Yikes, not a good look. Learn to take criticism gracefully.
>Learn to take criticism gracefully.
This. All you have to do is tell them "Sure, I will look into it" and proceed to ignore it.
It has worked great for me.
Normally I would, but this thread is very clearly housing a couple of deliberate /agdg/ crabs systematically shitting on stuff.
It starts around here
And then just kind of bubbles onward
There’s “hey, would be better if you X” and there’s “every dev ITT is a troony have a nice day pay attention to meeee”. That shit’s bad for the thread.
>It’s not a playtest environment
Oh. I take back my defense. You need to fix your shit.
>it’s certainly unfinished
How unfinished? I'll refrain from commenting too much since you probably have your own plans anyway, but to me the floor and ramps look too plain, they need more texture more painted markers and stuff. Pic related for example is a lot more visually interesting to look at because of the textures and colors on the floors.
Here's a better example.
Well, it won’t end up looking like your pic, but yes that’s what I mean. Detail work to add color, break up lines, create context, that sort of thing.
What I mean when I say it’s “not a testing environment” is in terms of general map structure. To my mind a testing environment is one full of ramps and stuff designed to check physics interactions and things, rather than a “true level”. The levels in the game are basically skateparks, so just being a closed space full of random rails and ramps and platforms is by design. It’s not just a space I’m using to check on ramp interactions; it’s the bare skeleton of a level for the game.
Alright that's good to hear. Your game is honestly one of the best looking games here so it would be a bummer if it was lackluster in some aspect like that.
Well, I’m debating whether I even want to use textures or keep it flat. Maybe just a subtle normal map specified by physical material. My “target environment style” is basically All Day Dying (pic related), I feel like that kind of flat, contrast-heavy, angular art is the right balance of visual clarity, ease of development/iteration and memorable visuals.
You could still add a feeling of texture even if you choose not to use "textured" textures, by using flat patterns like floor tiles or something, maybe you could even use signed distance fields or something to render them in a vector-like way. I struggle to find any good examples of what I meant though. Of course it depends how much detail there is in the environment, maybe it's not necessary if you have enough patters like painted lines and such.
I DO use multi-channel signed distance fields and procedural textures extensively. I’ve been looking into using SVG-MSDF pipelines for decal rendering to add details.
But also, using a “subtle normal map up close” effect DOES add a lot, and I’ve done some tests with object-aligned triplanar mapping that suggests doing it automagically with the existing flat material pipeline wouldn’t be too hard.
It’s an open question for me, I’m exploring different lo-fi stylistic options for the environment.
Well you never know. Sometimes you're just not good at or caring about or paying enough attention to something. It makes me nervous because the characters look great and the environment looks like "the game flopped because of this"-tier.
Who the frick are you talking to? Your environment looks like shit. Frick you.
>unfinished game is unfinished
THIS LOOKS LIKE SHIT
someone is probably having a shitty friday night and needs to lash out
>got approval for a 100K aud grant from the government
>contract said you own the IP, but government would get veto rights to changes in ownership of IP (eg in a publisher deal)
>rejected the contract
who was in the wrong here?
Why would you reject that contract? Who would you imagine wanting to sell your IP to that your government would veto the deal?
The guy didn't know a person could be a corporation (lol) but contracts like those are too ambiguous and some butthole can exploit it and ruin a dev's project.
You dont understand its going to be a million dollar franchise
I don't like how much he leans into the "anime catgirl" angle
he's on the same path as yanderedev, publicly displaying his fetishes
he should have just signed it, the government isn't that concerned with his catgirl game and planning to ruin his deal to sell the IP to microsoft for 10 trillion dollars when it becomes the next minecraft or whatever he's imagining.
>you recommended that I consult legal advice therefore you owe me money
The contract looked shitty but he's still very israeli
forgot pic
eh, we're doing fine, we might've had an issue if it dropped during our Kickstarter or something but I think this is just a two cakes thing, if people like HFR they might like Genokids
I still think GKs is fun as frick to play so I'm gonna bet on that and keep on grinding.
