It's the weekend anon, are you going to use that time to work on your game instead of shitposting?
Or perhaps you've been working on it all week and now you have new things to show us hmm?
Post your progress, ideas™, gameplay, art, music, and ask questions!
>music
I made some more
Man you're really active, I like your stuff, it makes me think of some kind of weird RPG and it reminds me a tiny bit of pilotredsun.
Since you posted a goblin girl maybe you should try that theme? I don't think there's a porn game revolving entirely around goblin girls yet.
Well in that case you should try drawgayging a bit, I did just that and it really helped out with my motivation.
I will by the end of September. Just trying to figure out this custom file type this library is using for my project. Once this thing is finally over I can go back to committing to drawing and learning a game engine, currently my drawings are just very loose scribbles and my older drawings have been posted previously. Just need to figure things out.
>Man you're really active
I'm trying to fill the time I would usually spend coding, so I've been doing a lot of other stuff, music being an obvious one.
>I like your stuff
Damn, thanks
That’s really cool, anon!
Like
said, it really does sound like music of some quirky RPG, I would love to use something like that.
Around The Sun in the background of a game with very good sound effects engineered (Sega Genesis, sound chips, hardware), and fitting graphics. Something that looks vibrant.
Have the music at like 50% volume with the sound effects louder. It's awesome and really sounds inviting to have some game sounds over it.
Specifically 3:40.
Something with plenty of sounds and things happening.
Like a fast-paced click adventure game. Not fast like there's a timer, just many things you can do and they're all little fun things that are pleasing to look at and do at that speed. Movement and animations are fast and short. Slow even, but fitting.
And the colors and fonts are just "wow".
And it's relaxing.
I'm stuck and trying to pick up drawing more.
show the class
What?
He means post your drawings nibba.
Rather not.
I want to sell my soul and make a porn game solely for harvesting cum-stained, patreon bucks.
Anyone have any ideas they think would sell but they don't want to make themselves?
You manage a town like Clash of Clans or Age of Empires but you can only get more citizens if you breed them. You can trade slaves to other towns but if you do it too many times they might invade you using the slaves (you) sold them. Breeding gives a small pop up animated cg which you can click on to view it indepth (like a typical porn scene with animation controls and different positions etc). Goal is to become a large city and invade the Dragon God's kingdom, unlocking dragon folk slaves. DLC's just add more races and kingdoms.
Post your art. Porn games are entirely dependent on art
i don't draw often anymore here's a crop of an animation i did last year.
Nice
Is that lizard giving the D or receiving it?
receiving
Turn based PVP. Defeat enemy, frick their wives. Make a fortune from cosmetics.
moved out over the past week, painting the walls now. Really hate such hiatuses. I'll have to pick up the pace on monday or I'll slowly forget the intricacies of multiple systems I'm in the middle of implementing
What's your game about?
It's a genre that requires lots of animation and choregraphy so you should work on your art first then, also the dev you mentioned probably has multiple artists in their team.
Are 2d beat em ups in the style of Dotemu harder to make than most 3D shit? I have this really cool concept for a beat em up but I’m really bad at drawing anything.
>get recommended devlogs of interesting game
>subscribe and follow for a while
>dev opens a Patreon page
>it's over, game will never come out/be good
how's that Patreon scam going?
>Game Builder Garage
Seriously who the frick uses it? It's like putting goddamn Dreams on there.
It's not very exciting yet but the UI is slowly getting done
Soul. I want to make some similar network window
thanks
Graduated from game design (yeah I know, meme degree) and I even have a game published, but I feel I still have lots to learn and I have problems with implementing stuff in unity.
Any good tutorials, resources... I could check, and some advice to make stuff on my own instead of being a wage?
I don't care about being rich or creating the next Zelda, I just want to live low and do some good stuff with heart.
Did the degree help you get a job in game design? Not trying to pick it apart, this is a genuine question.
I literally just finished and I'm on vacation, so I haven't had the chance to look that much. That said, the few places I applied most said I have an impressive profile but I need more experience; they are looking for seniors.
I think is like this for many jobs, the "you need experience" part, but for only searching for jobs 2 days half assed before going into vacations is good I guess
That's pretty good! I'm relatively in the same boat, graduated as a regular digital designer (with a heavy focus on game stuff) and getting told "yeah but nah, we want seniors". Can get very annoying after a while so don't despair. The worst is when you have a brand new company made by literal whos that still have the audacity to reject you even their portfolio is utter shit and they're only looking for 20 year+ Pixar animators.
