My second game is coming along.
Just had to refactor the asset bundle system. If there's one thing I hate most about programming, it's having to redo chunks of code that doesn't result directly in an output in the game.
I know it makes another system able to operate, but it still sucks. It's like paying bills.
As per the last Gankerkend thread, I have removed antialiasing and texture filtering; additionally, textures are now forced to 256x256 resolution; a good compromise between high detail and ensuring that the texture wouldn’t look out of place for an Dinosaur Planet/Ecstatica-like game.
I’ll post screenshots in a bit. While you guys wait, have this goofy-looking Bulldog worker render; usual shilling will commence in a few…
Yes, it has point 'n click elements, but also has stats responsible for strength and agility so you can also fight and jump like in good ol' platformer game. Currently I have planned about 12 perks that are unlocked automatically after achieving certain stats combinations.
Lol that looks like fricking shite mate
Thans, I hope it'll look consistent enough to not drop ball even lower
can you whop one of her breasts out and give it a honk?
One of the perks - womanizer - will let you seduce women, so maybe?
> Look, anon, we're in ___. Therefor, I shall hold myself to a lower standard, and attempt to drag down my fellow man.
I don't expect anyone to be nice. I'm also not the creator of that project. I'll shit on you all the same, because you behave poorly, so have earned poor treatment from others.
CMC is PMC with a bucket of additional random ass features tacked on to it.
CMC has for example a very crude "movement mode" feature for things like swimming etc. but probably nobody ever bothered reviewing or refactoring that.
Also CMC is network enabled afaik, but thats not hard to implement in PMC.
Oh, and last I checked, CMC hardcodes gravity direction to -Z (why the frick is CMC even bothering with this?) and so that means you can't change gravity for your character.
CMC is good for one thing though. If you need an example of how not to do Single Responsibility Principle it's among the best.
If you don't know what you're doing, you should stick with CMC though. Most online content assume that's what you use.
Need some more ideas for a monster collecting rpg based in a degrading vr world. So far i have ~60 concepts, including schizo bosses. I really need early game and late game concepts at this point. Certain creatures can be fused together to obtain a new creature derivative of the base creatures, or a powered up/alternative typing of the more unique base creature. Think something along the lines of Digimon.
I've gotten basic mechanics for exploration done atm, but a cube picking up cubes in a simplistic 3d environment, and a halfway complete rpg combat system aren't much to look at. I currently want to build up some assets to further solidify my workflow, and I'm in an artdev mood. But okay, generic skeletons it is.
I believe you are wasting your time on this project. You haven't improved anything, and you haven't taken any of anon's advice. Simply scrap it and design something simple instead.
I'm considering maybe releasing some assets on unity asset store
Apparently they require you to have a website with all your assets presented there, shit
I think someone here will know how to explain this phenomenon to me...
Why when I watch gameplay on YouTube, even gameplay made by other players (not bullshots), does the game look better than me playing it on my PC?
For example, I downloaded this Titanic demo, it's all in "EPIC" quality, it can't get any better than this, even so the image quality didn't lool that good, there's a lot of aliasing, the assets are blurry when there are few meters from the camera, etc.
It's clearly a video game with all the limitations of one, while on Youtube I had the impression that I was seeing something of much higher quality..
There are many variables that influence visual fidelity in video games. Different graphics drivers being installed, different Nvidia Experience settings, etc.
Plus
[...]
what he said.
I've mainly noticed how compressed and fricked the bitrate on nearly every streamed video I watch is vs how it looks on my setup.
Thank you anons. I also noticed that the demo I'm playing was made in Unreal Engine 4 while the video on Youtube is apparently of the Unreal Engine 5 version, lol.
There are many variables that influence visual fidelity in video games. Different graphics drivers being installed, different Nvidia Experience settings, etc.
Plus
>they render at 4K >they inject additional shaders >youtube compression makes your brain "fill in the blanks"
any of these I'd guess
what he said.
I've mainly noticed how compressed and fricked the bitrate on nearly every streamed video I watch is vs how it looks on my setup.
>take 5+ years to shit out some amateur slop that you nevertheless worked hard to produce >launch day >doesn't even recoup the cost to list the game on steam
You're not going to make it unless you have real skills or talent to begin with. Or, you just get lucky like the vampire Survivors guy who wouldn't occupy the minds of 10 people total if a random streamer didn't happen to pick it up and stream his game. I speak from experience. Many of you are going to find this out the hard way and it will not be pretty. You do have a plan B if it doesn't work out, right?
Here's how it usually works:
The right streamer picks up your game at the right time, causing a chain reaction of other, bigger streamers to do the same and their lemming followers buy it to fit in with the current phenomenon, usually during a content drought where no big games are releasing to steal all the attention. I'll admit most of these games aren't just Flappy Bird, meaning they do have something special about them, probably, like you can kind of see how Only Up! would take off. After that it's probably 50/50 timing and luck and it's not predictable or replicable.
The mistake is working for 5 years on something without having any idea if there's an audience or not.
