How is your game going, bros?
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How is your game going, bros?
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i'm going to rape you
RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE RAPE
It's not, I'm too moronic to learn coding
I'll just stick to 3d modeling as a hobby
a month
3 months
a year
i delete
Same. Its been at least 2 years since my original idea. But life got busy and I haven't worked on anything for a long time. I'm basically starting over from scratch.
Here's a new wip model
Arms too short.
Show topology.
Sure. you might hate what you see. But I keep the polycount on the low-mid range. its 4.1k tries so far. Some of the tris are added to improve the normal editing I did.
>you might hate what you see
Ah, didn't mean it like I was going to review your work or anything, I'm just curious to see others' styles because I tried modeling a body a while ago myself and that was the hardest part of it.
By the way, have you seen this guy's work? https://twitter.com/sakuramochiJP/
The overall body shape reminded me of his models.
His work looks pretty cool.
My references were studio trigger and gainax for the anime proportions if you're curious
What's your game about
There's not really a game yet. I'm starting again from scratch.
My goal is a Monster Hunter type game. I know it's ambitious. It will take me years assuming I work on it and don't let it collect dust.
Here's an older model I scrapped a while back.
Definitely a good start, how are you going to avoid animations clipping or looking too stiff with such a low poly count?
This was a lower poly model that I scrapped. It was under 3k tris I think. I will redo the the animations too. Looking stiff is mostly about animations.
If you scrutinize an older monster Hunter game there's clipping everywhere, armor, hair, weapons. So it's never bothered me
Add me on Discord because I make anime games too JW#4266
too slow
too flat
>Model a young boy
>Give them wide, child birthing hips
Why?
A month, a year, one hundred years, they fly!
I'm learning Unity, but I'm only a week in.
well i made my first jak
I'll start making it one day...
just not today
Why not today? What do have you to do that's better than starting your dream game?
It takes a lot of effort anon, I'm a tired man
Open up unity and try make a cube that moves around a flat space
Make it shoot little cubes that move slower than the original cube can move
Figure out fun things to make the cube do when it "catches one of its own cubes" start programming the simplest ones first
I would still have to learn blender to make models and that's an ordeal on it's own
>Open blender
>save file (whatever your game engine needs)
>resize cube
>save file as (but change its name)
>Import to unity
I haven't opened unity in a long while but I'm pretty sure there are still tools to make basic shapes in unity
I want my games to be cube-free
you some kinda racist son?
Cube lives matter
My brain is so broken I can't even sit down to write a line of code, I need to procrastinate forever
Stop cooming
I just sculpt and dream about making a game because I can't find anyone to work with.
We can't agree on what we want to make lol
>Me - digital artist
3D open world crafting game similar to Terraria in its core concept, with some tweaks to make it more stand out, like some elements brought from Factorio base building
>Brother - coding hobbyst
2D side scrolling RPG with vertical axle movement, so something like an open world beat 'em up
>Friend - senior programmer
Top down/isometric horror survival, where u don't have weapons and must escape an ever changing spaceship
Asset wise, so the stuff which requires the most time and effort, my idea would be the simpliest, we can't agree so we do shit.
That's why I work alone. Can't imagine doing anything remotely creative with other people - it just seems like headaches, arguments, and a watered-down vision.
You think a 3D open world game would have simpler assets than a 2D sidescroller? Anon...
I did 3D and 2D, for me 2D animation is really time consuming to make it look good and stand out. I mean, Metal Slug Level of animation smoothness, not pixel shit. Hand drawn anime like characters. It takes a lot of time. I would need to paint every map, every frame of animation. I would die before finishing it.
With 3D Terraria like game? Make a couple of blocks for starters and base world is done, add some foliage, stones etc and voila la. Model some enemy, rig it out and give it few animeations. 3D on paper seems faster to me, or maybe I'm just a slow ass 2D artist.
you can use 3d models for 2d animation. Its what everyone does by now.
I know, that's why I would do hand-drawn animation to stand out. I'm pretty good at imitating that japanese artstyle of caricatures, similar to the sample. 2D animating is really fun to me, but I could not make an entire game solo. Coders would do their job in a week, while it would take me years.
>I mean, Metal Slug Level of animation smoothness, not pixel shit
I love making pixel art but there's no way to do make a game that beautiful by yourself in a reasonable timeframe, you can expect it to take 5-10 years minimum. When you got a team of 3 people, good luck having them keep their interest for that long.