Yeah I mean, I just started, I just want any job at this point, don't care about money that much yet. But I've seen people asking for pros and paying shit and demanding to know 3 different programing languages.
If it's like that I'm better of flipping burgers; I get paid more and is easier.
If you have the time and ability, take a year to make stuff on your own. Tinker, create, develop a secondary skill. If you haven't practiced art, do that too so you can communicate your ideas better and activate an entirely different side of your brain.
Once you get in the grind it's hard for most to make their own time for things. Build something up and you'll get somewhere.
This. You should always be working on projects. When I started applying 2 years ago, I thought my portfolio looked pretty good but looking back it was total shit. Ontop of that, you can even put on your CV that you've been "working" freelance, when really you've been working for yourself on your own projects. You don't have to lie to get a job but it does take careful stretching of the truth
Same as any other field, just keep making shit. It's a numbers game, but a bigger portfolio and more published games will make you much more attractive.
Best of luck.
>Game Builder Garage gets it's name immortalized before Clickteam Fusion
I finally got my mouse aiming sort of working in love2d. I know the principle behind it, but struggled with getting it to work with love's fricky coordinate system, and even then I had to cheat and add an extra 180 degree rotation because it was pointing in the exact opposite direction.
At some point I'll fix it, it's probably just having the operators in the wrong order but I've fricked around with it enough for now.
I remember playing around with it.
Too low-level for me. Even with high-level and friendly engines you have a lot of things to figure out, so frick adding even more work.
I remember having a problem like this trying to decide the camera and mouse offset and being stuck on it for a couple of days. The camera wasn't much of an issue, but Love2d's coordinate system for the mouse uses the entire screen height and width so the top would always be (0,0). So I locked the camera to the player's coordinates and made a box whose top right origin would be the player's x and y coords subtracted by half the width and height of the screen and whose width and height be added to that value, I then added that to the mouse position to offset it from the screen position. It was so much work conceptualizing it.
It was tough, but It sure made me appreciate what engines do under the hood that you have to manually implement or find libraries for in a framework. One thing that I that struggle with pertaining to engines is that you have to reformat the way you code around them while with frameworks you can just pop open your box of prebuild functions and go. I'm still slowly but surely learning godot.
Anyone done shader hotreloading here with compiled .cso files?
My dream game is a game where you explore using glitches and manipulating the game's memory in unintended (but actually intended) ways. Essentially my dream is to recreate my childhood experience playing Pokemon Red on an emulator and trying out many glitches I found online.
So how can I refine this idea into a real game? Honestly I have nothing. All I know is that I'll have to use a low-level programming language to make misinterpreting the game's memory a possibly.
There's safeguards against that shit in modern hardware and software. You'll want your game to be running in what's basically an emulator or a VM to do memory shenanigans like that.
There's not though, nothing in your computer gives a frick what part of your game's memory anything in your program accesses, you only get smacked if you try to access outside of it because other programs are using it.
Make a game instead that works on "re-programming" mechanics.
For example, a skill that lets you turn collision on objects off or print different lines on dialogue or a sign.
My programmer has to leave the project due to life circumstances, I don't know if I can deal with finding and introducing a new one to the project and then wait months until they know everything.. such a loss of knowledge.
Programmer here. What engine and what project?
Unity, sidescrolling action rpg. But the rest of my team is already searching in a radius around our cruddy office, so I can't really come and say "hey I found this guy on a cambodian mayonaise jar-sealing forum", no offense.
Post project
Launched smoothly, not a quit the day job level of success but beat the 100 copies barrier that most indies apparently don't so it's cool.
Will keep adding content for as long as I'm having fun and start working on my second game in the meantime.
Congrats dude
What is it?
Nice, store page looks better since last time I saw it? Reviews seem to say it's good
>Accurately portrays posters as angry little girls
Mega based
Oh sick I didn't realize it came out
congratz
homie it's written on the pic
Can I make a game with these two books
Just install Unity.
Frick no
Gotcha, I have an R9 5900X and an RX 6900 XT. the best software I got on it is Notepad++
I'll take your word on it with the second and third ones but really? DirectX 11? I want to go for OpenGL for compatibility sakes, I want to make games that can run on potato PC's as a hobby. Games that look like picrel
For beginner shit, I'd choose DirectX 11. You'll thank me in 4 years.
How much does Microsoft pay you?
Would DirectX 11 really help me though? Would it help me move onto other graphic API's in the future? I should have stated before but my intentions are to make small little adventure games and RPG's that can run on something as simple as a Raspberry Pi 4. It's not really something I want to do for money, even if I do plan on selling my games, I just want to make something that people would play.