I, particularly, know that there is a small number of people willing to pay for my games, I estimate around 2000 more or less, because I've been doing free stuff for several years and distributing it on Patreon, personal blogs, Discord and itch.io. Those 2000 people at some point decided to pay me something, so it's reasonable to assume that they would buy a cheap game of $10 max.
Now working on a game without having any kind of contact with any community and being totally unknown is kind of crazy, unless you're working on a passion project and selling is just a "bonus", not a business.
>5+ years >amatuer slop
I'm already over 4 years in ;_; and I worked hard on and off on it. I have little faith my game will do well even though it's supposed to be a fun coop game.
>the people i play it with
Let me put it this way, I still need to add the coop. Yes I held off until near the end of finishing it and that was probably a terrible idea even though the game is one of the easier types to code coop into. There isn't too much else to put in the game but the stuff that remains to be added is the final stuff that really gives the game that extra oomph. As one of my brothers put it "woah it actually looks like a real game now" kek. The only other solace I have is that similar games do okay.
I've seen both done, but personally I prefer light enemies on dark backgrounds. My ideal FPS aesthetic is something like Xonotic or Quake Live where everyone is in glow skins.
If you're doing a singleplayer FPS it doesn't matter and just make whatever looks aesthetic.
>took me half a day to display one thing on the UI in godot
I haven't even gotten started on a character controller. I'm going to have to disable all the shit that keeps distracting me to my hosts file.
As promised, I am now dumping some photos of my game. As you can see, the textures are now suitably shit-looking to really capture that Dinosaur Planet/Ecstatica feel.
In this screenshot, our hero Basileus Joseph Fygoon is about to be ambushed by a few Bulldog workers in the Iron Ghetto. In the background is a statue of Brutus Canor, the Viceroy of the Bulldogs, and a boss Basileus Fygoon will face at the end of the level.
Should I let players cheat on their spouse in my life sim?
Reasons for:
- Does not limit player freedom
- Closer to a real simulation
- Giving the player the option to flirt with anyone, but removing it once they are married, is completely arbitrary
- You can do it in The Sims
Reasons against:
- It's going to be a b***h to code as I have to take into account all the NPC reactions
- I feel like most players wouldn't do it in the first place due to the negative consequences and no tangible reward, so I'd essentially be coding content that's primary purpose is to discourage players from seeing that content.
- It's immoral, and it's not like killing people where it's immoral but clearly not real because most normal people don't kill anyone and don't know anyone murderer or anyone who's been murdered. Cheating is a more "common" problem, plenty of normal people do know someone who has cheated or been cheated on, maybe themselves.
- You can't do it in Stardew Valley
This is an interesting room in the Bulldogs’ ironworks, as it is home to a strange beast known as an Amorgis. These sentient blobs of molten iron rise out of their vile habitats and predate on any unwitting prey by hurling chunks of molten metal at them. These bizarre creatures are not native to this planet, as recent archaeological evidence by top Frydarian scholars show evidence that these beasts originated from the foul mantle regions of Zerdikor, a planet many miles away from their own; how these creatures found their way here remains unknown.
This is just a random walkway connecting the different sections together. There will be some torches added such that, once you receive your fire-breath ability, you can use it to enter the ironworks section.
Still isn’t very pretty, but we’re getting there. Personally, I’m more excited to work on the BirchWood Forest, especially since programming the Pot Gremlings and the Trollglodyte-Gremling combo enemies would be fun.
Now, I want to ask you guys, what other enemies do you think I should add to the Iron Ghetto? At the moment we have the following: Bulldogs of various strengths (who act like the SharpClaws from Dinosaur Planet); Glebas, which are balls of acid that shoot out of vents like the Polyp vents in Metroid and explode into a corrosive puddle; and Amorgis, which are weird, Magdollite/Magmoor-like sentient blobs of molten metal, as detailed earlier. I’m open to any suggestions that sound like they could belong in an ironworks turned into a decrepit city.
Weird question, but what do you think it would be more interesting between a Indy inspired Zelda like RPG, or a James Bond inspired JRPG? I have prototypes for the two of them, but I want to decide on a game and carry it on until I finish it.
I thought about doing that, but realized that the Zelda formulae limited me on the actions that the player can make. Also a dungeon centric game would become kind of boring because you would not be venturing into old temples but embassies and modern buildings.
I'm really struggling to come up with a good premise for a story. Unfortunately story is kind of important because I want to make a point & click adventure / JRPG combo.
If it was JRPG first and P&C second, maybe... But it's P&C primarily with JRPG combat elements added; and more importantly I want to keep the scope down.
Get the game mechanics working first and then come up with a story. Even with no story you can still get your stats working, images/dialogue displaying, clicking decisions to go to a branch and basic combat mechanics like "click attack, click enemy, it takes damage".
I’ve been on that RPG/point-and-click boat before. Mine was based on this lost RPG called Non-Named that was cancelled in development. It starred two girls, Mills and Callie, as they spend a pleasant day together on the island of Non-Named before finding themselves at the epicenter of a grand battle against a malevolent eldritch being known as the Amberosa and its Drones. You would meet a variety of weird characters, from humans like the conniving Suzan to critters like the Stubby Cat cultists and their El Pago death mechas, as you journey from the idyllic West Town to the warped East Town, now the Amberosa’s Crypt City.
