How is your game coming along?

How is your game coming along Gankeraggots

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  1. 7 months ago
    Anonymous

    Haven't devved in a while since I got a job
    have the itch again
    already frustrated in the ideaguy phase

    I've made so many prototypes of almost every genre, I don't know what I should do to stick with until I release it. Something simple because releasing something is now my #1 goal, if I do make a game again
    But everything practical to release seems boring. I can't help overscope

    so current status: nodev

    • 7 months ago
      Anonymous

      Spend an afternoon thinking of an idea (lol) then spend the next day (Saturday Sunday idk) making it. Do NOT spend a day longer making it. Your goal is simply to make something, anything, and put it out there. You NEED to feel that sense of accomplishment otherwise you're gonna keep making "prototypes" and getting nowhere.

      • 7 months ago
        Anonymous

        Anything made in a day will be fricking trash outside of something as simplistic as pong
        What’s the point

        • 7 months ago
          Anonymous

          then make it in two days, genius

        • 7 months ago
          Anonymous

          the point isn't to make something great

          it's to make something to completion

          when you complete something, it makes you feel motivated to continue to something better due to reaching a milestone/achievement

  2. 7 months ago
    Anonymous

    I think about making a game every day.

    • 7 months ago
      Anonymous

      So do it man.

  3. 7 months ago
    Anonymous

    Because some people actually asked me about this, I wrote a bit about Salaryman Shi: https://vertette.github.io/post/pixelartsalarymanshi

    Also for that one Anon who asked, I added RSS support. Link's in the header

    • 7 months ago
      Anonymous

      it seems strange to try and end the post on an uptick when Shi is basically a failure. even the NES bootleg had a more interesting art style and theme IMO

      • 7 months ago
        Anonymous

        >>it seems strange to try and end the post on an uptick when Shi is basically a failure
        A failure according to whom, exactly? I was satisfied with how the game came out, it had some flaws but on the whole I had fun developing and playing it. It sold more than I expected and, after splitting the profit with the programmer, it still made me enough money to buy a brand-new computer. I can't complain.

        • 7 months ago
          Anonymous

          >A failure according to whom, exactly?
          seething jealous Ganker sisters

          • 7 months ago
            Anonymous

            Ah yeah, I have seen the /agdg/ posts mocking the game for only having a few Steam reviews. Why do other people even care about how *my* game sold? I would've been happy with the game even if it only sold 50 copies. I make indie games for fun, if I wanted to get rich I would do anything else.

            • 7 months ago
              Anonymous

              If you make yourself or your game known here you can attract wierd haters who act like everything you do is some sort of affront to god, I've seen people hating on your game for no apparent reason several times

        • 7 months ago
          Anonymous

          according to the people who didn't buy it and the Steam algorithm that doesn't promote it

          • 7 months ago
            Anonymous

            Oh no.

            If you make yourself or your game known here you can attract wierd haters who act like everything you do is some sort of affront to god, I've seen people hating on your game for no apparent reason several times

            I've noticed an uptick in harsh comments on /agdg/ after Paperball released. Oh well, crabs gotta crab.

            Granted it could also be that one guy who got butthurt I wanted to make a Mario clone instead of making his game idea for him. I think that guy still seethes about how I can't accept criticism sometimes.

  4. 7 months ago
    Anonymous

    almost done, put store page up last week.
    https://store.steampowered.com/app/2611280/Eternal_King/
    i got 2 more stages left to do then menus, soundtrack and last bits of functionality + polish

    im done with unreal after this game, switching to 2d games in godot. shit was supposed to be a quickie done in a month or two, but it took 4 and had to cut content. can't do any ambitious projects in a reasonable time frame in 3d.

    • 7 months ago
      Anonymous

      Why godot and not rpg maker?

      https://i.imgur.com/FAmzc08.jpg

      How is your game coming along Gankeraggots

      I started a anachronic western rpg on rpg maker. Still in preparation. Struggling most with music and game feel. Watching one western every day.

      • 7 months ago
        Anonymous

        rpg maker is kind of limited, isnt it?
        even the RPGs i wanna make would be limited by that engine, nevermind other genres

        • 7 months ago
          Anonymous

          guy who uses rpg maker here

          yes it is very, very limited

          guy who uses rpg maker out

        • 7 months ago
          Anonymous

          >>rpg maker is kind of limited, isnt it?
          It is. If you're smart enough to mutilate the engine in what you want it to do, you might as well use another engine.

          • 7 months ago
            Anonymous

            No need to. All plug ins and, add ons are IMHO already made. Best engine for 2D, by far.

            • 7 months ago
              Anonymous

              not plugins for the shit i wanted to do. dont you need to pay out the ass for plugins these days too?

              • 7 months ago
                Anonymous

                Only dlcs cost money. Like 10 usd.
                What do you want to do?

              • 7 months ago
                Anonymous

                M&L combat

              • 7 months ago
                Anonymous

                Ml?

              • 7 months ago
                Anonymous

                Mario & Luigi man, Superstar Saga and what not.

              • 7 months ago
                Anonymous

                There are certainly plug ins for that. I saw a few of games like that. I'm confident to say that rpg maker is the best 2D engine there is, if you go for retro games.

        • 7 months ago
          Anonymous

          Yes and no. Technically you can make a 3d adventure with it. Why would you though?
          I've seen games like hexxen, mega man, smash bros and even arcade flying shooters (the jetpack guy). If you aim for retro look, rpg maker us the way togo. Godot, ue4 and unity arent optimal for that.
          In rpg maker mv and mz you can have decent 3d effects, too.

          guy who uses rpg maker here

          yes it is very, very limited

          guy who uses rpg maker out

          Technically you could code any game in excel.

          • 7 months ago
            Anonymous

            are you actually autistic?

            • 7 months ago
              Anonymous

              Look it up. It's called Turing Completeness.

              • 7 months ago
                Anonymous

                NTA but I don’t think the argument from Turing Completeness applies when talking about real-time applications, it’s also required that it at least TECHNICALLY be possible to write the instructions such that they perform at a given speed. I don’t think Excel even permits enough operations per second to make this feasible even if you could technically write code that would be functional.

                Also turing completeness only applies to mathematical/logical operations, games also require hardware interfacing. A game must at minimum be able to color pixels (Excel can do this) AND accept real time user input (Excel cannot do this AFAIK)

              • 7 months ago
                Anonymous

                Where's that definition coming from?
                I learned a different one and that one is similiar/equivalent to the wiki entry. Not saying yours I wrong, just curious about the real time aspect. Esp as the latter is a somewhat new term and TC isn't.
                AFAIK excel is TC. According to a quick search MS agrees.

                Games do require that, but that has nothing to do with what I wrote earlier. I said you could code a game in excel, not that you can run that game on any computer. Some guy even draws HD pictures in excel (like wtf).
                Pretty sure one could find a workaround for the realtime input. Look it up, there are plenty of excel games.

              • 7 months ago
                Anonymous

                Being able to operate in real time is not required to be Turing Complete, I’m just saying a TC program that cannot execute an arbitrary instruction IN a sufficiently short span of time cannot develop a real time application.

                TC only means the software can produce any arbitrary logical instruction, that isn’t actually sufficient to enable “any kind of software”

              • 7 months ago
                Anonymous

                Both statements are obviously true.

              • 7 months ago
                Anonymous

                And obviously I understood the original point (“just because a tool CAN do something doesn’t mean it’s the best tool for the job”) but it’s an interesting point. Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.

                Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.