No you NEED to use Vulkan.
Will Vulkan let me do something like this with 2GB of VRAM
>will vulkan let me make a 32mb vram game on 2gb?
Let me correct myself
Will Vulkan let me make something like this with 32 mb of VRAM?
I'm looking to just make something optimized and use very basic rendering methods without anything dumb involved. Baked lighting, bitplanes, rendering at low resolutions, shit like that. Frick modern rendering shit that players just turn off anyways so that it renders better.
Probably just use Unity instead. Don't worry about rendering and shit, you can turn all that off in the engine.
Do you know how you're going to handle stuff like model loading and animations? Because making a basic renderer that can take some static models and present them with vertex lighting and texturing is easy enough, but stuff like taking a rigged model from Blender with keyframed animation and reimplementing that in your engine is far from trivial.
>Do you know how you're going to handle stuff like model loading and animations?
In my head I would imagine I would make my own tools for that sort of thing instead of using some other proprietary application that I don't know the internals of.
I forgot to add to this post
, but instead of focusing on 3D for a bit I could start with something that gives off the illusion of 3D, like this wireframe effect in Phantasy Star.
The Phantasy Star effect is a clever arrangement of 2D tiles, no 3D at all, but I get what you mean. If you actually attempted to implement that in actual 3D you'd do well I think as a first project. Just know that anyone who explains how the dungeon crawler 3D works will be telling you how to fake it with a series of pre-baked tilemaps which isn't useful to you.
Have you thought about going software, or pseudo-software? SDL2 has functions for drawing lines, filled triangles, even texture mapped triangles though they aren't perspective correct textures. It will use hardware acceleration if it can so you're unlikely to have to worry about performance. It would take all the considerations of dealing with 3D APIs and hardware out of the equation.
Vulkan is better and more efficient in every way than OpenGL, but it also has less support on old devices and takes 100 times more code to use.
I'll keep Vulkan in the back of my pocket then if I ever wanted to "update" my games. It's not like I'll stay on OpenGL forever
I don't want to use any kind of commercial engine out there. It's just incredibly cheap to me to not want to get down and dirty with how it all works. Not only that I don't want to deal with the spaghetti that is Unity's optimization.
Thank you anons for the advice on this. I finally have some ground zero to work with
>Not only that I don't want to deal with the spaghetti that is Unity's optimization
Unity and Unreal are used in the industry for a reason. They're messy, but they're also optimized.
Think about it like this: The DirectX 11 driver on your GPU has probably 2000 years of optimization done on it over the decade, per hours of work done on it per individual.
Think about that with Unity and Unreal too. Best talent in the industry, working 9-5, working with all major hardware developers, working with AAA devs.
Best to start with Unity if you're fresh because you'll get a focus for making games first and foremost. If you just make an engine from the start, you won't have the gameplay foundations to build the tech on.
Unity and Unreal are optimized for a hypothetical mystery user that does everything imaginable with it. If you don't need any special graphical effects then a custom engine will almost always be better unless you suck at programming.
>If you don't need any special graphical effects then a custom engine will almost always be better
There are small edge cases where I wouldn't use Unity or Unreal or Cry or whatever based on graphics, and I'm an Engine gay.
>Best to start with Unity if you're fresh because you'll get a focus for making games first and foremost. If you just make an engine from the start, you won't have the gameplay foundations to build the tech on.
This is a good point, and maybe I'll look into some engines like DragonRuby or Godot to make small little projects on. But, my passion lies within wanting to know how it all works, so I'll try to do both in tandum
Actually the Phantasy Star effect is a clever arrangement of 3 graphic layers, a colored background depicting the walls and the ceiling, the lighting effect on top showing the subtle glow and shadows down the hall, and the wireframe which is layered all on top that updates at 20 frames per second. It fascinates me to no end how something so simple and brilliant was achieved on such primitive hardware.
I've actually tried to replicate this in my own 3D dungeon crawler project years ago but, you guessed it, I used bitmaps and it looked like shit compared to phantasy star. Also are there any resources I can look into for SDL2? It sounds right up my alley.
I would still recommend Unity because this is how it'll go.
>Google: how 2 make player jump not in mid-air
>Google: unity how camera wall collision
Unity has all the Google answers. Even Unreal barely has any beginner answers on anything.
Get Unity. Forget bullshit like 'optimisations' and whatever else.
Download Unity, open up sonic adventure 1 gameplay on youtube and remake a small segment of Emerald Coast and use that as a base.