Did I finish it? Yes. Did I release it? No. After finishing it, I straight up deleted my Non-Named Point-and-Click Adventure because, frankly, that shit was super embarrassing.
Here’s a picture of the two main characters: Mills is the one with the goofy hair and smile and Callie is the one with black hair and a scowl.
Anyway, best of luck to your story, anon.
>Kino no Tabi style episodic format with a roaming/traveling hero >hero selects a destination from several and goes there to learn about the place >because game, they also get into battles and solve problems >point and click interface to explore and interact with people and things >lots of different destinations exist, and new ones unlock as the player clears other ones >player can't visit all of them in a single playthrough >different endings depending on which places and events the MC is involved in over the course of the story
I've just given you an idea worth at least 100 bananas. Now make it.
I've yet to tackle on the shop and save system. Currently struggling to code calculating how many nuts per second all buildings collectively make, and other sorts of math things
When I was younger my uncle gifted me his AtariST along with a game programming kit for it. I tried to make Mario Kart but with homeless people in shopping trolleys who threw trash at each other. Wish I had the confidence to try and make it.
Back at it again to send a screenshot of another location; this time, it’s an Idegian location known as Crystal Falls. Home to the hostile, reclusive Axolotl Kin, this land is well known throughout the Island of Dreams for its pure waters; the Humans, mortal enemies of the Axolotl Kin must resort to drinking recycled sea water and, with Duke Umbra contaminating the seas that surround Idego Island with his essence, had grown deathly ill and susceptible to the Duke’s influence. Despite the warnings from Laura Redwood, the human guide and your AI partner, you, as Joseph Fygoon, enter the land anyway and are ambushed by the Axolotl Kin; after performing a series of trials, including slaying Scalefeather in the Grandiose City (another game location), you unite the Humans and Axolotl Kin in a giant battle against Duke Umbra’s nightmare soldiers.
This was the first location I designed, with it being part of an open-world experience. Eventually, I felt that this would be too difficult to do, so I set it aside and began work on the Bulldogs’ Iron Ghetto, among others.
Thanks, dude. As I said in my previous rambling posts, the style I’m going for with The Frydarian Tale is a combination between Rare’s Dinosaur Planet and Psygnosis’s Ecstatica. Here, have this render I made just for this comment.
What’s Ganker3? I’ll scramble to get some good gameplay nonetheless (I’m beginning my second year in college next month) but I want to know what this is so I can see what more people think.
This looks so 90's
I love it
Thanks, bro.
Anyway, enough shilling my own crap, what do you guys have in store? I can’t be the only one posting here.
fricked up the copy and paste https://www.youtube.com/watch?v=0L9UbyP_laY
10 months ago
FygoonFag
Damn, I’m interested. Do these threads come out every August or something? And how do you submit your demos? Sorry for all of the questions but I want to know how much time I got before the next Ganker3 (I’ve only begun recently posting here so I’m not familiar with the customs)
10 months ago
Anonymous
Ya don't need to submit a demo, typically what you do is give us a trailer by the deadline, this year is October with airing in november. And a link to your like store page or social media, if you wanna join use this link https://discord.gg/XB2cUVY8
I like the old cgi style but not so much the main character design. I'm all for hunky reptilian dudes but he looks like he's gonna sing me the alphabet. He should be slightly more menacing even if he's a good guy. Make him more reptilian than barney. That's just me.
Just spent 3 hours minutes modeling, baking maps for and texturing some low poly ice cream for a cutscene.
I can see why cutscenes rarely involve props, lmao.
Lookin’ nice! I know how it is changing art styles (Joey Fygoon wasn’t always a monitor lizard-like dragon), so what’s the reason? Also, what’s your game about?
It's a Monster Taming Game similar to Pokemon but with a lot of differences in mechanics and aesthetics. Just to name a few:
*A MegaMan Battle Network Style Battle System
*Characters have a mid-2000s, punk/emo/goth/alt vibe to them, some more severe than others
*A sub-urban setting with more of a zone based approach to locations and not linear based.
The reason for the art style change was to make it resemble Pokemon's and to match with the Tamashii's (the name of the creatures in the game) simple style. Obviously, it has its own twist on it. My main motive for the game is to capture the nostalgia of Pokemon, but innovate and also do our own thing in the process.
Btw this is the pre-evolution for our mascot. Its name is Chonkler.
When I get the full art done, I'll show them off. I only have the rival character (the girl in the second pic) and the "gym leader" (girl with Chonkler in the first pic" done
currently removing any and all political shitposts on my personal social media before my game's demo releases because the last thing i want is to get dragged into more manufactured drama
also, i'm starting to lose confidence in my project so some asspats would be nice
>Make an enumerator (basically just an int as a word) >store a variable for it >if(in certain state) do action and move to another state
That's pretty much it. If you want to logic it out for yourself imagine yourself running. You can stand still, start walking and run. There's inherently a flow chart of logic for those "states", and you can't start running while you're already running, but you can start running from a walking position (but maybe not from standing, although you could irl).
currently removing any and all political shitposts on my personal social media before my game's demo releases because the last thing i want is to get dragged into more manufactured drama
also, i'm starting to lose confidence in my project so some asspats would be nice
I guess calling it AI was something of an overstatement. As of now it's pretty rudimentary. I have various player information such as their state, velocity and position sent over to the enemy so they can react to it accordingly. Enemy attacks are performed randomly by declaring an rng variable, setting it with Godot 's randirange function, and then attacks when the rng variable is equal to a number. I'm aware this is super scuffed and not how you're supposed to do it, but it works for my simple little project.