Also this
GKs has a way bigger focus on the tag-team aspect of the gameplay, with each character being playable with a full moveset and two different weapons to seamlessly switch
we thought the same, we're already learning a bunch from HFR
HFR started development in 2017 by a huge ass team and a multimillion budget, we're just two dudes with no funding we also lost 2 years after the KS working for another studio.
This shit takes time to make and unlike big names in the industry, indies can't afford not showing their products early as we have no access to big events like the MS/Bethesda lives.
the characters give the enemies names and comment on them, so kinda?
Yeah, well, now you know how I felt when Rollerdrome was announced not really, nobody cared about Rollerdrome. Yeah you’re definitely getting 2-cakes’d by HFR, but my advice would be this
>try to keep your writing from sounding like HFR
The visual style and “theme” similarities won’t cause too many questions but if you’re writing characters to talk like HFR’s 4-man band people will probably be unable to see it as anything but a knock-off. As long as your gang have unique voices/identities, its personality will stand on its own.
And just keep tuning that combat. HFR’s combat is pretty iffy without the rhythm mechanic.
can AI make models like this yet? i'm waiting to be able to get free good art without having to pay an artist before trying to make a game
There's some out there but it's awful.
On the one hand, 2D image AI was laughable 5 years ago. On the otherhand, even if AI gets better at 3D, what about PBR pipelines, rigging, and animations?
My guess is a decade before it gets decent.
I think AI will have uses for static 3D objects, especially in a nanite-type pipeline. It can’t do good topology (or rigging) right now but using it as a sort of “language-prompted auto photogrammetry” DOES have potential with the point cloud thing. And that’s where the training data is, as well.
I can see asking an AI for a mesh, getting something like a LIDAR scan output, and using that as a static mesh in a pipeline that is triangle-ambivalent (like nanite, or offline rendering like for films)
>rigging, and animations
I don't mind doing all of that by myself. I just don't want to deal with drawing nor modelling. I'm not an artist, tried it and absolutely fricking hated it. Sometimes it's better to just do what you like and you're good at instead of trying to be mediocre at everything.
>i'm waiting to be able to get free good art without having to pay an artist
as an /ideaguy/ that has been thinking 'maybe one day' for the last 8 years, the whole notion of starting gamedev some magical day in the future is just pie in the sky nonsense
I've kept up with AI image generation and used it a lot, back when it was shitty google colab notebook stuff, to DALL-E and all the way to Midjourney, and even though I can get some great images, I don't do anything with it
even if AI could generate the models, code, textures, animations, rigging, everything, I will STILL not make a fricking game because I'm too lazy
if I was serious about making a game I'd have started it already, not waiting for a day that'll never come where it'll all just magically be easy
TL;DR: any effort at all is the anathema of the idea guy. I was
for what it's worth, this is my confession, pic related is my idea guy hell folder
Thanks for inspiring me to get off my ass, I'd hate to become that.
>'maybe one day'
You got the wrong idea. I can make games I just don't want to be dependent on ripped art, free shitty art or having to pay an artist.
Artists got all those free tools around to code their games for them but we programmers don't have shit if you want to get above passable art.
Best case scenario AI can generate (poorly) turnarounds for a character of your choice and you can try to use them as a rough guide for Poly modeling and then use AI in Blender to generate textures, however all of the AI 3D generation I've seen so far has been very primitive and can really only do incredibly specific things like make very generic photorealistic humanoids.
Sauce for the generator?
Which one? The 3D generator from Nvidia is called Get3D and there's no frontend interface for it you'll have to build it from source yourself. Also the meshes that it creates are not animation ready.
Huh, never knew. Wonder if it can be ported to Blender.