I believe one day I was told specifically not to do this sort of thing by some anon who had a moronic friend who did nothing but google tutorials and forge the shit out of their code. Of course I wouldn't be that stupid because I have the drive to understand what I'm writing and I would make optimizations as I go but still.
If you want to make your own engine then make your own engine and don't listening to people telling you not to do what you want to do
Don't fall for the Optimization Programmer mindset. That mentality eats up people for breakfast.
This is a terrible simplification, but the problem with Unity (and any other pre-made engine) is that you HAVE to google the tutorials. You HAVE to ask someone how you do collisions, animation triggers, object spawns, de-spawns, etc. etc. etc. because everything is already made, you just have to learn how it expects you to do that.
The trick is that doing a 3D box collider is like 10 lines of C, handling what happens on collision you can pseudo-code in your head and you can batter out the whole thing without opening google once.
This is what makes using pre-made engines tiresome, you know roughly what you want to do, but first you have to find out how someone else did it and adapt their solution to your game.
BUT
And it's a BIG FRICKING BUT
The stuff Unity gives you, like model loading, texture/shader management, lighting, controller mapping, 3D audio, animation blending, etc. etc. etc. etc. will save you MONTHS of work. Hell, if nothing else, simply taking your .blend with your models and dropping them into the editor is a saving of at least a weekend of code. But like I said, once you've got the static stuff, now you are google google google google to make it move. It asks for all the time you saved back.
>will save you MONTHS of work
I heard Unity is kind of broken and you have to make your own stuff to do anything and waste time like that.
I deciding between Godot and Unity for 2D game. I'm looking for easiest engine to use and handle complicated stuff like save/load for me.
Use Unity. Don't overthink it. Don't google "godot vs unity".
Unity bot
Use Godot. Don't overthink it . Don't google "godot vs unity".
Why tell a beginner to use Godot
just use Unity
just use Godot
just use
just
Without going through all that, you don't have the reference for your own projects and engines.
Good example is a GameObject system.
Unity and Unreal will run slower than your own homemade naive engine implementation for simple games
>Unity and Unreal will run slower than your own homemade naive engine implementation for simple games
Maybe? Unity runs well. UE5 runs better now. Even for 2D games.
>Maybe?
Definitely
Big engines have a lot of overhead
Especially if it's 2D, there's a lot of shit in 3D engines that just isn't needed in 2D
>Big engines have a lot of overhead
Knowledge overhead maybe for 2D games. The problem is you'll re-implement their flipbook and gameobject structures and scripting structures and sprite scaling and UI work and 2D collision.
Either start with SDL2 and play around or jump into Unity.
>Knowledge overhead maybe
No, runtime overhead in the engine
>The problem is you'll re-implement their flipbook and gameobject structures and scripting structures and sprite scaling and UI work and 2D collision.
that's not a problem, some people want to do that
directx11 is dead. It was a zombie API even when it was the only choice for windows development.
If you have very little 3D API experience then the absolute best idea is OpenGL 1.2. You can issue one triangle at a time by calling the individual procedures to set vertex data and color/texture info.
The problem with opengl4, vulkan, d3d12 and metal is that they are all designed to solve the problems AAA and multi-game engine developers run into and as a result are brutally obtuse to get your head around.
Once you have a couple of basic games under your belt you'll probably have an appreciation for why later APIs do everything in buffers and shaders but when you're just getting started, you'll be writing boilerplate for hours just to make a model run around on screen and you'll burn yourself out on concepts that won't make any sense to you yet.
>directx11 is dead. It was a zombie API even when it was the only choice for windows development
The frick am I reading.
OpenGL 1.0 is good for ground basics for a few days, only tutorial site is NeHe Productions.
DX11 and OGL3 had the same fate. The world wanted a new API that worked the way GPUs and engines actually worked but there was so much pushback from the industry (read: nVidia for DX and AutoDesk for OGL) that neither microsoft nor Khronos got the chance. What we got was a clusterfrick of an API that was just more grafted on features onto 10 years worth of mistakes.
The reason I said OGL1.2 was because the guy asked for DC level graphics. Bilinear filtered, mip-mapped, textured triangles with vertex coloring for lighting. Literally what OGL1.2 was built for. To do the same in DX11 would be harder with no upside.
I still wouldn't recommend OpenGL 2.1 and that's what I started on.
Vulkan and D3D12 were made by "muh performance" morons. Now we have things like PipelineStateObjects which everyone just implements as they did D3D11 pipelines.
Install Unity. You'll thank me in 4 days.
No you'll need a computer and some software
These are the only worthwhile books on game programming. Not even joking.