Got stuck having to adjust the code in many, many scripts of mine. Nearly done with this but it has been very boring and time consuming, all thats left is adjusting all the prefabs and there may be a few non prefabs that will need adjustment.
After this I need to go back to my list of stuff that needs to be done and think what to work on next. Game is getting close to completion so I need to have a lot of the right things done. Probably more of the work I was doing before getting entangled in this current task of adjusting code and stuff in the editor.
Last night I added water and boats. Different boats can go in deeper water >could have used an established engine and started making your gameplay right away >instead fricking around in rpg basics hell for all eternity
whatever it's just a for-fun programming project
I took a break two weeks ago and never came back.
I promised myself once i got a new GPU i would work on my dream project, but i just started and didnt continue.
If I only had a tiny dream game on my head, I am just one person, and video games takes too long to develop.
Not game dev but I'm thinking about doing animations that look like a 2000s era video game. I know a lot of people would use Blender for that shit but could a game engine be more efficient in pulling off the look? Anyone know any animators that use game engines for an old school look?
Some people have done animated movies in Unity. Also the massive amount of gmod videos and source filmmaker things in existence.
If you were looking for something more obscure you're probably better off just mimicking it in Blender. I used to mod 2000-era games a lot and they always have their own obscure file formats and arcane limitations of how a model has to be constructed and named and stuff, and then your only way of actually exporting it is with some sketchy geocities .exe that only supports models made with version 1.5.25.61 of some obscure modelling software that's old enough to post on Ganker.
Bömp
Another búmp
I'm just gonna post my renders
oh this is pretty good
Thanks
this looks awfully familiar
this one looks really well
Use the rod of asclepius instead
>use lua which is a easy scripting language
>playerbase are moronic kids therefore easy money printing machine
Take the Robloxpill.
been working on it almost all day, windows will now spawn in the center (and at an offset if the window already exists). here's me testing that
My second game is coming along.
Just had to refactor the asset bundle system. If there's one thing I hate most about programming, it's having to redo chunks of code that doesn't result directly in an output in the game.
I know it makes another system able to operate, but it still sucks. It's like paying bills.
As per the last Gankerkend thread, I have removed antialiasing and texture filtering; additionally, textures are now forced to 256x256 resolution; a good compromise between high detail and ensuring that the texture wouldn’t look out of place for an Dinosaur Planet/Ecstatica-like game.
I’ll post screenshots in a bit. While you guys wait, have this goofy-looking Bulldog worker render; usual shilling will commence in a few…
Writing dialog, painting sprites and coding extra perks
>perks
how does that work? it looks like a point and click game
Yes, it has point 'n click elements, but also has stats responsible for strength and agility so you can also fight and jump like in good ol' platformer game. Currently I have planned about 12 perks that are unlocked automatically after achieving certain stats combinations.
Thans, I hope it'll look consistent enough to not drop ball even lower
One of the perks - womanizer - will let you seduce women, so maybe?
Lol that looks like fricking shite mate
Post werk. Otherwise, while it does indeed look rough, its immediately better than the nothing you've made.
Cmon man youre on Ganker do you expect nice things from people? Cant wait for release so I can shit on it even more
> Look, anon, we're in ___. Therefor, I shall hold myself to a lower standard, and attempt to drag down my fellow man.
I don't expect anyone to be nice. I'm also not the creator of that project. I'll shit on you all the same, because you behave poorly, so have earned poor treatment from others.
You are a nobody. have a nice day.
can you whop one of her breasts out and give it a honk?
Been a long time since Ive seen this game
Just checked and it's only a year since I started it and I posted progress pretty regularly until earlier this year. It's not that long, is it...?
Im a neet, 1 week is a very long time.
>do something
>1 week passes
>what that was only last week!?
any tips on using unreal engine's character movement component?
Yeah, don't, it's a huge monolithic mess.
Just use PawnMovementComponent.
what's the difference between PawnMovementComponent and character movement component?
CMC is PMC with a bucket of additional random ass features tacked on to it.
CMC has for example a very crude "movement mode" feature for things like swimming etc. but probably nobody ever bothered reviewing or refactoring that.
Also CMC is network enabled afaik, but thats not hard to implement in PMC.
Oh, and last I checked, CMC hardcodes gravity direction to -Z (why the frick is CMC even bothering with this?) and so that means you can't change gravity for your character.
CMC is good for one thing though. If you need an example of how not to do Single Responsibility Principle it's among the best.