What is the best order to use these books in? Ignoring Blender.
https://www.humblebundle.com/unity-3d-game-development-super-bundle-packt-books?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_2_layout_type_threes_tile_index_3_c_unity3dgamedevelopmentsuperbundlepackt_bookbundle
Doesn't matter, these are all books for beginners
a bit, not so much progress this week, mostly just cleaning up the code
https://streamable.com/cdwn0w
https://streamable.com/5skltl
https://streamable.com/2ehle8
this is pretty cool
thanks
https://streamable.com/8j42iw
>Be working on game that is like genetic medieval fantasy version of Vampire Survivors and Noita wand building
>Realize my implementation is going to be jarring and I don't have the expertise to make smooth animation required for it ( I was told it looked bad )
>"If I take a similar concept and just make it guns instead of melee weapon based, then I don't have to worry about animations!". Everything was a 'projectile' anyways
Is implementing online multiplayer in a game possible for a single dev? 1v1 if it helps.
Depends on what you're trying to do.
Having net code isn't the hard part.
Having GOOD net code is. And most of the difficulty of an online multiplayer game isn't the online multiplayer part but the infrastructure to support it.
If you follow a online multipler tutorial you could have a framework finished in a week.
What do you want indeed. cross platform? accounts? 60 players? p2p or hosting servers?
Engine?
It's fairly easy in Unreal Engine. Solo dev can easily do it. Starting projects already have it set up.
Unity is going to be going through tutorial hell trying to figure it all out.
Good luck implementing any quality online features like rollback and lag compensation in Godot or Game Maker.
yes, moreso with an engine that has support for it, but if your engine doesn't, it's probably a 2D game engine, in which case multiplayer is easier to implement.
you probably (if you have a project) need to seprate your player script(s) into "Player Character" scripts and "Local Player" scripts, so that you can just run the player functions for reproducing the actions of connected players to other players and have the current player (the one at his computer) control his own character.
Then, all you have to do is 1) send the data over with some paradigm you design (e.g. send bits representing boolean flags), 2) check the data to make sure it's valid, and 3) reproduce the data for every other player.
If you have dedicated servers, then the data is sent to the server, and the server sends the data, if valid, to everybody connected to the server. If it's P2P, the server is the host and he validates the information. In a P2P scenario, you also have to make sure you use a port that is enabled by the host, or otherwise tell them to open it (like Minecraft or Starbound).
it's really not that hard to implement, but most of the real work happens in verifying the data. if you ever want to try coding client-server code before you implement it in your game, try making a simple game in Roblox, where your character shoots a fireball and it reproduces to other players. Rolox forces a server-client paradigm in the manner I described and only reproduces to other players a player's position and animations: everything else is supplied by you.
Anybody do low poly modeling?
Any tips for rigging so bending something like an arm doesn't look noodely? Rigify just creates a mess.
Is there a better way to unwrap in blender? Smart UV creates an uncoordinated mess. Even a cube projection seems to create weird curves on what I thought was a simple cylinder.
If I gotta do this by hand, I guess I'll bite the bullet. But I really was hoping to use some of the automated tools, I want to speed things up and create a lot of unique NPCs.
>I want to speed things up and create a lot of unique NPCs.
Palette swap time
do it by hand dude lol
bruh why do you even need anything more than a simple rig
maybe make his hands a little bigger though
also good job that is crazy good
Do you have enough elbow verts and in a good configuration (a ring around the elbow point)? You should have extra ones around the elbow itself to keep it from pinching.
arms too short
what do you say to devs who gave up
"Pathetic"
REARAEAEARAHAREEARRAHHHHHHH IM NOT PATHETIC
“See you soon”
You never really give up, you just take breaks. Eventually it keeps calling you back if you ever truly enjoyed it. You can’t throw away that passion. I don’t know a single dev who truly gave up.
Yup.
How do I make a DOOM clone called MOOD where you play a therapist who wins by shouting words of affirmation at his enemies?
just grab the doom source off of github and flip it upside down
For zoomies MOOD would be an aesthetic game in lofi worlds or liminal spaces.
GZDoom is under GPL.
You'll own any assets and game made under it. The only reason you'd have to publish your code is if you make modifications to GZDoom itself.
Several games have done this, Hedon, I Am Sakuya, REKKR.
how easy is this shit?
it wouldnt be possible to port it to switch would it?