Game Programming Patterns is good but brief
Game Engine Architecture covers too broad of a topic to be useful
After what feels like an interminable amount of time, all the Blast Knuckles kick combos are done, including unique air animations for each. This took way longer than the sword animations did and I don't know why.
Now, I have to do the charging versions of each.
I love the gore and enemy parts flying and bouncing around, I've seen some of your other webms and your game looks really top tier, those smear effects look sick btw.
That dash looks crazy lol, maybe you should make bigger levels to make the player want to zoom around, also don't forget about "coyote time" when making a platformer.
What kind of game are you making?
>I love the gore and enemy parts flying and bouncing around, I've seen some of your other webms and your game looks really top tier, those smear effects look sick btw.
Thank you. I have a very deep desire to do Ninja Gaiden / Doom 2016 levels of “dismember on kill”, especially as the game follows a logic that allows you to juggle an enemy even after death, having that death be indicated by something like the head caving in or an arm getting lopped off would be great. How to approach that level of enemy destruction without resorting to pure procedural geometry is another matter, I’m not really sure where to begin on it.
>coyote time
had to look it up, I've already implemented it, as well as jump buffering before hitting the ground
I do like the idea of zipping around, but it's all pretty much in the "fricking around and seeing what feels fun" phase
>coyote time
I feel like that shit is unnecessary if you're using AABBs for all your collisions as you should.
>don't forget about "coyote time" when making a platformer.
Doesn't seem that necessary. I didn't add it to mine and I've gotten zero complaints. Did get a lot of complaints about the difficulty though lol
Those two things are related. If Coyote Time is done well, the player doesn’t even realize it’s there, it just makes them feel like the controls are more responsive and they’re playing better.
Sounds like casualization
Not him but the worst feeling in games is when your jump input gets eaten because you pressed it one frame too early. Drives me batty when I'm trying to chain jumps.You usually shouldn't be fighting the controls, but the games' challenges.
Pressing it early is fixed by input buffering. Coyote times helps with pressing it late.
Yeah it sucks when you are considered falling earlier than the graphic would show. That's worse than the chain jump thing. Having good controls doesn't casualize a game, it just shifts the challenge away from basic input so you can focus on the level obstacles.
I wasn't complaining about your game, just games in general that doesn't. There's always going to be exceptions to the rule, and if you happen to be part of that, that's fine.
>Yeah it sucks when you are considered falling earlier than the graphic would show
That sounds like a problem with the collision system. Coyote time is nothing but a lazy band-aid for that.
>>I wasn't complaining about your game, just games in general that doesn't
I know, was just explaining what it was like for my game. Our collision system is very robust so it feels fine without any mechanics like that.
>Having good controls doesn't casualize a game, it just shifts the challenge away from basic input so you can focus on the level obstacles
That's a good way of putting it.
two things are related
I'm fairly sure people would've been complaining about the difficulty regardless of whether it has coyote time or not. We've tried, it makes no difference.
We've gotten very little complaints regarding the controls so I assume they're fine. Plenty of people are able to pull off precision platforming with them. It's just that the mechanics have a steep learning curve, which I'll admit we fricked up a bit.
accidentally made a faux dashdance capability by being able to cancel a dash/slide
pretty easy to just fling yourself in a direction you'd rather not
that's the dude from og CoC
No art.
No game.
Get to work.
I can't fricking draw man
Wanted to just change texture for cat in Stray but even that looks impossible to me. I can program and model decently but drawing, holy shit, If only I could I'd make a porn game everyone dreams about.
>can model but can't draw
How is that even possible? Modelling is much more technical than drawing imo, also don't you need to know how to draw a little when making the schematic for your model?
Not him but it depends. I can't draw for shit but I can model inorganic stuff, or very low poly characters since those are just big quads most of the time.
Modeling is completely different from drawing, it can be tackled with geometry, math and mirror functions. In that sense it's almost just like playing with Legos. You only start to run into problem when it's time do to texturing since texturing is just next level drawing. But that can be replaced with solid colors or gradients if you know what you're doing.
Recently all I do is daydreaming about making video games. I don't want to do that anymore. I want to start making them. But I can't stop.
coding and music are taken care of. no one to take care of the visuals...
Gameplay and tunes are all I need to enjoy a piece of interactive entertainment
I have no idea how to start.
>Know how to code but always feel like I'm missing some fundamental and I wish I could find some course or project based book to help me feel I'm in a good place
>know frick all about drawing and want to improve but constantly run into physical health issues whenever I get the
>constantly getting into the loop of "but I'm not good at music, but I'm not good at level design or balancing, but what engine should I pick"
etc. I know it's all shitty excuses but I just can't get over that hurdle of actually starting.