If you don't know what you're doing, you should stick with CMC though. Most online content assume that's what you use.
took a break from dev hobby now i cant find my unreal project file for one game, other are still there
Need some more ideas for a monster collecting rpg based in a degrading vr world. So far i have ~60 concepts, including schizo bosses. I really need early game and late game concepts at this point. Certain creatures can be fused together to obtain a new creature derivative of the base creatures, or a powered up/alternative typing of the more unique base creature. Think something along the lines of Digimon.
>Need some more ideas
no. make a prototype
I've gotten basic mechanics for exploration done atm, but a cube picking up cubes in a simplistic 3d environment, and a halfway complete rpg combat system aren't much to look at. I currently want to build up some assets to further solidify my workflow, and I'm in an artdev mood. But okay, generic skeletons it is.
I've finally started blocking out levels.
I'm working on this game where you play as a boy who is forced to go through a girls' school naked, what do you think?
I believe you are wasting your time on this project. You haven't improved anything, and you haven't taken any of anon's advice. Simply scrap it and design something simple instead.
Why am I wasting my time? What's wrong with it?
You post the same image, you get feedback, you ignore it, and you repeat the process. You've been practicing this for months, so show some results.
I can't think of any other ideas for the game
That's not even his work lol. It's from Castle of Temptation
what do the girls look like
i haven't done any development since i started taking zoloft
I'm considering maybe releasing some assets on unity asset store
Apparently they require you to have a website with all your assets presented there, shit
I think someone here will know how to explain this phenomenon to me...
Why when I watch gameplay on YouTube, even gameplay made by other players (not bullshots), does the game look better than me playing it on my PC?
For example, I downloaded this Titanic demo, it's all in "EPIC" quality, it can't get any better than this, even so the image quality didn't lool that good, there's a lot of aliasing, the assets are blurry when there are few meters from the camera, etc.
It's clearly a video game with all the limitations of one, while on Youtube I had the impression that I was seeing something of much higher quality..
>they render at 4K
>they inject additional shaders
>youtube compression makes your brain "fill in the blanks"
any of these I'd guess
Thank you anons. I also noticed that the demo I'm playing was made in Unreal Engine 4 while the video on Youtube is apparently of the Unreal Engine 5 version, lol.
There are many variables that influence visual fidelity in video games. Different graphics drivers being installed, different Nvidia Experience settings, etc.
Plus
what he said.
I've mainly noticed how compressed and fricked the bitrate on nearly every streamed video I watch is vs how it looks on my setup.
>take 5+ years to shit out some amateur slop that you nevertheless worked hard to produce
>launch day
>doesn't even recoup the cost to list the game on steam
You're not going to make it unless you have real skills or talent to begin with. Or, you just get lucky like the vampire Survivors guy who wouldn't occupy the minds of 10 people total if a random streamer didn't happen to pick it up and stream his game. I speak from experience. Many of you are going to find this out the hard way and it will not be pretty. You do have a plan B if it doesn't work out, right?
post your game
please explain the mechanism that makes one streamer playing your game cause a billion people to enjoy it and give you money
Here's how it usually works:
The right streamer picks up your game at the right time, causing a chain reaction of other, bigger streamers to do the same and their lemming followers buy it to fit in with the current phenomenon, usually during a content drought where no big games are releasing to steal all the attention. I'll admit most of these games aren't just Flappy Bird, meaning they do have something special about them, probably, like you can kind of see how Only Up! would take off. After that it's probably 50/50 timing and luck and it's not predictable or replicable.
I'm convinced the single biggest lever you can pull in terms of making your game a success is coming up with a good hook.
SNKRX, Vampire Survivors, and Brotato came out one after another and replicated the previous's successes with the same audience
>You do have a plan B if it doesn't work out
A job
The mistake is working for 5 years on something without having any idea if there's an audience or not.
I, particularly, know that there is a small number of people willing to pay for my games, I estimate around 2000 more or less, because I've been doing free stuff for several years and distributing it on Patreon, personal blogs, Discord and itch.io. Those 2000 people at some point decided to pay me something, so it's reasonable to assume that they would buy a cheap game of $10 max.
Now working on a game without having any kind of contact with any community and being totally unknown is kind of crazy, unless you're working on a passion project and selling is just a "bonus", not a business.
I am aiming to make a true v-core game, so even if my game doesn't sell, I know you frickers will pirate and play it.
>5+ years
>amatuer slop
I'm already over 4 years in ;_; and I worked hard on and off on it. I have little faith my game will do well even though it's supposed to be a fun coop game.
do the people you play it with think its fun
>the people i play it with
Let me put it this way, I still need to add the coop. Yes I held off until near the end of finishing it and that was probably a terrible idea even though the game is one of the easier types to code coop into. There isn't too much else to put in the game but the stuff that remains to be added is the final stuff that really gives the game that extra oomph. As one of my brothers put it "woah it actually looks like a real game now" kek. The only other solace I have is that similar games do okay.
>the talentless doomposter who won't post their game because they are an idea guy
everytime
For an FPS, do players prefer dark colored enemies against light colored backgrounds, or light colored enemies against dark colored backgrounds?
show both
really depends on your implementation
I think readability is more about recognizable silhouettes than colors
I've seen both done, but personally I prefer light enemies on dark backgrounds. My ideal FPS aesthetic is something like Xonotic or Quake Live where everyone is in glow skins.