Mapping in Doom is so easy, just set aside a weekend to watch the official Youtube tutorials for Doom Builder.
It doesn't sound like you're going to be doing anything crazy in this game, you can take most of Doom's functions like weapons and just do some simple modifications (faster chain gun, spread plasma beam, etc) and from there decide if you want to go bigger.
Texturing and spriting is, well, it's the same as it would be in any other engine.
REKKR made it to the switch, but that's because Bethesda did the work and bundled it with their Doom port.
It's possible to port GZDoom. The current version has multiple renderers, and the rendering logic is abstract enough you could add the consoles's rendering API yourself. But to borrow a saying from Beethoven, "If you have to ask, you're probably not good enough to do it yourself."
H O B B Y
O
B
B
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When are one of you frickers gonna make the Spore we never got. I'd do it myself but I'm too moronic to be a game dev. Math is my kryptonite even to the point where I struggle with middle school level shit.
Nowadays the math is pretty much abstracted and you don’t need to know anything apart from addition and multiplication. You barely even need to know how to program, you just need the basics to interface with the engine.
>You barely even need to know how to program
this is a meme and barely means anything, no word play intended. first of all define barely in the context of coding necessity, and then take into consideration that what you consider to be the necessary level of coding knowledge might be totally different from the actual level of knowledge that an Anon might need for their game, and said level of coding ability might seem like nothing to you since you're already familiar with it
saying it's 'barely needed' is just a nothing statement
Nah I’m not going to spoonfeed a homosexual like you. Point is what it takes to interact with your game engine of choice is not even close to the level of expertise or knowledge it takes to create your own professional software or game engine. You could get started in Unity for example with nothing more than an introductory course to programming…
>coding
Opinion discarded. You probably think that “programming really good” is just typing really fast and hacking away in the matrix.” Idiotic.
The existence of Yandere Simulator proves it
He’s right. Maybe 10-20 years ago, you basically needed to be a rocket scientist to make games. Now, you don’t really need to know any advanced physics or mathematics.
if(arrow_up) move_character_up
We are pretty much at that level for people who are wanting to get started. It’s never been easier to be a beginner.
>if(arrow_up) move_character_up
You don't even need that
>buy SmartMovement-Package from store
>buy ExTrEme-PathfindingV2.0 from store
>buy AdvancedAI-V4.2 from store
>buy FantasyAssetsCOMPLETE-supporterEdition from store
>plop down a few assets
>you have a game
>THAT PEOPLE WILL ACTUALLY FRICKING BUY
>THAT PEOPLE WILL ACTUALLY FRICKING BUY
That’s the most depressing part. Hard work doesn’t equate to success
Not going to lie, even I don’t try to roll my own path finding algorithm. My hangup is the algorithm has already been solved by people way smarter than me, so why bother reinventing the wheel on something I don’t even particularly care about? I’m all about trying to program and design your own systems just for learning, but path finding filtered me about as much as graphics programming did. I still have no idea what the frick is going on with OpenGL and I got way more learning out of that Graphics Programming From Scratch book that teaches you how to write your own raytracer and rasterizer.
>THAT PEOPLE WILL ACTUALLY FRICKING BUY
There is is literally nothing wrong with this.
The game itself should be all that matters.
If what you're saying was as simple as you're implying a lot more people would be doing it. But an "Asset flip" isn't actually that simple.
>But an "Asset flip" isn't actually that simple.
The buttloads of horror game asset flips on itch.io made by talentless pajeets says otherwise. They’re even the most popular games on that site, despite how hard the mods on itch try to force those quirky lesbian road trip simulator type games.
It’s hard to read your post and not imagine an obnoxious homosexual posting it. There’s no need to get so pedantic when a brief glimpse at Unity’s official site already proves you wrong with tons of newbie-friendly tutorials. Anon can make his shitty Spore clone and have fun doing it if he wanted to, and there would be nothing you could do to stop him.