                So software being Turing Complete (which isn’t even special, basically anything that can produce an arbitrary arrangement of NAND gates satisfies) is a novelty but it doesn’t imply in principle the ability to develop any software, since presumably only some development environments are able to access relevant hardware inputs and outputs. I can reproduce every line of code required to write Notepad in Baba Is You (presuming a sufficiently large map) but the game fundamentally cannot accept all keyboard inputs and render arbitrary pixels so I couldn’t actually use it to create a word processor. The TC meme is a weird pop-culture presumption about programming.

              • 7 months ago
                Anonymous

                >Because there is a presumption that Turing Completeness implies that, given world enough and time, you could write any program, but I don’t think that’s true.
                Clearly its not true. Imaging coding modern warfare 2 in rpg maker 2k3. Kek.

                >Ultimately almost every piece of software that exists is an intermediary between hardware. It takes hardware inputs from the user and affects hardware outputs as a result. I guess there are trivial cases for daemons and stuff but really, software is meaningless except as a way of affecting the physical world based on inputs from the physical world.
                I wish more people knew that.

                I agree, Turing Complete is nice to have, but in practice means shit or as you put it: TC is a meme.

          • 7 months ago
            Anonymous

            >if you aim for retro look
            >what are shaders
            >what is post process

            You're an idiot

            • 7 months ago
              Anonymous

              this is part of the reason why I tell people to roll their own tech.

              Engines have become these black boxes where people actually act as if they have authority on the subject saying "this engine can do that look, this one can't do this look."

              Learn the fundamentals, code whatever you want. Ignore the gatekeepers. They were most likely gate keeped in the past, so they pass on the tradition.

      • 7 months ago
        Anonymous

        rpg maker is kind of limited, isnt it?
        even the RPGs i wanna make would be limited by that engine, nevermind other genres

        guy who uses rpg maker here

        yes it is very, very limited

        guy who uses rpg maker out

        >>rpg maker is kind of limited, isnt it?
        It is. If you're smart enough to mutilate the engine in what you want it to do, you might as well use another engine.

        Yes and no. Technically you can make a 3d adventure with it. Why would you though?
        I've seen games like hexxen, mega man, smash bros and even arcade flying shooters (the jetpack guy). If you aim for retro look, rpg maker us the way togo. Godot, ue4 and unity arent optimal for that.
        In rpg maker mv and mz you can have decent 3d effects, too.

        [...]
        Technically you could code any game in excel.

        >Over the age of 14 and still using RPGM

        Nobody will play your game. Use Unity, Godot, Game Maker or Unreal. RPGM was literally designed for children as an introduction to game development. It wasn’t meant to actually be used as a game engine. That’s why even the “successful” RPGM games switched engines after release.
        It isn’t hard to learn to code if you’re not a brain dead idiot.

        • 7 months ago
          Anonymous

          why did you reply to me to insult rpgm when i was saying you shouldn't use it

        • 7 months ago
          Anonymous

          I used it with like 7y. It much better than 20y ago. I wouldn't know why "all" switched engines. Esp having a hard time to see why unity is superior to rpgm, at least if we talk 2D retro.

          • 7 months ago
            Anonymous

            Did you have a stroke as you typed that out?

            • 7 months ago
              Anonymous

              No. Did you lick the toilet while writing that?

    • 7 months ago
      Anonymous

      >https://store.steampowered.com/app/2611280/Eternal_King/
      oof, looks rough

      • 7 months ago
        Anonymous

        how do you mean? rough as in visually, or rough as in it looked difficult to make

        • 7 months ago
          Anonymous

          Visually, likely.

          • 7 months ago
            Anonymous

            too late to do much about that now. i think it looks fine except for the stages, which are pretty barren.
            its part of why im switching. 3d is just so tedious to translate the 2d art ideas i make.

            Looks like you cobbled together AI assets in an hour.

            no AI.

            link because im range banned

        • 7 months ago
          Anonymous

          Looks like you cobbled together AI assets in an hour.

        • 7 months ago
          Anonymous

          the entire thing just looks incredibly cheap and low effort. Everything from "E" in the logo down to empty arenas and static copypasted enemy poses. Screenshots are boring with nothing going on, the overall composition is off too.

          • 7 months ago
            Anonymous

            cheap, yes. because im a solodev with no budget. a lot of compromises have to be made.
            regardless of how you think it looks i can promise you it wasn't low effort. i put in as much effort as i could within the timeframe. the game even switched from 1st to 3rd person because the combat just wasn't clicking in 1st, and it basically added 2 weeks of development to concept, model and animate the player character.

            maybe it looks better to you in motion. forgive the cheesy metal music on the other gameplay videos.
            either way, im personally fine with the results for a 4 month dev time, and its only supposed to be a small, low-priced game focused on gameplay anyway. this things gonna be $4 tops

            • 7 months ago
              Anonymous

              For four months with no budget it doesn't look that bad I think, it at least looks playable, but you could've done something more clever with those limitations even so. You could've made it look like those old RPGs with pre-rendered graphics like Daggerfall or Virtual Hydlide.

              • 7 months ago
                Anonymous

                yeah i've actually done something like that before, one of the levels in a previous game was a sort of parody of daggerfall/might and magic and had those prerendered npcs and monsters, with the 2d scrolling skybox and low draw distance.

                you're right that it would have been wiser within the limitations. but at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts, and not fall back on retro stuff. i definitely overestimated with this game, hence it took 4x longer than expected.

              • 7 months ago
                Anonymous

                >at the start i wanted to push myself to go after a moebius sort of artstyle with detailed enemy sculpts
                Ah, that's understandable. Sometimes you bite off more than you can chew. I'll say this: you're actually finishing a game, and it does look fun at least. That's something.

                >not fall back on retro stuff
                Retro stuff for most devs, myself included, really is the "I don't actually know how to fricking draw" option. It works though. If you're even slightly competent you can still make it look nice.

              • 7 months ago
                Anonymous

                retro really is easy mode in comparison

                i did this as a test and it took like <20 min, compared to the hours for modelling and texturing

                >i can promise you it wasn't low effort.
                anon, remember that wacky circus or however it was called soulslike metroidvania? That guy dropped out of college and spent 2 years working on that. 2 years later he was told by everyone it looks like dogshit and nobody wants to play it.
                Was it low effort? No, it had bosses and different stages and all sorts of shit. Except it looked like 8-hour mspaint trash animated by a burmese child soldier.
                Don't become that guy.

                i aint that guy. you'd catch me dead spending 2 years on a shitty le dream game. longest dev cycle to my name is 9 months

            • 7 months ago
              Anonymous

              It's fine. Keep up the good work. Make a name and gather a crowd.

            • 7 months ago
              Anonymous

              >i can promise you it wasn't low effort.
              anon, remember that wacky circus or however it was called soulslike metroidvania? That guy dropped out of college and spent 2 years working on that. 2 years later he was told by everyone it looks like dogshit and nobody wants to play it.
              Was it low effort? No, it had bosses and different stages and all sorts of shit. Except it looked like 8-hour mspaint trash animated by a burmese child soldier.
              Don't become that guy.

              • 7 months ago
                Anonymous

                I remember that, wasn't it on Reddit? It looked like fricking shit

  5. 7 months ago
    Anonymous

    Friendly reminder that OP is a covid shitposter and actual pedo from ruggarell's discord, do not bump his threads or save any images he posts.
    His goal is to ruin gamedev threads by creeping out every devs posting here with his obsession about 9 year olds and snot/shit or by spamming threads every day (sometimes multiples times a day) to have the mods permanently move them to /vg/.

    https://arch.b4k.co/v/search/image/Jjy4R_AHGq9eH9eosbIqCw/
    https://arch.b4k.co/v/search/image/ywwQMxq0AG0p4VT8kt8J0w/

    • 7 months ago
      Anonymous

      You got the wrong guy mate, I just got lazy and looked up the image on b4k

      • 7 months ago
        Anonymous

        Please do not repost pozzed images, and even if the embed links don't work anymore you don't know what kind of shit that pedo could sneak in his pics.