>senior programmer
>in a 3 person team
why bother giving yourself stupid titles when they're irrelevant because you're not a business
He's not a senior in "our" team. He's a senior in a company he's working in rn. Guy has a lot of experience.
well in that case listen to him because he's probably going to be carrying your game
>3 person team
Yeah at that scale everyone should be wearing all the hats.
senior programmer's idea sounds cool, there's a frickton of demand for ps1 style zoomer horror games and with his experience he can probably actually make the ever changing spaceship idea work.
original ideas are a great selling point, if done well.
>3D open world crafting game
Just fricking stop
>3D open world crafting game similar to Terraria
>Factorio base building
What separates your game from this https://youtu.be/rR8W-f9YhYA plus a couple of mods for extra weapons and mobs
>2D side scrolling RPG with vertical axle movement, so something like an open world beat 'em up
Your brother wants to do an Igavania with a twist
>Top down/isometric horror survival, where you don't have weapons and must escape an ever changing spaceship
Your friend wants to create a horror puzzle game
>we can't agree so we do shit.
From the sounds of it your brother has the simplest and clearest idea gameplay and your friend has the clearest idea on how the game should play and feel
There's a reason your the digital artist and they're the programmers
Put your idea on hold until you have a bigger more professional team and choose the game you prefer doing art for or choose the person you'd rather work with
>What separates your game from this https://youtu.be/rR8W-f9YhYA
That game is obviously inspired by minecraft and not terraria.
>open world as a first game
oh no it's moronic
Nothing wrong with that, Terraria is also open world
1. toss a coin
2. do that project
3. succeed or realize the unfeasibility
4. repeat
>3D open world crafting game
You should listen to your programmers.
>3D open world crafting game similar to Terraria in its core concept, with some tweaks to make it more stand out, like some elements brought from Factorio base building
Telling you right now, you will never complete this game
Me and my mates used to play with legos so I think we should build a gothic cathedral
u want buy Gold?
Terrible, which is objectively better than nothing
I'm kinda focused on finished school first at this point
It's easy to work on a game on the side when you're wageslaving, it's much fricking harder when you're writing 15,000 words of research papers a semester
I want to make a simple 3d platformer in godot and I tried making a cannon and I couldn't make it in 5 minutes so I started "cringing" or whatever that feeling is and dropped it
I'll put more effort in it tho
Currently doing blender work just learning stuff from Grant abbit
I made this in blender a year ago
Haven't done anything else since
pretty cool!
Looks like something Oney would make.
kinda dope. Be nice to have a story behind this fella.
It's just a doodle
I was originally making pic rel and learning sculpting/anatomy.
Halfway through I got bored and took the head and was messing around with it, ended up with the metal dude
scary dude. make more like these
nah man you're doin cool stuff.
Thanks frens
you got a twitter or artstation, anywhere you post your work? I'd enjoy the chance to follow along.
I do have an artstation but I don't post much there's like 12 projects and they're shit
Post more stuff
I'm away from my PC so I don't got much
Oops wrong pic
Cycles looks a lot better than eevee
nice, the bricks clipping is bad tho.
you mean you had multiple objects working off the same UV texture? That is a good optimisation technique, but there's no point optimising until you start running into performance issues, just makes dev harder.
Curious to see what it's like in motion.
Your best bet is a book. Get a bib while you're at in, in case the spoon misses your mouth.
>Asking for good tutorials is spoonfeeding
There is no need to get angry, Rakeesh. Your tutorials will still not do the needful.
>you mean you had multiple objects working off the same UV texture? That is a good optimisation technique, but there's no point optimising until you start running into performance issues, just makes dev harder.
>Curious to see what it's like in motion.
It's a developed world for Quest 2 vr headsets. It's needed.
soul
soulless
just kidding or am I?
kinda same, i got a lot of shitty lil half ideas floating around I need to sharpen up into ideas so I can shop around for a coder. Keep up the cool work my dude.
Thanks. You too
cubechan..?
Get UPBGE so you can make it an actual game.
i thought the bge was long dead i guess not. and it's just a simple rigid body setup, i'm sure unity and unreal can replicate cube sex in no time
I mean, I'm not a troony so, it's not.
Got another song and a half done, taking a break so I can think up something crazy for the bridge of the second.
Feelin' surprisingly good for once.
Frick where did you get this gif? I remeber making it all those years ago.
How do I become motivated to make a game?
Convince yourself that you can do it.
>I'm the only one who can make the game I want to make, so I'm gonna do it
Find moron devs and use them as confidence springboards.