Ah, the classic
>you need to learn to program before you make games!
argument. Sorry mate but you are fricking moronic. I literally teach kids how to code, and the ones who make the most progress are the ones who try to make little games in their spare time. Making games is a powerful motivator to teach you how to program. You don’t have to do it the other way around.
I have seriously seen Black folk try to tell people they need to read a fricking book on linear algebra or vector math or whatever before they even try to make baby's first 2D game. Some people are so far up their own ass they can't even see daylight.
Yeah, it’s like, is your game going to be the most optimized and sophisticated piece of software ever made? No, but it’s a start, and you will have learned something.
>Was making good progress
>Got readdicted to warframe
fug
Nope. I want to make a bullet-hell game, but I don't even have the know-how to make Space Invaders. I'm good with art and music, just no coding knowledge whatsoever and I'm too lazy to start now.
Yep, tho this model's just an idea springboard for now.
Am I missing something here?
In unity people say you can change an animations FPS by modifying the sample rate.
When I do that nothing happens, even if I set it to like 2 FPS or whatever.
Is the issue I just have a couple keyframes that are being blended between? How the frick do I make this work?
Not sure how you have it set up, but can you not just scale your animation timings either to be longer or shorter according to how fast you want it? You can make the game be locked at a certain frame rate and then have the animation play at that rate. 1 second of animation is 60 frames, but you could make it a half second for instance and make it play in 30 frames instead.
I've been tinkering with my character's movement and tweaking things. Just a fun little project I like to mess with on the side. I got his jumping and running pretty much dialed in and I'm messing around with other movement abilities now. Originally I had a crawl to get through narrow passages but that felt really slow and boring so I traded it out for a slide. It's better but I'm still not 100% pleased with how it feels and might just scrap the narrow areas completely.
live
die
Holy shit the unity lunar bundle is bad.
There is not a single good asset in that shit.
I have literally never purchased a unity bundle or asset in my life. I have no idea how it even works. The package manager looks confusing, lol
The old way was very straight forward, the new 2020+ way of using the package manager is shit and I hate it.
You can write hlsl shaders like normal, thats what I do.
Unity shaders look confusing too. How does it work? Why can’t you just write the shaders instead of using a weird editor with spaghetti noodles?
wut, you have to write shaders in Unity, if you use the visual editor tool you will miss multiple features and in some cases you will have worse performance.
Okay good, I watched a youtube video and he was doing the spaghetti noodles so I just gave up.
Most people use the visual editor because hlsl programming is legitimately painful. I had to stumble around for months on half a dozen resources to actually make anything I could understand.
The real killer is there is literally no way to debug and HLSL is documented by microsoft so it might as well not even have references.
Working on killing any hope I have of actually making a game so I can stop having ideas that I care about.
NO. Stop https://youtu.be/ebrvE9KpCik
That was really motivational, thank you. And I don’t even like ipods.
What platform would be more akin to React.js?
I had an idea that I've been working on (its not a million dollar idea, just a shop management game). It's pretty solid right now but I wanted to move this to someplace like unity or unreal or another game engine.
Can anyone point me in the right direction here please?
I have never used react.js but unity is very heavy on scripting/writing a lot of code if that's what you want. Unreal generally tries to steer you towards the blueprint system which is why most the indie devlogs you see with it are from non programmers. Godot also exists, and is similar to unity, but enforces a node approach and is still in alpha.
I personally just wanna type code to do the thing then the thing goes, which unity is good for.
Agreed. Dicking around with systems that want to protect you from code just feels like “never send a woman to do a man’s job” or something. Maybe that’s a bad metaphor. Basically, it feels like those things just get in your way instead of helping you. When what I really want is to just directly tell the computer, “do this.” That’s why I always prefer to just directly start writing programs
Unity does have some things that you can't turn off for whatever reason, like frustrum culling and similar low level stuff.
But for the most part its pretty replaceable, most of the stuff they give you like the physics and vector functions are just there to help you, you can ignore them and write your own versions if you want no problem.
why do you lie on the internet?
https://docs.unity3d.com/ScriptReference/Camera-cullingMatrix.html
Yea thats ideally what Im looking for too. Is there one that is more suitable for state management? Essentially what I have is similar to Game Dev Story, a business simulation game. Can unity handle that?