If you're doing a singleplayer FPS it doesn't matter and just make whatever looks aesthetic.
made doors
Nice job!
draw front and back views
secret doors
thx
you mean for the main character? i dont know if i will
Where did you go Blue
the door problem
>took me half a day to display one thing on the UI in godot
I haven't even gotten started on a character controller. I'm going to have to disable all the shit that keeps distracting me to my hosts file.
As promised, I am now dumping some photos of my game. As you can see, the textures are now suitably shit-looking to really capture that Dinosaur Planet/Ecstatica feel.
In this screenshot, our hero Basileus Joseph Fygoon is about to be ambushed by a few Bulldog workers in the Iron Ghetto. In the background is a statue of Brutus Canor, the Viceroy of the Bulldogs, and a boss Basileus Fygoon will face at the end of the level.
In this screenshot, Basileus Fygoon is demonstrating the fire-spit ability by incinerating a Bulldog.
Should I let players cheat on their spouse in my life sim?
Reasons for:
- Does not limit player freedom
- Closer to a real simulation
- Giving the player the option to flirt with anyone, but removing it once they are married, is completely arbitrary
- You can do it in The Sims
Reasons against:
- It's going to be a b***h to code as I have to take into account all the NPC reactions
- I feel like most players wouldn't do it in the first place due to the negative consequences and no tangible reward, so I'd essentially be coding content that's primary purpose is to discourage players from seeing that content.
- It's immoral, and it's not like killing people where it's immoral but clearly not real because most normal people don't kill anyone and don't know anyone murderer or anyone who's been murdered. Cheating is a more "common" problem, plenty of normal people do know someone who has cheated or been cheated on, maybe themselves.
- You can't do it in Stardew Valley
https://stardewvalleywiki.com/Bouquet#Group_10-Heart_Event
what does cheating entail. im imagine pornographic fricking
if not, then i dont see the point and it seems like minutia.
Either a kiss or sex, but the sex is going to be similar to the Sims games
if it doesn't give me a boner skip it.
This is an interesting room in the Bulldogs’ ironworks, as it is home to a strange beast known as an Amorgis. These sentient blobs of molten iron rise out of their vile habitats and predate on any unwitting prey by hurling chunks of molten metal at them. These bizarre creatures are not native to this planet, as recent archaeological evidence by top Frydarian scholars show evidence that these beasts originated from the foul mantle regions of Zerdikor, a planet many miles away from their own; how these creatures found their way here remains unknown.
This is just a random walkway connecting the different sections together. There will be some torches added such that, once you receive your fire-breath ability, you can use it to enter the ironworks section.
Still isn’t very pretty, but we’re getting there. Personally, I’m more excited to work on the BirchWood Forest, especially since programming the Pot Gremlings and the Trollglodyte-Gremling combo enemies would be fun.
Now, I want to ask you guys, what other enemies do you think I should add to the Iron Ghetto? At the moment we have the following: Bulldogs of various strengths (who act like the SharpClaws from Dinosaur Planet); Glebas, which are balls of acid that shoot out of vents like the Polyp vents in Metroid and explode into a corrosive puddle; and Amorgis, which are weird, Magdollite/Magmoor-like sentient blobs of molten metal, as detailed earlier. I’m open to any suggestions that sound like they could belong in an ironworks turned into a decrepit city.
Weird question, but what do you think it would be more interesting between a Indy inspired Zelda like RPG, or a James Bond inspired JRPG? I have prototypes for the two of them, but I want to decide on a game and carry it on until I finish it.
James Bond RPG. Put in an OC donut steel sexy spy girl like Joanna Dark and you’ll sell millions.
It would make sense, and having something like a harem would be even better.
James bond zeldalike
I thought about doing that, but realized that the Zelda formulae limited me on the actions that the player can make. Also a dungeon centric game would become kind of boring because you would not be venturing into old temples but embassies and modern buildings.
I'm really struggling to come up with a good premise for a story. Unfortunately story is kind of important because I want to make a point & click adventure / JRPG combo.
>Le ancient evil awakens
If it was JRPG first and P&C second, maybe... But it's P&C primarily with JRPG combat elements added; and more importantly I want to keep the scope down.
Get the game mechanics working first and then come up with a story. Even with no story you can still get your stats working, images/dialogue displaying, clicking decisions to go to a branch and basic combat mechanics like "click attack, click enemy, it takes damage".
Yeah, that's fair.
I’ve been on that RPG/point-and-click boat before. Mine was based on this lost RPG called Non-Named that was cancelled in development. It starred two girls, Mills and Callie, as they spend a pleasant day together on the island of Non-Named before finding themselves at the epicenter of a grand battle against a malevolent eldritch being known as the Amberosa and its Drones. You would meet a variety of weird characters, from humans like the conniving Suzan to critters like the Stubby Cat cultists and their El Pago death mechas, as you journey from the idyllic West Town to the warped East Town, now the Amberosa’s Crypt City.