        • 7 months ago
          Anonymous

          OK, my bad. How has that "muh 9 year olds" guy not gotten banned yet anyway?

          • 7 months ago
            Anonymous

            The way he shitposts doesn't have any real category you can pick to report his posts that's why he's so annoying.

            Sorry for mistaking you, now he uses this pic https://arch.b4k.co/v/search/image/Jjy4R_AHGq9eH9eosbIqCw/ with unity scratched in red.

            He usually posts every single day when there's no active gamedev thread and when he doesn't I suspect it's because he got temporarily banned for another reason.

      • 7 months ago
        Anonymous
        • 7 months ago
          Anonymous

          FTFY

          how did you get a fake mockup this interesting? i'm out of touch with which AIs are good

          New AI from bing.

          • 7 months ago
            Anonymous

            Based

            We did a little shrimp playtest last night
            Gotta fix some balance issues but otherwise I'm very happy with the feedback so far

            • 7 months ago
              Anonymous

              Kino shrimp game. Frick modern photo realistic games. They look like slop.

    • 7 months ago
      Anonymous

      Op is proven to be homosexual once more.

    • 7 months ago
      Anonymous

      >edelhomosexual is an actual bbc cuck
      jesus christ edeltards, you can't even behave yourselves off the clock

  6. 7 months ago
    Anonymous

    Aw schweet a shitpost thread

  7. 7 months ago
    Anonymous

    I gave up because it's too late for me to learn art.

    • 7 months ago
      Anonymous

      try /agdg/, it's more your style

  8. 7 months ago
    Anonymous

    I wany to make game, i can draw and model but don't know anything about coding, how a absolute noob learn coding for games

    • 7 months ago
      Anonymous

      Are you moronic? It's 2023, you can search of ~~*google*~~, look for tutorials on ~~*youtube*~~. Hell, you can even ask ~~*chatgpt*~~ or ~~*bard*~~.

  9. 7 months ago
    Anonymous

    made some basic posture broken hitstun and recover animations
    if you get hit with your posture broken (which only happens if you block too much without parrying, so basically if you keep holding guard) you get blown out, but you get a chance to recover if you jump fast enough
    if you don't, you need to go through the whole land and get up animations, and you're weaker to attacks as well (maybe will give the player some iframes during the get up animations)
    i'm not entirely sure how to handle getting hit while on ground, because i don't want to lock the player in hitstun

    also got a basic directional hit react animation going
    eventually i'm just going to copy the same keyframes and change the direction to make her react to directional hits

    • 7 months ago
      Anonymous

      Decent. Have you finished the story?

      • 7 months ago
        Anonymous

        It’s gonna have as much story as vampire survivors.
        I’m wondering if it’ll even have a main menu or if it’ll just take you to the game
        It’s my first game and I want to deliver something fast, I can’t waste time on story I’d much rather work on gameplay
        Eventually if I design a fighting system that feels solid and people like, and I make another game, I may be able to add a little story since I won’t have to think so much about the combat but for now it’s just gameplay I don’t have time for anything else

        >idle animation
        kek
        where did you get the reference from?

        Anime in general and fighting games
        Also a mirror, but that’s kind of embarrassing so forget I said that also im not a troony or a woman so yeah

        • 7 months ago
          Anonymous

          Then just make a short intro: before civilization can bloom, one must impose order over chaos...

          • 7 months ago
            Anonymous

            Sounds a bit generic no? I'd much rather have nothing than something cliche
            Besides, I don't think people give a shit about story. If, and that's a big if, the game becomes popular people will just fill in the gaps and they will come up with reasons why a ditzy girl like her is fighting jin roh looking motherfrickers in a futuristic edo japan

            • 7 months ago
              Anonymous

              >I'd much rather have nothing than something cliche
              You have to learn a lot. It's as generic as it gets, and, that's not necessarily a bad thing. Your call.
              I don't like games that fail to draw you in, and looking at steam data, 90% of gamers agree with me. There's a reason almost all games get like skipped in the first 10 minutes. Book iirc even faster.

            • 7 months ago
              Anonymous

              >I don't think people give a shit about story
              Dark souls would be trash without it's fragmented lore.

              • 7 months ago
                Anonymous

                I'm not trying to make motherfricking dark souls you think I have the time to build a whole fricking world full of lore? In order to make a game with fragmented lore in your own head you need to know what's going on, important people, important things that happened, it's a huge deal
                i'm trying to make fricking halls of torment not one of the greatest games of all time

                >I'd much rather have nothing than something cliche
                You have to learn a lot. It's as generic as it gets, and, that's not necessarily a bad thing. Your call.
                I don't like games that fail to draw you in, and looking at steam data, 90% of gamers agree with me. There's a reason almost all games get like skipped in the first 10 minutes. Book iirc even faster.

                too bad

              • 7 months ago
                Anonymous

                I'm saying an intro is nice, even if it's like 2 sentences.

              • 7 months ago
                Anonymous

                but why
                i'm the kind of person who skips cutscenes, doesn't read quest text, mutes dialogue and beats games without knowing what the frick is even going on
                the only games that i cared about the story/lore were
                >final fantasy
                >dmc
                >dark souls/sekiro/bb/er
                >resident evil
                >warcraft 3
                >warhammer
                maybe I'm forgetting one but you get the idea
                I feel like to have a story, the story has to be good. I believe I can make something that looks nice, plays nice and is fun. I truly do. But I don't believe I can make a good story, so I'm not planning on adding even an intro.

              • 7 months ago
                Anonymous

                Your game, your decision. I told you what I like.
                Pretty sure dmc has an intro as well. I do agree that game play >> story.

              • 7 months ago
                Anonymous

                Yes and it also had a team of people working on it.

              • 7 months ago
                Anonymous

                You remind me the polack who lives as a sex slave in the cellar of some weird couple. He used to post here regularly and has beautiful hands.

              • 7 months ago
                Anonymous

                What

              • 7 months ago
                Anonymous

                I think your approach is based, anon. Can't guarantee you mainstream success but I agree with the mindset still.

              • 7 months ago
                Anonymous

                Might as well show a new anim kek this time the posture broken one that puts you in a vulnerable state where you can get blown out

                Thanks bro. In the end nothing is guaranteed, it's not like adding a story will make you succeed anyway. I'm just trying to stack the odds in my favor by spending the most limited resource that I have (time) on the things that I'm the most confident on (gameplay). Trying to stack the odds and running with it you know. It's like football if you're into sports, you don't know what play your opponents called, all you know is you're running the one most likely to succeed so just focus on doing your job. My job is not making stories and I believe enough games focused purely on gameplay with 0 plot succeeded to make it worth a try.

                Looks cool. What's the gameplay like?

                It's an action RPG with fighting game elements where items are replaced by customizable WoW style spells.
                The combat revolves around:
                >canceling moves into other moves
                >parrying as an defensive/offensive mechanic to eat up the enemy's posture and to open them up for stronger attacks
                >managing your super meter which is used to power up moves and to cast spells
                The game is probably going to be like HoT, survive for 20 minutes while getting upgrades, then fight the stage boss.