Because I heard some engines are better for some types of games than other.
Also thank you for the responses
>a business simulation game
Unity can handle pretty much anything that you’re willing to program yourself. I think Unreal can too. Not sure about Godot, I have no idea how it works and I heard some things about it being lower quality because it’s open source. Never used it so I can’t opine on the matter.
You know, I was thinking. Unity’s GameObject / Component system was fine. Why would they ever replace that? It just worked. You can still use it, but it’s going to be deprecated? I wonder if this is just the result of engineers trying to look busy in order to justify their jobs. Have you tried DOTS or ECS or whatever? What do you think of it?
Pretty sure ECS is not going to replace Gameobjects, it's just another way of building games in Unity.
>it’s going to be deprecated?
No, it wont
I made a handout for my players for an Adeptus Evangelion game. My vidya work is going super slow.
At least I did something...
The Logo in the upper left, but in NERV Red.
Those actually look good, but not vidya.
I made a dungeon crawler party system in GZDoom. It runs on pure jank, but all the important shit works. Each member has their own stats, their own cooldown, their own health and mana pools and their own skills. I lost motivation after trying to make a ZForms menu, but seeing this thread makes me want to get back to it.
Extremely based anon, is there any turn element or is it more blobber style?
It'll be a blobber, since I fricking love the 3d Might and Magic games and GZDoom works way better for a blobber play style. I'm hoping to reach a nice middle ground between blobber and Doom gameplay.
If I stop being lazy and get the menus working, then I'll have a blobber system for arguably the easiest game engine to make maps in ever.
If my game flops I'm gonna kill myself, I'm not even joking at this point.
Flop how? Doesn't sell enough to recoup the budget? Doesn't sell as much as you wanted? Doesn't sell as much as you expected?
Actually It's gonna be free, if anything I'm taking a hit when it comes to budget. I just want recognition.
>I just want recognition.
Setting yourself up for disappointment right away. Even genuenly high quality content can be at risk of fading into obscurity because the stars didn't align or not enough massive e-celebs soifaced all over it on camera.
Awfully pessimistic
It's reallistic. Fame is a lottery and merit does not directly translate to recognition. Not putting all your eggs into one basket, especially when that basket is largely outside of your control, is merely efficient, however depressing you may consider it.
I agree. Gamedev is a passion project anyway; if you manage to strike it big and be an indie success, that’s great! It’s certainly an achievable goal. But the idea that you’re going to be adored and famous… it’s like learning to play guitar so you can be a rock star. Most people who play guitar, even WELL, are not rock stars. The arts don’t work that way. If you work hard and get VERY lucky your game will do well enough to put some actual, meaningful money in your pocket. If you keep making them, maybe you could even quit your day job. Maybe. But the number of people who make the full leap from “guy with IDE on his desktop” to “Notch” is vanishingly small and that shouldn’t be your reason for doing this.
>the number of people who make the full leap from “guy with IDE on his desktop” to “Notch” is vanishingly small and that shouldn’t be your reason for doing this.
While true, this isn't a useful observation. Once you become a competent developer it's actually rather easy to make enough money to replace your day job. The trick is to make a game you know how to make in a genre/market that's relevant - these are literally the only two broad-strokes variables you need to get right in order to earn a living from Indie dev.
Getting to the point of competency is the difficult part - I've yet to see a single good game that didn't allow the dev to do full time game dev because it just wasn't popular enough.
This isn't my first project, I've been shouting into the void for the last decade and just nothing has worked. I just hope someone's there to hear the echoes once I'm gone.
Either your game is terrible, or you should spend some real time learning marketing.
Take your homosexual drama and attention whoring someplace else.
Post your prior games.
You can do it, Anon! I believe in you!
I've been there mate. Don't be like me and bet it all on one game. Some people have breakout successes, but it takes more time for the rest of us. You've probably got that nagging feeling of inadequacy like I do, but don't let it kill you.