Did I finish it? Yes. Did I release it? No. After finishing it, I straight up deleted my Non-Named Point-and-Click Adventure because, frankly, that shit was super embarrassing.
Here’s a picture of the two main characters: Mills is the one with the goofy hair and smile and Callie is the one with black hair and a scowl.
Anyway, best of luck to your story, anon.
Set it free you coward
I’ll see if I can remake it from scratch, if I have the time.
>Kino no Tabi style episodic format with a roaming/traveling hero
>hero selects a destination from several and goes there to learn about the place
>because game, they also get into battles and solve problems
>point and click interface to explore and interact with people and things
>lots of different destinations exist, and new ones unlock as the player clears other ones
>player can't visit all of them in a single playthrough
>different endings depending on which places and events the MC is involved in over the course of the story
I've just given you an idea worth at least 100 bananas. Now make it.
Interesting idea. Thanks Anon.
Take two existing stories you liked when you were younger and mash them together. Also, set the game in a different setting or time period
where is the best place to start if i want to make a 3D dungeon blobber?
I've yet to tackle on the shop and save system. Currently struggling to code calculating how many nuts per second all buildings collectively make, and other sorts of math things
When I was younger my uncle gifted me his AtariST along with a game programming kit for it. I tried to make Mario Kart but with homeless people in shopping trolleys who threw trash at each other. Wish I had the confidence to try and make it.
Sounds fun. I'd love to customise my homeless character. Could put it in San Fran and include poo pickups and drug-use.
unity has a kart maker kit
doing well
What a pice of shit
Back at it again to send a screenshot of another location; this time, it’s an Idegian location known as Crystal Falls. Home to the hostile, reclusive Axolotl Kin, this land is well known throughout the Island of Dreams for its pure waters; the Humans, mortal enemies of the Axolotl Kin must resort to drinking recycled sea water and, with Duke Umbra contaminating the seas that surround Idego Island with his essence, had grown deathly ill and susceptible to the Duke’s influence. Despite the warnings from Laura Redwood, the human guide and your AI partner, you, as Joseph Fygoon, enter the land anyway and are ambushed by the Axolotl Kin; after performing a series of trials, including slaying Scalefeather in the Grandiose City (another game location), you unite the Humans and Axolotl Kin in a giant battle against Duke Umbra’s nightmare soldiers.
This was the first location I designed, with it being part of an open-world experience. Eventually, I felt that this would be too difficult to do, so I set it aside and began work on the Bulldogs’ Iron Ghetto, among others.
What engine
I’m going to get crucified for this
Unity. It was either that or AgentCubes.
Can i see a webm of gameplay?
Damn, did I scare everyone off with my crap?
These look sick honestly, reminds me of KI
Thanks, dude. As I said in my previous rambling posts, the style I’m going for with The Frydarian Tale is a combination between Rare’s Dinosaur Planet and Psygnosis’s Ecstatica. Here, have this render I made just for this comment.
Awesome, you should consider taking it to Ganker3 if you got good enough gameplay to show
What’s Ganker3? I’ll scramble to get some good gameplay nonetheless (I’m beginning my second year in college next month) but I want to know what this is so I can see what more people think.
Thanks, bro.
Anyway, enough shilling my own crap, what do you guys have in store? I can’t be the only one posting here.
here is last years show
TLDR: its like if this thread had an e3 direct
fricked up the copy and paste https://www.youtube.com/watch?v=0L9UbyP_laY
Damn, I’m interested. Do these threads come out every August or something? And how do you submit your demos? Sorry for all of the questions but I want to know how much time I got before the next Ganker3 (I’ve only begun recently posting here so I’m not familiar with the customs)
Ya don't need to submit a demo, typically what you do is give us a trailer by the deadline, this year is October with airing in november. And a link to your like store page or social media, if you wanna join use this link https://discord.gg/XB2cUVY8
>What’s Ganker3?
its alright, i've participated before and i got maybe 40 views for my itch io
cool
This looks so 90's
I love it
I like the old cgi style but not so much the main character design. I'm all for hunky reptilian dudes but he looks like he's gonna sing me the alphabet. He should be slightly more menacing even if he's a good guy. Make him more reptilian than barney. That's just me.
finished the animations, only have to implement them in game
>only
*sigh*
I'm too lazy and a bit too moronic to focus on game development
Hey y'all. Been working on changing the art style for my game.
Here's another
Very cute. What kind of game?
It's my Monster Taming Game called Waga Tamashii. I've posted about it here before.
CUTE
Is this porn?
Just spent 3 hours minutes modeling, baking maps for and texturing some low poly ice cream for a cutscene.
I can see why cutscenes rarely involve props, lmao.
those are cute concepts mate
Lookin’ nice! I know how it is changing art styles (Joey Fygoon wasn’t always a monitor lizard-like dragon), so what’s the reason? Also, what’s your game about?
It's a Monster Taming Game similar to Pokemon but with a lot of differences in mechanics and aesthetics. Just to name a few:
*A MegaMan Battle Network Style Battle System
*Characters have a mid-2000s, punk/emo/goth/alt vibe to them, some more severe than others
*A sub-urban setting with more of a zone based approach to locations and not linear based.