                That knockdown doesn’t look great to me. I know you’re currently just blocking out keyposes but the timing on them feels wrong, it looks like someone lightly pushed her and she tripped over a rock, not like she got hit hard enough to fall. The basic hitreact is nice, the knockdown needs that level of initial snap

                Noted. You're absolutely right and I'll have to fix it but right now I'm just going as fast as I can. Actually most anims are fricked in some way or another, but I think trying to correct those things without an NPC attacking you (or to attack) is a waste of time anyway

              • 7 months ago
                Anonymous

                It’s not about story as in narrative, it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT (you are trying to rescue a princess from a monster who has taken over her kingdom). You don’t necessarily need heroes and villains and lore and an act 2 cliffhanger and whatever else, but you need SOME sort of context. Otherwise, you may as well give up having characters entirely and just make boxes collide with boxes.

                To paraphrase action game great Tomonobu Itagaki, what makes video games unique is the “video”. If all you want is interaction with rules, go play Backgammon, no video game ever made can hold a candle to the game design of Backgammon. Video games show you something. They are there to look cool and show you identifiable things, they tell a story and they show you art and they play you music because they are what happens when you take the idea of Backgammon and apply it to a TV show or movie.

                Your game does not have to look stunning or tell a gripping tale or anything else but it at least needs to use the medium it’s a part of to its advantage, otherwise why make it a video game at all. It’s not a series of abstract rules, that’s a little person there on the screen. People do things for REASONS, what are her (and by extension, the player’s) REASONS?

              • 7 months ago
                Anonymous

                >it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT
                >it at least needs to use the medium it’s a part of to its advantage
                Well said. Every game doesn't need a huge story, but what (little) story there is needs to be good enough for what you're trying to do. Otherwise we might as well go back to making nothing but Pong clones.

    • 7 months ago
      Anonymous

      >idle animation
      kek
      where did you get the reference from?

      • 7 months ago
        Anonymous

        also kpop

      • 7 months ago
        Anonymous

        oh and i almost forgot, there was also a belle delphine webm i had where she was swinging her hips with a baseball bat
        i would post it but i don't have it here

    • 7 months ago
      Anonymous

      Looks cool. What's the gameplay like?

      • 7 months ago
        Anonymous

        Might as well take a break from animating and explain a bit more of the combat.

        As far as the gameplay, I'd love to do something like Mythic+ in WoW. Keep the same enemies but give them new affixes that change them in some ways, like making them stronger or giving them new abilities, now that I think about it it's a bit like chalice dungeons as well.
        Timed and challenge runs are other things I have in mind.
        The problem is coming up with cool rewards for the player, maybe skins, or maybe just levels to make their character stronger.

        When I mentioned customizable WoW style spells, this is a bit what I had in mind. All these things in blue are like WoW talents that you can buy before you start playing. Depending on which ones you pick, you can play in different ways. This is a build that would work by pooling your meters (which would have you using just normals until you're ready), and then spending it all into a massive combo if you do it right. Other builds may not work by pooling meters, instead letting you use your specials and super more often. Yet another build could be about using your meters to cast healing spells, and fighting with your normals.

        I really like this approach because I like WoW talent builds, and because it lets me change the gameplay without having to add new weapons and movesets. With this approach I can do just one moveset for one weapon and modify it through builds.

        It’s not about story as in narrative, it’s about story as in context. Super Mario Bros does not have a narrative structure but it has a POINT (you are trying to rescue a princess from a monster who has taken over her kingdom). You don’t necessarily need heroes and villains and lore and an act 2 cliffhanger and whatever else, but you need SOME sort of context. Otherwise, you may as well give up having characters entirely and just make boxes collide with boxes.

        To paraphrase action game great Tomonobu Itagaki, what makes video games unique is the “video”. If all you want is interaction with rules, go play Backgammon, no video game ever made can hold a candle to the game design of Backgammon. Video games show you something. They are there to look cool and show you identifiable things, they tell a story and they show you art and they play you music because they are what happens when you take the idea of Backgammon and apply it to a TV show or movie.

        Your game does not have to look stunning or tell a gripping tale or anything else but it at least needs to use the medium it’s a part of to its advantage, otherwise why make it a video game at all. It’s not a series of abstract rules, that’s a little person there on the screen. People do things for REASONS, what are her (and by extension, the player’s) REASONS?

        I know what you mean, it's just that I simply refuse to add a shitty generic cliche story. If by some divine inspiration I wake up one day with a nice story for the game, I'm including it for sure. But it has to be good, or at least I have to like it.

        • 7 months ago
          Anonymous

          >I simply refuse to add a shitty generic cliche story
          who even cares if the story is generic and cliche as long as the story is minimal and it motivates the player? you don't need to write shakespeare, as long as it's more competent than bubsy's writing you'll be fine

          • 7 months ago
            Anonymous

            idk man but in either case it's not a priority
            if the gameplay doesn't work, some shitty story isn't going to carry the game
            if the gameplay works, then i may have some time to think about it
            or i'll just tell them they're on a quest to burn the blossoms without elaborating further, who knows maybe someone will make a full video essay

        • 7 months ago
          Anonymous

          >that I simply refuse to add a shitty generic cliche story
          John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there.

          I don’t think a cliche story is bad. I think a cliche story is just fine. I mean you wouldn’t say “if I can’t come up with an inspired health bar, I’m just not implementing one”. Sure, inspired > uninspired, but it needs to be there either way.

          • 7 months ago
            Anonymous

            >>John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there
            I think John was a bit wrong on this one. A game with a bad story will always be worse than the same game with a good story. Mind you, as long as the writing can actually engage you into you giving a shit about what's happening beyond simply wanting to engage more with the gameplay, it's done its job.

            • 7 months ago
              Anonymous

              Story and gameplay can be mutually exclusive
              A story won't always improve a game, a game can be better without a story because it leaves the focus on the gameplay

              • 7 months ago
                Anonymous

                >Story and gameplay can be mutually exclusive
                why would you do that though? you're working in a medium that has so many possibilities to tell the story only to ignore them. my favorite games at least try to integrate the story into the gameplay. and again, these stories dont have to be brilliant, or epic tales, or anything like that. it just needs to do its job

                idk this is just the kind of stuff that i personally love seeing in games. im pretty sure most people do, weve all just been taught not to give a shit about most games' stories because theyre awful slop.

              • 7 months ago
                Anonymous

                Yes, you can tell a story, or you can not tell a story and focus on the gameplay instead
                In some games a story would be completely superfluous, like imagine Tetris with a story. And most multiplayer games, although they try to force "lore" into them these days, it's stupid as hell

          • 7 months ago
            Anonymous

            I tried to explain this to him.

            • 7 months ago
              Anonymous

              Alright so, she's the goddess of colors. It fits with all her moves being named around colors, and I wanted to make the FX very colorful anyway

              >white screen, fade to a poem in black letters
              >In the void of swirling shadows a goddess was born
              >A goddess of colors from darkness torn
              >The spectrum danced, a vivid dream
              >Each hue a world, a vibrant stream
              >fade to black
              >Mother... forgive me
              >I painted my promise in the bittersweet hues of a fleeting sunset
              >I will set things right, and burn the blossoms...

              Happy now, homosexual? happy now?
              That's fricking it, god damn it I'm pissed

              • 7 months ago
                Anonymous

                Better than dark souls 3 and their idiot link to bloodborne with the soul blood or whatever it was.