You can make a game without knowing how to code, but making one without knowing how to create art is impossible.
>making one without knowing how to create art is impossible
Minecraft
Baba is You
Uplink
Darwinia
Any Zachtronic game
All game ideas that don't require much or any skill in art.
All require a significant knowledge. The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender.
>The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender
That's just delusional.
It's true, but you can't see it because you came to the door with some level of art skill, or because you don't understand what goes into making something as simple as Minecraft.
Black person do you have broken hands or are you just mentally disabled? Achieving basic proficiency at digital art is at most a 3 month endeavor. This is coming from someone who before starting was at the level of at most stickfigures.
>The time it takes to go from hello world to functional engine is nothing compared to what it takes to go from "can't draw" to just making a donut in blender.
lmao what?
Only homosexuals deal in absolutes.
Also, static worldview indicate npc behavior.
What do people mean when they say that Unity has a lot of bloat?
Is that what makes people say:
>Unity games have performance issues.
If people say Unity has a lot of bloat, they've never used Unreal
That's good to hear. I am starting out and Unity has so many tutorials for beginners so I wanted to start there. But the idea that even a really small game will have performance issues because the engine was off-putting.
Thanks anons 🙂
Unity IS a bit bloated with deprecated functions that are always halfway through being replaced. You can easily build your own functions though.
Unity games have a rep for performance issues because a lot of idiots use it and those idiots don't know how to code. To be somewhat fair, Unity used to be a bit more obtuse about some of its functions you could use that really help with performance, like incremental GC, but nowadays they're turned on by default.
>because you don't understand what goes into making something as simple as Minecraft
Minecraft's art really didn't require much skill, and developing a functional engine is not nearly as easy as you make it out to be.
>game without art isn't really possible
>keep throwing minecraft as a counter example
You know you don't have an argument when you keep an exception of a game that was created 10 fricking years ago
Blueprints made coding obselete. We're less than a year away from AI doing the same for sprites, 3D art within the decade.
holy crap ur so dumb it's actually unbelievable
How is it not the perfect example? It looks like ass yet there's fricking Minecraft toys and cards in my local stores now. Novelty > good art.
A game can be constructed with text and numbers, if the interface is functional, it can be a game. The challenge is designing a game in such a way that a player can intuitively use it. But I will say that it goes up to a certain limit as the complexity of a game increases with information requiring visual feedback.
I think what is important is style as an artist. Minecraft is not complex with the art resources but has a very distinct style that thousands of games have tried to ripoff.
what is the sauce on that image? OC?
>no roblox studio in op pic
N G M I
No progress to post but I remade my control bones to better handle two handed weapon animations. I still need to make separate bones for non two handed weapons.
Post what you listen to during game devving. Here's something I've taken a liking to recently
got my spells bound to equipment to work. now the items can have a spell attached you may cast if you equip it. I really want to make most of the gear feel unique instead of it being nothing but direct stat upgrade
Any advice for a complete drawing tablet noob ?
Maybe a tuto you personally recommend ?
>drawing tablet
perhaps you should start with pen and paper?
My endgame is my drawing tablet. I want to draw cool spaceships with weird metallic textures. Something I can't do on paper. Also it's easier to share when it's immediately on the screen.
"learn to draw" activities can be done on a graphics tablet
Has anyone purchased a license for Slug font rendering library or know how much it costs? I get that it's probably expensive but I'm curious just how expensive it is.
I finally had a massive breakthrough with my story for my 3d game idea after ages of writers block with where its going and how pieces come together, but I think the project would be too much for me right now. I can probably manage the single player bit if im lucky and get real into unreal engine 5. I dont know how im ever going to make something multiplayer. or a persistent world, in space. the more complex I make any single part the bigger the entire game would be because of the nature of planets, and I don't want to make not no mans sky.
I wonder if I should work on something else, or a 2d game.
Asian girl games!
I work in Unity every day at work and its fricking horribad.
What kind of games do real gamers want?