>hurdle of actually starting
Start by making a singular level of an existing game into a full game.
And example is, take a single room from Link's Awakening and build out mechanics and visuals from those 2 or three core concepts in that one room.
How to convert sf2 to dls? I want to use soundfonts with my daw.
The final redpill is to use what you personally find interesting instead of listening to random nodevs in Ganker.
The final redpill is just make game.
It always has been the only way to start devving, the ones who "listening to randoms" are just gays who want to socialize
if you have to ask Ganker anything you're never gonna make it, even if you have already finished your game and are just asking for feedback : NGMI
almost 6 months since I started, the game is playable , it only has a bug when using guns at close distance, it "just" misses contents, or better their implementation.
Spent the last month learning 3d, and just when I thought I was done I faced another wall, textures.
Overall I'm positive I'm gonna have a demo for the end of the year
monster be like "go away gay"
>6 months to import bad models into unity
gamedev seems too hard for me...
>coding = importing models
>coding
stop reinventing the wheel, unity already did this and thousands of profesisonals have spent 15 years optimizing it
>Unity
>optimized
It's a fricking mess.
It runs fine.
I can't stand horror games at all so I would probably shit myself even with this untextured model.
Haha this is shaping up to be awesome! Really cute animations.
Thanks, we aim to please.
Gonna pass that on to my friend so he can fix it later.
I know that human characters are most relatable to the player, but could a dwarf work, too? I want a character who is an outsider to the human world, but is still somewhat normal.
i don't see why not, though I imagine an elf would be more relatable.
Actually, that would be even better now that I think about it:
>actually kind of speedy, great for combat that doesn't involve tanking/turtling, but also makes escaping from danger more possible
>fits the "lone wolf" trope better
>less reliant on stereotypical look, so it's easier to make them different from humans
>but also can beautiful, so players doesn't have to play an ugly character
>also can make a twist about them being just a superior sort of human mutant (like Elf/Alpha mutations in CDDA).
Thanks!
>opengl
>coordinates are upside down
>texture coordnates are also upside down
>textures are uploaded into the GPU from bottom-up row order (upside down)
I told you bro
It's manageable when you want to draw into the screen, but when you want to draw into framebuffers that are drawn into other framebuffers, it's a fricking disaster.
Maybe it's you that's upside-down
>OpenGL
>upside down coordinates
are you sure you didn't screw up your translation & rotation matrix?
>Vulkan
>They flipped the Y
jej
unit
Platforms, we got fricking platforms! We do this every week come on out.
>c**tra
nipples on blue board
Frick da poleez
Dang you're cool. Also that shadow looks kinda fricked, it jumps around and is in front of those platforms. Might wanna fix that.
That redhead was made for paizuri.
I cant really put my finger on it but this game looks very static
Hot. When will this come out?
the lack of details on the water
Finally added a loot system. Just health right now.
Gotta work on the interpolation for the pickup's slowdown though.
>Cave Story Solid
If my game turns out half as good as either of those I'd be very happy.
Sadly there will not be a single friendly NPC. It's gonna be a very arcadey game.
You better add cute and breedable rabbit creatures to you game.
some sort of jetpack thing (as an unlock later) would be nice though
Is it a good idea to assume most players are sociopaths who will frick shit up for fun?
I'm asking because if it's a good idea, then it would help with lore about other factions wanting to kill you on sight.
no, but I enjoy when game reacts to you killing people
>What kind of shit you expect me to frick up?
Like factions/human settlements because they have stuff you want.
I'm looking for a reason that your character wouldn't be just let into safe regions controlled by remnants of humanity and either it's their fear that you're tainted with otherworldly shit (like in Warhammer) that's is waiting to just blow up into some monstrosity among civvies or you already are a mutated human with fricked up mentality.
I kinda want to keep the "struggle for survival" thing going on, tho. So going into "misunderstood person" could be a better way.
maybe add a benign mutations that explains your increased survivalility like in CDDA to add an distinction
And if we are at survival thing.
What are good alternatives for zombies if I want to go for Project Zomboid vibes of relentless horde?
So it's basically Far Cry outposts but with a Last of Us/I Am Alive vibe?
Welp, yeah, I think I would frick this shit up quite a lot
Not a socio, but a psycho. What kind of shit you expect me to frick up?
>used to enjoy posting game dev threads seeing projects people are working on
>decide to start my own game
>give up after a week
>every time I see this thread I feel a pain in my chest and become a mixture of angry and disappointed
I've got almost a decade of abandoned projects. The only thing separating people that made games from people that tried and gave up is perseverance.
then continue it
Relax homie. You know how many people frick up?