              • 7 months ago
                Anonymous

                If the enemies are greyscale and they “bleed” random colors when hit this is actually fricking cool. Would definitely lend itself to a striking artstyle as well. I know that you’re being sarcastic but this is a cool idea

              • 7 months ago
                Anonymous

                My main inspo for enemies is this
                with a samurai inspired helmet
                You know what, dark/grayscale enemies bleeding colors is a cool idea
                give me 5 minutes

              • 7 months ago
                Anonymous

                And I forgot the picture i'm such a moron

              • 7 months ago
                Anonymous

                If the enemies are greyscale and they “bleed” random colors when hit this is actually fricking cool. Would definitely lend itself to a striking artstyle as well. I know that you’re being sarcastic but this is a cool idea

                In fact given how ditzy you’re making her, I’d almost play this like Panty and Stocking, and make her an angel of colors who just sorta sucks at it.

                Like, name her baseball bat “paintbrush” and the whole gag is she’s supposed to be bringing color the world but she just beats the everloving color out of people and thinks she’s helping because she’s a total ditz.

                You could tell that story entirely environmentally and get some laughs. No cutscenes, minimal expository text, not much in the way of dialogue even. Just a unique environmental artstyle and color palette choices.

                I’m actually kind of loving this idea. Shoot off sarcastic first thoughts more often.

              • 7 months ago
                Anonymous

                lmao that's pretty good
                look, I had this fluid sim I exported it as a VAT and I added a glossy shader
                it's a mix between paint and blood

              • 7 months ago
                Anonymous

                I'm not entirely sure why it's flickering, I think I screwed up the VAT settings but well you get the idea

                [...]
                In fact given how ditzy you’re making her, I’d almost play this like Panty and Stocking, and make her an angel of colors who just sorta sucks at it.

                Like, name her baseball bat “paintbrush” and the whole gag is she’s supposed to be bringing color the world but she just beats the everloving color out of people and thinks she’s helping because she’s a total ditz.

                You could tell that story entirely environmentally and get some laughs. No cutscenes, minimal expository text, not much in the way of dialogue even. Just a unique environmental artstyle and color palette choices.

                I’m actually kind of loving this idea. Shoot off sarcastic first thoughts more often.

                I'm not sure if I'm skilled enough as a storyteller to make the gag work, but shit I could try

              • 7 months ago
                Anonymous

                Solid.

                Also, maybe a set of decal shaders that take a large splatter texture as an alpha mask, and write to a postprocess that recolors the environment beneath them (I could show you how to set this up) to either be desaturated or hue shifted. So after you set your level up, you can just place these patches of
                >oops! Forgot to paint that tee hee
                Or
                >oops! The color’s wrong on that tee hee

                Mix it with some deliberately wrong materials like a tree with a green trunk and brown leaves or a yellow water fountain out of nowhere.

                Now your game has an immediatey distinctive art style that supports the narrative for pennies on the dollar, effort wise. And you can do relevancy painting (i.e. if you want the player to go somewhere, coat it in recolor decals to draw the eye).

              • 7 months ago
                Anonymous

                Do you need a postprocess to do that? I'm pretty sure that can be done using vanilla deferred decals

              • 7 months ago
                Anonymous

                DBuffer and GBuffer only support a fixed set of blending modes, so no. Much as I wish UE could use decals like Photoshop layers, I don’t think it can do hue shifting. Reason being the DBuffer is layered over the BaseColor buffer, it can’t “see” it. Postprocess can, you’d just need to write the decals to a couple of custom stencil channels and use those to shift basecolor around.

              • 7 months ago
                Anonymous

                So use the decal alpha to write to a stencil channel, and read that stencil channel from the postprocess? sounds pretty straightforward, thanks

                Pink, white, light blue.
                Where have I seen these colors before? I can't quite put my finger on it...

                you're a mindbroken chronically online moron if you think there's any political message behind the colors
                i just think they look pretty

              • 7 months ago
                Anonymous

                I think that could work. I'd do that.

              • 7 months ago
                Anonymous

                Alright so, the goal of the game isn't to burn the blossoms, it's to bring colors into the world by vandalizing everything with graffities a bit like jet set radio
                give her a spray can, which fits with the urban baseball bat look anyway
                the enemies are just guards doing their job, but she thinks they're evil because their uniforms are grey and dark
                how's that sounds?

              • 7 months ago
                Anonymous

                Fund it. And honestly it’s a great elevator pitch. It catches the imagination and then goes “stylish action and colorful visuals” to finish the sale. A bit like Sakuna: of Rice And Ruin. It’s a concept that demands a double-take and gives the mechanics a chance to impress the player.

              • 7 months ago
                Anonymous

                Pink, white, light blue.
                Where have I seen these colors before? I can't quite put my finger on it...

              • 7 months ago
                Anonymous

                ME EYES! YOU FOCKING HORR!!

          • 7 months ago
            Anonymous

            I take what Carmak says with a grain of salt because hs specialty is writing code and shit and if he isnt talking about code he's talking out of his ass.

            • 7 months ago
              Anonymous

              Are you like 14 or from etruandala?

              • 7 months ago
                Anonymous

                What are you looking for an underaged date , you Black person?

              • 7 months ago
                Anonymous

                Your arguing seems off... To me.

              • 7 months ago
                Anonymous

                Yeah you go take advice from the guy who sold oculus to facebook.

              • 7 months ago
                Anonymous

                Never heard of him before and I still think vr is a meme. Selling to f was moronic nevertheless.
                Don't get me wrong, no hard feelings if you skp the into. I like getting a intro, all I'm saying.

                Story and gameplay can be mutually exclusive
                A story won't always improve a game, a game can be better without a story because it leaves the focus on the gameplay

                Sure. You can also bore pepe to death with filler. Not sure if bg3 needs 170h of recorded text, nor if mgs v needs 10h of cutscenes.

              • 7 months ago
                Anonymous

                >Never heard of him
                And now that you've heard of him here's another reason to not take advice from him beyond his coding knowledge at face value: he listened to Tim Willits, which ended up with talent that founded ID Software to leave the company.

              • 7 months ago
                Anonymous

                A story of failure, it seems.

              • 7 months ago
                Anonymous

                The guy is successful monetarily and a genius when it comes from his field of expertise, i'm just saying dont hear from things he knows jackshit about.

          • 7 months ago
            Anonymous

            That's completely false today. It might have been true long time ago when videogames were primarily games, but these days people buy completely garbage excuses of video"games" for no reason other than the fact that they have good graphics and a story.

            • 7 months ago
              Anonymous

              >that I simply refuse to add a shitty generic cliche story
              John Carmack said the story in a video game is like the story in a porno. Nobody really cares about it, they just expect it to be there.

              I don’t think a cliche story is bad. I think a cliche story is just fine. I mean you wouldn’t say “if I can’t come up with an inspired health bar, I’m just not implementing one”. Sure, inspired > uninspired, but it needs to be there either way.

              If this was true, all the FNAF inspired children horror "lore" games with barely a semblance of gameplay wouldn't be as big as they.

    • 7 months ago
      Anonymous

      That knockdown doesn’t look great to me. I know you’re currently just blocking out keyposes but the timing on them feels wrong, it looks like someone lightly pushed her and she tripped over a rock, not like she got hit hard enough to fall. The basic hitreact is nice, the knockdown needs that level of initial snap

  10. 7 months ago
    Anonymous

    I’m tired man

  11. 7 months ago
    Anonymous

    Im stuck in this kind of hell when you know just enough about gamedev that even thinking about making a simple game means you know how much you have to dedicate of your time to make everything. Im envying those who just open an engine for the first time and try to make next gta.
    I wasted this weekend on just one character skeleton and ik and a basic state machine to control it. Haven't even touched enemy ai and animations are a timesink as well.

    • 7 months ago
      Anonymous

      Enemy ai or script should come last. Don't forget balance and pacing takes ages.

    • 7 months ago
      Anonymous

      If you don't enjoy spending time making your game then you literally got filtered and should instead look for an indie studio to work in so people can give you instructions and plan time for you.