The reason for the art style change was to make it resemble Pokemon's and to match with the Tamashii's (the name of the creatures in the game) simple style. Obviously, it has its own twist on it. My main motive for the game is to capture the nostalgia of Pokemon, but innovate and also do our own thing in the process.
Btw this is the pre-evolution for our mascot. Its name is Chonkler.
thats pretty cute, what do the female trainers look like
When I get the full art done, I'll show them off. I only have the rival character (the girl in the second pic) and the "gym leader" (girl with Chonkler in the first pic" done
Very interesting concept. Keep us posted on any updates.
Will do
i like your art
is it a visual novel? how are you going to animate them
>be 80% done programming background systems for an RPG
>realize i can't draw
Whelp time to kill myself
same
https://streamable.com/v82f5d
looks good, keep it up, can't wait to play
Let's see those sprites.
most are still WIP, i'm making backgrounds like the post you replied to avoid doing more
https://files.catbox.moe/31ejfu.png
>How's that game coming along, son?
I don't want to learn how to write state machines
>realize i can't draw
if you can't draw, learn blender
>Make an enumerator (basically just an int as a word)
>store a variable for it
>if(in certain state) do action and move to another state
That's pretty much it. If you want to logic it out for yourself imagine yourself running. You can stand still, start walking and run. There's inherently a flow chart of logic for those "states", and you can't start running while you're already running, but you can start running from a walking position (but maybe not from standing, although you could irl).
that makes sense; I'll figure out what I'm actually doing then get rid of all the if statement spaghetti
currently removing any and all political shitposts on my personal social media before my game's demo releases because the last thing i want is to get dragged into more manufactured drama
also, i'm starting to lose confidence in my project so some asspats would be nice
if anyone were to make a game based in warhammer 40k how much would i have to change to not get my ass sued?
i mean i want to copy the original desings into simplified chibi pixel art ones
can it be labelled as parody and be sold like that?
am I moronic for wanting to make my first project with just c++ & SDL2?
i did and i'm glad to not be using unity or something
Enemy AI work has begun
Ay I give you credit, I haven't touched AI at all in my fighter. How are you tackling it, AI decides odds on a digital gamepad?
I guess calling it AI was something of an overstatement. As of now it's pretty rudimentary. I have various player information such as their state, velocity and position sent over to the enemy so they can react to it accordingly. Enemy attacks are performed randomly by declaring an rng variable, setting it with Godot 's randirange function, and then attacks when the rng variable is equal to a number. I'm aware this is super scuffed and not how you're supposed to do it, but it works for my simple little project.
Got stuck having to adjust the code in many, many scripts of mine. Nearly done with this but it has been very boring and time consuming, all thats left is adjusting all the prefabs and there may be a few non prefabs that will need adjustment.
After this I need to go back to my list of stuff that needs to be done and think what to work on next. Game is getting close to completion so I need to have a lot of the right things done. Probably more of the work I was doing before getting entangled in this current task of adjusting code and stuff in the editor.
HELP
I NEED SOMEBODY
WHAT
NOT JUST ANYBODY
YOU KNOW I NEED SOMEONE
Will I be hated for using AI to create the graphics for my game?
AI gay its been three threads by now, post fricking gameplay you hack
Last night I added water and boats. Different boats can go in deeper water
>could have used an established engine and started making your gameplay right away
>instead fricking around in rpg basics hell for all eternity
whatever it's just a for-fun programming project
What kinda game is this? Sounds like something potentially up my alley
fishing adventure. Think legend of the river king, but not an exact clone of that.
Never played that game but it and your sounds interesting keep it up
Seriously untapped genre. I want so badly for a retro fishing RPG.
Just play Stardew Valley?
fishing is BORING
>yeah but it'll be a battle rpg-
Then play pokemon
It had better have gorgeous fricking water like the SNES Black Bass games.
KINO
I'm reading the Renpy tutorial VN.
I took a break two weeks ago and never came back.
I promised myself once i got a new GPU i would work on my dream project, but i just started and didnt continue.
If I only had a tiny dream game on my head, I am just one person, and video games takes too long to develop.
what kind of game
You guys made fun of my game music last time I posted.
Yeah and I'll do it again!
Not game dev but I'm thinking about doing animations that look like a 2000s era video game. I know a lot of people would use Blender for that shit but could a game engine be more efficient in pulling off the look? Anyone know any animators that use game engines for an old school look?
blenders free, 3d model programs cost up to 2000$
but.. 3D Studio MAX or Rhino
maybe you can find one for free on a weird websitw.
Some people have done animated movies in Unity. Also the massive amount of gmod videos and source filmmaker things in existence.
If you were looking for something more obscure you're probably better off just mimicking it in Blender. I used to mod 2000-era games a lot and they always have their own obscure file formats and arcane limitations of how a model has to be constructed and named and stuff, and then your only way of actually exporting it is with some sketchy geocities .exe that only supports models made with version 1.5.25.61 of some obscure modelling software that's old enough to post on Ganker.
Busy with a commission, this is among the last few sketches i drew.