I spent 4 years doing OpenGL tutorials in my spare time before even trying to make a Pacman clone.
Considering going to uni to get a programing degree. Not only am I amateurish at programing and I'd to get better but it seems like a decent career path to go down. Also can incorporate it into my personal projects.
you won't become a game dev. you will realize that it's the worst salary compared to other computer endeavours during the time at uni.
Oh I'm aware, I'm content with gamedev just being a hobby/side gig. Just considering it as I can use the skill both professionally and in my hobbies.
>going into gamedev to get a salary
You never should have even considered gamedev.
What the other guy said but also I'd like to point out from observation that there is an oversaturation of games being made whilst large AAA companies are taking a longer time to develop new ones due to them risking big money to make new games to pay off. And since this has become very apparent for them that it is better to prolong already well established titles and their formulas.
This suggests you will either be looking into working for some small and maybe shady mobile game company or AA/AAA companies seeking to become bigger by pushing more graphics or milking their big franchise for years. This means you will be required to have strong programming skills and ideally a bunch of projects to prove that you're familiar with it's practicality, going to uni to learn programming maybe better than a bootcamp but for a job and especially for this route I would say experience is more relevant which you will not get during your time in uni since you will be doing essays, theory and irrelevant group projects which just take up year(s) of your time than directly doing the things you know you want to get into. But if you want to work for other jobs that will unironically pay and treat you better, I would say a degree would be ideal.
Another thing about games is the rising dependency in creating games from engines rather than doing things your own using OpenGL or whatever, I would say that rather than seeking a job in creating games, that engine deving may be the next step up eventually in the future. Like instead of looking into working for Blizzard or Rockstar, it may be ideal to look for employment in unity and unreal since it looks like they will basically control the video game market in the future due to it's tool. Your job will probably be more stable because it doesn't rely on making the next big thing or keeping the game relevant for decades. At the same time more jobs want you to know game engines rather than the old stuff if you wanna work for a game.
Also because people want to save up time and make the most out of assets they've figured they could just to procedural generation or modular modelling stuff in engines now along with graphics advancements in rendering and mesh physics. There are even people trying to do implement machine learning and ai on 3d graphics or other interactive things. Some of these are kinda niche but if you're incredibly good at math you can definitely get a job doing engine dev and other technical things if not being a crazy rigger/vfx guy.
From what I can understand the higher you can go with programming the more unique things you can do and implement things in games visually or in the background if not make the workflow so much faster and easier for yourself whilst gaining further understanding on computer graphics in general. These are some of the things that people who complain about programming being easy and art hard would not understand whilst you keep getting games after games that fail to emulate the same level of complexity from things that were released a decade or two ago despite their primitives' graphics (which are all made possible by building on the foundation of programming and math). All in all I'd say learning an engine will teach you more than going to a uni if you already know programming unless you wanna do other jobs that treat you like a human.
Computer Science graduate here (Went to uni at age 27, graduated at 31).
I had the same thoughts as you being an amateur game developer and wanting to hone my programming. To be honest the degree doesn't actually teach you a lot. If anything it just points you where to go and you have to learn all the things on your own.
If you're not motivated enough to properly teach yourself programming at home then the uni course isn't going to teach you anything at all. The students that just did the bare minimum amount of effort to pass the course never developed themselves properly.
You need to push yourself and the way to do this is to just start a small project and work it to completion. Program your own engine in pure C with SDL (2d first, then 3d raycasting, then 3d rasterization, then 3d raytracing).
Program the game loop from scratch, separate frame rate from game logic. Implement your own Entity Component System. Implement your own physics.
I don't regret doing the course or getting the degree because it has led to a lot of job oppertunities and a huge bump in quality of life. But see the course as merely 10% of the amount of effort you need to put into programming. It's going to have to consume your life for the 4 years of the course if you want to exist on the other end with a firm grasp on computing and intuitively know how to program everything you possible would want to program.
I ended up not working in gamedev after seeing the amount of compensation I could receive in other fields, please do computer science and not a gamedev-oriented study, trust me on this one
I've heard enough horror stories to avoid the games industry like the fricking plague. I'll stick to indie deving as a hobby. I'm mainly looking to take the course so it'll make getting a decent paying job in the field a lot easier. I just got out of a job working as a cook and hated it, I'm still young so I may as well aim for a career doing something I'm interested in.
Thanks for the advice though anon.