      • 7 months ago
        Anonymous

        Speaking from experience? Already did that, we even got published in steam.

  12. 7 months ago
    Anonymous

    I got my first trailer done so now it's on to polishing up the game for a public demo

    • 7 months ago
      Anonymous

      Chilly looks like sans from undertail.

    • 7 months ago
      Anonymous

      Good work.

    • 7 months ago
      Anonymous

      Got a full ranged AOE line of sight attack cycle in, with most things working as intended. Ignore the animations on the bird, they're not set correctly yet

      twitters?

      • 7 months ago
        Anonymous

        Dont have a personal Twitter yet but heres the steam page

        https://store.steampowered.com/app/2486140/Dbumon/

        Don't mind the old trailer and screenshots, they're from before I decided to make it more like a crpg&colorize the graphics, still have to update the page when I have enough content to do so.

        • 7 months ago
          Anonymous

          added to my wishlist

          • 7 months ago
            Anonymous

            Thanks!

      • 7 months ago
        Anonymous

        @chillymegacd

    • 7 months ago
      Anonymous

      nice. The animation style reminds me of those older Ganker animations that were made on flash.

  13. 7 months ago
    Anonymous

    Did some more skill icons last night.

  14. 7 months ago
    Anonymous

    I think the type of tilesets that I'm trying to find don't exist

    t. RPG Maker dev

  15. 7 months ago
    Anonymous

    did this today

    • 7 months ago
      Anonymous

      This looks like a WarioWare minigame

      • 7 months ago
        Anonymous

        Oh yeah it does, that's kinda neat. i wonder what it's for

    • 7 months ago
      Anonymous

      Looks interesting, keep us posted!

      • 7 months ago
        Anonymous

        thx

        Oh yeah it does, that's kinda neat. i wonder what it's for

        uh, it's my boss rush-action game with humor inspired by m.u.g.e.n, thunderbolt fantasy, jap absurdity and xavier

  16. 7 months ago
    Anonymous

    I'm ready to graduate from 2D to 3D. What kind of game do I make?

    • 7 months ago
      Anonymous

      one you can feasibly make by yourself

    • 7 months ago
      Anonymous

      how did you get a fake mockup this interesting? i'm out of touch with which AIs are good

    • 7 months ago
      Anonymous

      Pick a theme and start there. I'd like a good cyberpunk game, but a priori it's a lot of work, then again, what isn't?

      • 7 months ago
        Anonymous

        >I'd like a good cyberpunk game
        you and me both.

        • 7 months ago
          Anonymous

          Maybe one day. This one Indie cyberpunk bounty hunter game doesn't look to bad.

    • 7 months ago
      Anonymous

      >Gatman
      Pacman but you find a Glock and you begin busting caps into the ghosts' asses and it goes from Pacman into Doom.

    • 7 months ago
      Anonymous

      3D billiards vs a cute anime girl. That's all I want. Every game is better with anime girls.

      • 7 months ago
        Anonymous

        but she's got to do this

        • 7 months ago
          Anonymous
        • 7 months ago
          Anonymous

          Sry, that's a man.

  17. 7 months ago
    Anonymous

    Just a little rant here, but I fricking hate it when game engines default to a capsule collision for characters. Especially when I can't change it.
    I remember years ago trying to implement crawling/prone to my UE4 game, and I had to resort to doing a ton of line traces per tick which didn't seem performant. And now I'm here creating my own cuboid one in C++.
    If I was more skilled at coding I'd love to create my own engine just so I don't have to deal with my gripes in others. I know capsules have advantages but I want to be able to choose which disadvantages I have.

  18. 7 months ago
    Anonymous

    anchor post, post progress here:

    • 7 months ago
      Anonymous

      pls not don’t turn these into generals

      • 7 months ago
        Anonymous

        ? what I did wrong?

  19. 7 months ago
    Anonymous

    i want to use maya instead of blender but im obviously not paying 3 grand for a license
    whats the oldest maya version i can use thats still relevant for modern game dev

  20. 7 months ago
    Anonymous

    LF loyal 3D artist gf (who is AFAB) to be my loyal wife slave 3D artist who will provide 3D models and sex.

    You must also be open to me being able to have multiple wives. You are to be exlusively loyal to me sexually and in terms of 3D models.

    • 7 months ago
      Anonymous

      That sounds like the worst deal since the Treaty of Versailles

      • 7 months ago
        Anonymous

        women have different minds. They'd probably be attracted to such assertiveness.

    • 7 months ago
      Anonymous

      virgin

    • 7 months ago
      Anonymous

      >AI poster
      I'll save myself for a traditional CHAD.

      • 7 months ago
        Anonymous

        I am a C programmer, I don't know how to make 3D art.

        If you accepted my proposal, I wouldn't have to use AI art. Lol.

        Think, woman.

        • 7 months ago
          Anonymous

          You're already tainted by the prostitute of calcuta .

          • 7 months ago
            Anonymous

            Not sure what you're talking about, but 3D artist girls are missing out if they don't serve me.

            >Being attached to a programmer with grand ambition. Benefit from being instrumental part of future cult classic games.
            >Don't have to think, just do early 2000's style low poly art.
            >Get provided for.

            Isn't that a 3D artist girl's dream anyways?

            -shrug-. Offer is open until I learn 3D art myself or build an AI gf who can do it for me.

            • 7 months ago
              Anonymous

              Also forgot to mention the benefit of being able to obsess over similar themes like fantasy RPGs together. And brainstorm cool ideas together.

            • 7 months ago
              Anonymous

              >Not sure what you're talking about
              About AI, sirs . It was a reference to the prostitute of babylon.

              • 7 months ago
                Anonymous

                Oh, I believe that stuff has already passed and we're living in Revelation 20. So, I don't have it on the mind a lot.

                Is what it is.

            • 7 months ago
              Anonymous

              Post face

              • 7 months ago
                Anonymous

                Don't want to be doxxed, but I have a strong jawline, Italian male face, and am currently growing a twirly moustache with goatee like a steampunk dude.

                Why hide such a jawline?

              • 7 months ago
                Anonymous

                No, post face or frickoff, you started this.

              • 7 months ago
                Anonymous

                provide burner discord so these guys won't spam you, we do a safe transfer from burner discord to real discord, then I'll see if we have some chemistry.

  21. 7 months ago
    Anonymous

    Can't someone just make Godot good?
    Or make Unity israelite-free?
    I'm just tired of never having nice things.

    • 7 months ago
      Anonymous

      use goldsrc/source/source 2 engine

    • 7 months ago
      Anonymous

      Just use C.

    • 7 months ago
      Anonymous

      Stride seems to be quite similar to Unity and it's completely open-source. And it's not a weak engine either.
      Although its editor is Windows only and the community is really small so basically everything will be self-taught, but apart from that it's good.
      I'm hoping that Unity dies and all of these other engines grow, even questionable ones like Fyrox.

      • 7 months ago
        Anonymous

        >freetards

        • 7 months ago
          Anonymous

          Every engine is free of charge for devs that will never release a game like yourself. But open-source engines are also israelite-free because no israelite will ever contribute to something that won't give them money.

          • 7 months ago
            Anonymous

            RMS is a israelite

  22. 7 months ago
    Anonymous

    i made a bad animation and i feel bad

    • 7 months ago
      Anonymous

      make good animation and feel good

  23. 7 months ago
    Anonymous

    Godot 4 doesn't support HDR bloom, so the only way to have any bloom is to manually adjust all your colors down and lower the HDR threshold below 1.