I'm still just working on snake logic: Getting them to be more wiggly, hooking up animations and whatnot. Just winding down before the monthly devlog.
>giant snake vore
No thanks
It's only a fetish if you have one.
>actually living space snek
ohshit
design is a bit generic, but whatever. I dig your game, underspace anon, how many ship hulls there will be?
There's about 25 unique models, but multiple stat variations based on the class you want to fly.
Post-release one of the things I want to do is add more ship models for sure.
Have you considered the approach that No Man's Sky did of having ships being made up of multiple parts stitched together? I was surprised how interested I got in looking for the perfect variations of a ship class. I find there to be merit in having specific models too, so maybe a scrapped ship type on the side could be cool?
I would never think of trying to emulate No Man's Sky's level of quality.
heh
>There's about 25 unique models
oh hell yeah
damn that snake movement is looking great, anon
Is that dynamic or prebaked animation?
Always wondered how to achieve this effect in a dynamic manner.
Any light you could shine on it would be awesome.
I get lost when it comes to moviing and orienting child bones. I get that they have to go towards where the parent bone was, but I can't parse in my brain how that works when the parent bone is also constantly moving.
Dynamic, the actual wiggle work is just making the snake move rotate back and forth, the real magic comes from the movement basically being a dynamic spline following system.
Here
https://mega.nz/file/lDwTgLCY#c-6QS2UVU2jP3UX7Pzna6wvOlzcutAlEzybR6Ao45ds
It's pretty straightforward.
Hey, thanks.
That really is pretty straightforward. Thanks for your help on that.
cont. from
You have your game on Steam yet, at least for wishlisting?
Aye
https://store.steampowered.com/app/1111930/Underspace/
Cool man - wishlisted. I'll be sure to pick up a copy when you release. Looks good.
You're going to get fetishists playing your game now
The prophecy begins...
Give it a sexy eye shape or some lashes and it's a done deal.
The moronic tongue movement makes it look like a fetish game.
>coyote time
more like homosexuale time
I just spent 3 days fixing my computer and I don't have the will to do much of anything, much less dev.
Made NPC dialogue. I have to make four new sprites tomorrow.
I'm tired
havent started on the game yet, just making 3d models
Ive removed the color texture because they look like shit with it
looks kino, what will your game be about?
Its set in the 1960s and you control a squad that supposed to take over an area after its been nuked
For example america nukes a beachead in vietnam and sends specialized squads to fight the weakened army
Im inspired by hidden and dangerous 2, and i think this context is good for explaining why you area small squad against a larger army
Seems nice, where can I follow your progress?
i just post here sometimes
changing my true ending with cucking myself from my futa dark elfu with a beast fricking her anally(Minotaur)
I'm so messed up.
Put programming down for a bit and finally got around to learning sculpting.
Want to do stylized characters etc. Disney princess style. But with bobs. And vagene. Probably.
Not a bad start. Getting past the 'weird alien homie' phase of sculpting is so difficult.
Yeah, I think texturing and hair will help with that a lot, but definitely proportions are the hardest part of sculpting. Also, still have a lot to learn - haven't even got to the body yet.
>enjoy 3d animating
>hate modelling and rigging
If only I had a 3d modeller guy willing to help me for free
2 girls done
2 to go, and I want you guys to help!
How small should the breasts be this time?
Well frick wrong file
Neat.
How'd you do the trail effect on the attacks?
What trail? You mean the hitspark? They're hand animated
Nah, the trail on Sol's arm when he's swinging for a punch.
LOL, just went through the webm to get a screenshot and it's the motion blur. Thought it was an trail effect.
Good stuff getting that all working though. Looks cool. Should make it into an oldschool beat em up.
>Looks cool. Should make it into an oldschool beat em up.
The plan is to make a roguelike
I'm still writing and polishing the demo. Got some nice feedback on the steam page, which is nice.
Holy shit no way, I'm working on something similar. What? Anon, your game looks great, I can see the DE influence.
How long have you been working on the demo?
How the FRICK does unity pricing work? Not that I ever expect to pay anything, but if my game should ever break the free tier ceiling (100k), does that mean I have to have unity (paid version) for the next year, or for as long as the game is sold, or as long as it's making over 100k per year?
as long as it's making over 100k per year
Better off contacting Unity.
I don't want to but you're right. I hate talking to people but I couldn't find a straight answer on the net.
Based on
, I would not be stuck with it for life.
From the last thread but expanded a dungeon for the demo, and added a rage inducing platforming level in the style of Mario Sunshine.
I don't care about my current anymore game and I want to start a new project.
We should do a 24 game jam some time