  24. 7 months ago
    Anonymous

    Got a full ranged AOE line of sight attack cycle in, with most things working as intended. Ignore the animations on the bird, they're not set correctly yet

  25. 7 months ago
    Anonymous

    I'm mapping

  26. 7 months ago
    Anonymous

    I wonder how this dev is doing. Forgot the name of the game, so can't even check the itch page

    • 7 months ago
      Anonymous

      its https://tintoconcasera.itch.io/pacos-quest-tbd
      but I havent seen him around for quite some time

      • 7 months ago
        Anonymous

        thanks for the name
        hope he's still devving

    • 7 months ago
      Anonymous

      Put a bit of time into my arpg today. Just added a hurt animation for the player, might add some screenshake too.

      its https://tintoconcasera.itch.io/pacos-quest-tbd
      but I havent seen him around for quite some time

      Sup bros. I'm taking a rest from Paco's Quest since I wasn't having too much fun anymore while working on it.
      I might (probably) come back to it some time, either to make it to compeltion or, at least, a scope-reduced version of it.

      • 7 months ago
        Anonymous

        Sad, but understandable. Wasn't your original scope for paco absolutely insane? I'd take a normal downwards dungeon dive.

        • 7 months ago
          Anonymous

          yeah haha, it was meant to be an open world roguelike with tons of stuff to do.
          I might reduce the scope to a single dungeon dive, that'd make for a nice prequel if I ever decide to release the complete game.

  27. 7 months ago
    Anonymous

    how do you like my boss bros

    • 7 months ago
      Anonymous

      Does it lunge at you? It should, like Kracko.

    • 7 months ago
      Anonymous

      It's okay, but
      >Can't do shit against circle strafing
      Come on man, doom has come out a long time ago, and the cyberdemon was a b***h even back then. Just give him some leading on charges or something.
      Looks-wise it's fine. Pretty cool even. Hakita already did the "biblically accurate angel shoots a beam down at you" thing, but the eye you added in the middle makes it look good.

      • 7 months ago
        Anonymous

        i get your worries but he has other attacks, one of them is sweeping the floor left to right with his laser, made specially for anti strafing kek

    • 7 months ago
      Anonymous

      Looks neat, are you the Shrine/Vomitorium dev?

      • 7 months ago
        Anonymous

        >im getting recognized
        yes

      • 7 months ago
        Anonymous

        >im getting recognized
        yes

        wait no im moronic im not him, im just making something similar kek

  28. 7 months ago
    Anonymous

    Reminder that every "just write your own engine" post is trolling

    • 7 months ago
      Anonymous

      It's not, every day I am more convinced I want to make my own.

      • 7 months ago
        Anonymous

        >spend 80% of effort coding a new engine
        >spend the remaining 20% on a mediocre game using said engine
        >100% of effort wasted because nobody wants to play the game

        • 7 months ago
          Anonymous

          I just want to make the engine, as close to the metal as possible. For me, because I want to make it.

          • 7 months ago
            Anonymous

            Unless you're adding a new feature that no other engine does, it's basically pointless. but I guess enjoy scratching your autism.

            • 7 months ago
              Anonymous

              >I guess enjoy scratching your autism.
              I mean isn't that the only reason any of us are here ITT in the first place? It's not like any of you guys are doing this because you think it's a career path, right? You're just doing this because you love making games and love working on your game and if some other people find out about it and love playing it too, hey that's great? And if you're extraordinarily lucky enough to make some money from selling it, well that's just fricking gravy?

              Because if not, I have very bad news about how you're exchanging your time for money right now.

              • 7 months ago
                Anonymous

                This is a good point.

                And if anything, the people who roll their own tech will have more marketable skills even if their game fails.

          • 7 months ago
            Anonymous

            Don't be intimidated. You'll know far more about the fundamentals, it won't take as long as people hype it up to take.

            Don't think of it as; "I'm making a general purpose engine to make every sort of game with."

            think of it as "I'm making my specific game. And I'll reuse some code for my next game if possible."

            Do not let the gatekeepers dissuade you from knowing your game inside and out.

          • 7 months ago
            Anonymous

            >as close to the metal as possible
            so what you want to write it in assembly? moronic

    • 7 months ago
      Anonymous

      it's not. I'm making my own in C. You'll learn the fundamentals and you won't be scrombled by codebase specific abstractions. Only gatekeepers tell you to not write your own engine.

      It's not, every day I am more convinced I want to make my own.

      do it, learn, master your craft, be free from being reliant on off the shelf engines.

    • 7 months ago
      Anonymous

      Isn't using Love 2d kind of like making your own engine?

  29. 7 months ago
    Anonymous

    Is the Unity thing over now? Is it actually worth returning to it?

    • 7 months ago
      Anonymous

      reactionary redditor morons

  30. 7 months ago
    Anonymous

    >be me
    >think of idea for game
    >think of the game mechanics
    >get brain feel good juices out of imagination
    >no longer have to make game

    • 7 months ago
      Anonymous

      Same. But it fades with time and you are left with only regret over not doing anything. So you have to come up with a new daydream to escape the dread. Not sure how long I can keep this going.

  31. 7 months ago
    Anonymous

    embrace frameworks (but no ECS) https://blood.church/posts/2022-07-14-making-your-own-engine-a-survey-of-the-landscape (2022)
    https://blood.church/posts/2023-09-14-whatistobedone (post unity stuff)

  32. 7 months ago
    Anonymous

    made a helmet that casts a circle of ice spikes when you complete a charge move. it ended up being very fun to use

    • 7 months ago
      Anonymous

      pretty cool as always

    • 7 months ago
      Anonymous

      Big congrats on landing the publisher, we're all super happy for ya!

      • 7 months ago
        Anonymous

        thank you anon! i hope to do you proud

  33. 7 months ago
    Anonymous

    Is the way I set up buffs/debuffs in Afterlife Gladiator really confusing?
    The way they work is that if they affect the same attribute then they stack and if you reapply them before they run out then the duration is refreshed.
    Let's say you are under a -1 STR debuff and you apply a +2 STR buff. The end result is a +1 STR buff.
    I thought that was intuitive.

    • 7 months ago
      Anonymous

      funny you would be here, the helmet in question here

      made a helmet that casts a circle of ice spikes when you complete a charge move. it ended up being very fun to use

      is the underworld helm unique!
      to answer your question, that makes perfect sense to me. don't think anyone will interpret that differently

      pretty cool as always

      thank you kind anon

      • 7 months ago
        Anonymous

        Neat. Also, is it just my idea or do people keep mistaking "Afterlife" for "Underworld"?
        Anyways, you would be surprised.

        • 7 months ago
          Anonymous

          probably due to the trio's team title being somewhat similar in design to the game name (Afterlife - Underworld, i can see people's mistake). i'm the worst person to ask for any name advice though, seeing as how many kalamari kalenovo kalamongo's i get.

          also, i think you should find more use with the team titles now that i think about it. it's only really used for save file naming, and it isn't ever actually brought up ingame or in the story again.

          • 7 months ago
            Anonymous

            Perhaps I could change the default to "Afterlife Trivium".
            It's brought up sometimes but it's rare for a character to refer to the team in general instead of a particular character.
            Other teams have names too, but you could only find out if you pay close attention to the victory message or hover the mouse over the party in the arena map.
            Peter-Inostrancevia-Ermine is called "Western Oprichnika" and Sannoval-Brunner-Mosca is called "Lost and Found".

  34. 7 months ago
    Anonymous

    You got cute girls in your game?
    Lemme see them. I like drawing cute girls

    • 7 months ago
      Anonymous

      depends on your definition of cute. i think these ones are cute, even if they're cannibals

      • 7 months ago
        Anonymous

        I know she's a witch but she looks like a Viking / barbarian which is still sexy

        • 7 months ago
          Anonymous

          they're basically celtic druid girls, which is a trope i really, really like. i couldn't not have some in my game.

  35. 7 months ago
    Anonymous

    same as before, just with some screen shake.
    I think I have the most basic stuff sorted out, so next up I'll work on the UI.

  36. 7 months ago
    Anonymous

    Doing some QoL stuff by having waypoint markers center over the part of the laneline it wants you to go through instead of the actual solar body.

  37. 7 months ago
    Anonymous

    Just working on more art.

  38. 7 months ago
    Anonymous

    one more sketch fun

  39. 7 months ago
    Anonymous

    Feeling discouraged at sound. I was going to make all of the sounds with my mouth in a sort of low bitrate way, but my game is too high fidelity for that to feel right. I have no idea to make my mouth-recorded songs sound good or coherent without bitcrushing them. And using free sounds + kevin macleod feels soulless.

  40. 7 months ago
    FygoonFag

    Fygoongay here, back at it again with news you can’t lose.
    DarkWood Forest is nearing completion, as I have finally placed all of the lock-crystals and enemy triggers. Take caution when wandering through this enchanted landscape at this time of the decade, as you’ll be sure to face heavy resistance from the patrolling Trollglodytes and their Gremling allies.
    Just now, I have completed the design of the next important enemy Basileus Fygoon faces in his journey: Vicereine Iris. Like Fygoon, Iris is the last of her kind: a simian-like creature known as an Elvarian. As the Dragon-Elvarian War concluded, the Dragons’ Alliance, led by Fygoon’s ancestors, sought to ensure that the threat of the xenophobic Elvarians against the Dragons and the creatures that allied with them would forever be quelled. To achieve this, the Dragons began a campaign of genocide against the Elvarians, beginning with the total annihilation of their homeland, DarkWater Island, via firebombing. Only fifty Elvarians were deliberately saved, mostly the nobility, and the Dragons had them imported to Frydar Island. The Dragons, mainly the royal Emerald Varanusaurs of which the Fygoon clan were members of, kept these Elvarians as living mementos of their fighting prowess, for the Elvarians had instigated the brutal war that they found themselves losing. Embittered by their embarrassing fate as second-class royalty, the Elvarians sought vengeance by committing acts of terrorism against the Dragons, with the royal Emerald Varanusaurs being their main targets; thus began a brutal underground war that saw both races being reduced to two lone members: Basileus Fygoon and Vicereine Iris.
    Determined to avenge her people, Iris instigates a duel against Basileus Fygoon, who just so happened to be passing through DarkWood Forest with his friend Alois Ratatosky.
    It doesn’t end well for Vicereine Iris.
    Now that the design and story are out of the way, I just need to give her some battle AI.

  41. 7 months ago
    Anonymous

    i made a new background
    https://streamable.com/k27f74

  42. 7 months ago
    Anonymous

    Oh, here’s Vicereine Iris in her formal dress.

  43. 7 months ago
    Anonymous

    I really loved sekiros gameplay and parry/posture system. Trying to figure out if i can make it work in 2d (im a 2d artist/animator). Right now thinking between maybe trying a mario punch out style camera/placement to read moves of enemy (which i think will work great if its 1 on 1, but if you have multiple enemies then it would require them to either be one behind the front one or in a row, but you'd need to shift to select the enemy then?), or in darkst dungeon style placement, which also would be in a row kinda deal.
    Alternatively also considering maybe gameplay being more like those contra mode 7 levels.

    • 7 months ago
      Anonymous

      look at this game for the punchout style: https://www.youtube.com/live/8QeSv4x2nVk?feature=shared&t=120
      just a random video i only know about because i follow matthewmatosis' game development channel

      • 7 months ago
        Anonymous

        Neat, thank you!

  44. 7 months ago
    Anonymous

    How did you guys get started? I'm going to have an awful lot of free time on my hands soon, and I'm thinking about making games. Probably not full projects, just little experiments.

    • 7 months ago
      Anonymous

      I started by downloading the stock engines, some examples, and then messing around with everything, deleting variables, changing numbers, switching functions, break the game to see what each thing did, then try to fix it from the crazy state I left it in , if I couldn't, I continued with another example.
      All engines come with templates that give you a wide idea of what you need to make a game.

    • 7 months ago
      FygoonFag

      I started by making stories in elementary school and realizing I wanted to tell them in the form of video games. Then I spent six years figuring out how to make games, with most of my time being wasted on a first person shooter that went nowhere and little games that were short yet fun.

      • 7 months ago
        Anonymous

        I've been writing for a long time, but I think I only recently admitted to myself that my ideas are better translated through a visual medium than prose. It kinda hurts to realise I've wasted so much time.

        • 7 months ago
          FygoonFag

          I feel you bro. The game I’m currently developing was originally supposed to be a three-part novel. Hell, I even still have a few manuscripts laying around detailing the events that I’m programming.
          Oh well, at least I have creative control over my character for an affordable price (as much as I would love for my works to be adapted as a film, I have neither the capital nor know how to make one).

      • 7 months ago
        Anonymous

        You are living my dream

    • 7 months ago
      Anonymous

      -C tutorial
      -DS && Algos Tutorial
      -Start building what you want.

    • 7 months ago
      Anonymous

      I realized I had two hours free for lunch at college so I decided to use that time to learn how to use Godot

  45. 7 months ago
    Anonymous

    Interesting games this thread:

    0

    • 7 months ago
      FygoonFag

      LOL, post your game then, almighty “gamedev”. Maybe we can learn a thing or two.

  46. 7 months ago
    Anonymous

    I have given up.

  47. 7 months ago
    Anonymous

    Juiced up player death/auto-reset a little bit.

    • 7 months ago
      Anonymous

      That toss mechanic looks fun anon. I'm interested to see what comes of this.

      • 7 months ago
        Anonymous

        Kek thank you but it’s not a “mechanic” I’m just triggering a hitreact via a debug input because the enemy AI can’t attack yet and I don’t wanna shoot the ground in front of me with grenades over and over to test

  48. 7 months ago
    Anonymous

    Do people who know what they're fricking doing even use engines? This shit is so different from actual coding it's giving me a stroke.

    • 7 months ago
      Anonymous

      I'm making my game in C from scratch.

      I'm in my last semester of comp sci and I'm a programmer, so yes I agree that using a game engine is actually less intuitive. I'm not into the idea of using something with such high abstraction.

      Don't use an off the shelf engine. My recommendation for you if you want to go the normal no engine route, is to just use one of the Graphics APIs for your rendering, then use other libraries for the rest.

      • 7 months ago
        Anonymous

        >use one of the Graphics APIs
        you didn't make the game

    • 7 months ago
      Anonymous

      Yes
      An engine can simply save you a lot of time
      For pic related I coded the core gameplay in C++ and used Clickteam Fusion as a wrapper around it for the presentation

    • 7 months ago
      Anonymous

      Yeah as a programmer it was actually pretty hard for me to get into unity and unreal. Now that I'm used to them it's definitely faster than writing my own engine though.
      Writing my own engine was fun back when I was a student with free time but it feels pretty out of reach with a more than fulltime job. I'm also pretty much exclusively interested in the rendering part of engine dev, I care very little about making tools and input systems and whatever. Might as well just make a custom render pipeline for unity at that point, that is really fun.

  49. 7 months ago
    Anonymous

    Tryin to think of a way to make a story driven game like undertale/deltarune, but the combat phase to be action based. This is tough honestly.

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