>if that guy can do it, so can I
Join the industry grind and quit when you're having a midlife crisis / have some savings and want to use the skills you've acquired to be your own boss.
Plenty of approaches, many I haven't listed.
https://files.catbox.moe/bjwhsr.jpg
It's going pretty well.
nice. did you model those undies or are they from daz or something?
I am using special K to mod/inject textures into a game but the game randomly decides to ignore the injected texture and uses original one after a while
Now the itch is banning anything with e-girl is in where the frick am I supposed to host my game now?
Just make a disclaimer that all characters are 20+ and simply roleplaying for parts that seem underage.
Um the game is set in a preschool?
They're all wearing large, sophisticated SD mascot costumes and use oversized props / backdrops, but the camera just makes it look like they're smol.
Two words: role playing chatroom.
sauce of ariel pic
>ESL autist, brainlet, and sort of drunk right now
Programming is fricking unbelievable to me. I just learn the basics of computer programming through Computer Sciences, with how I need to use semicolon at the end of the lines of code, how I need to understand the byte limits, etc.
I want to learn how to use Godot and GDScript has pissed me off with how it changed the syntax and rules that I never seen in other programming languages. I get that they want to compress the file size even by one byte, but it literally feels like a fricking mockery to BASIC language.
There’s this GameMaker Studio 2 with permanent license, and I have easier time on that than Godot, but two problems: it doesn’t have the respectable sense of 3D game making as much as Unity and Unreal Engine 4 has, and I’m too much of a pussy to make games on GMS2 because I want to make a game about a Black person fighting the KKK, but I’ll lose licenses for breaking stupid ass terms of services for “swearing bad words” bullshit. I don’t want to resort to Unity nor Unreal Engine 4.
That’s why I said I got ESL.
I mean, in usual programming, semicolon makes sense, but it’s USELESS in Godot, and they changed many syntax rules that they might as well port BASIC language to Godot game engine 4. I’m willing to direct that shit on Ganker to get Godot BASIC compatible, if it means good porn games. Nintendo Switch SmileBASIC makes more sense than this,
anon i don't know godot but it looks like they're optional and for doing multiple things on a single line like python...
you are a fricking noob
And you are a fricking butthole, Black person.
Finished a demo id worked on for 13 months. Got some great feedback from some indies. Have to soften it a bit for publishers because it's slightly offensive . All good signs
>slightly offensive
Do more of that. There's no way you can appease those people if there's even a chance you won't, so you might as well use their megaphone to your marketing advantage.
It's not that simple yet. Have to soften it first to get thru first 2 rounds of pitches. After that I know the woman in charge of round 3. I can up the edge for her and she will ok it. It's about the long game.
congrats anon
>how I need to use semicolon at the end of the lines of code
if you thik that's unbelievable programming might be too hard for you
>level design
why would you just like make game if you dont even level design bro???
>Hating the funnest part about gamedev
just make a straight hallway like every other game dev
The worst part with working with a team of purely programmers is that they are complete ass at this AND have zero eye for art. And they only ever play Starcraft or League.
>doing
Hub area is lookin snazzy. Got more buildings done tonight and a few more textures done.
Fleshing out the stat system over in unity.
I'm feelin' good about the process. Blessings to you other troopers.
When did you realise you were better off spending your game dev time working and paying people to develop your game?
Just watch tutorials and follow along... It's free. The same process to getting good at a game is the same process of getting good at making a game.
At the exact moment I realized I didn't care about the game, but the fat stacks of cash I could make by swindling dumb gaymers (who are super super dumb and buy literally anything).
I live in a fourth world communists shithole so I barely make enough to live myself
I don't even know WHAT game to make.
Yoshi vore game
LOOMI-
I mean PONG
Go to SD
Give a vague description followed by "video game boxart"
Make the game that it gives you
>quirky earthbound inspired "indie" RPG
>but with squenix budget
MAASSECH3 lookin' good
Would you look at that, it even gave you a logo for your game, game studio and showed you where to put all that in your magazine ad
If you were alive during the Before Times(tm) you could try re-making some old flash games you remember.
Like 2D castle defense or tower defense games, or a digging / mining game. Or tower defense.
Or like...
tower defense?
I actually love Gemcraft. It's one of those games that's been iterated on so much I think "wow I'm not creative enough to be a game dev because I would never think of this"
It's one of those autistic ass games that makes me sad because it's like, I wish I thought of this. All these interconnected systems and I just think that there has to be similar types of games out there that could be made but I don't have the intelligence or insight to make them.
Will be blasting religious nuts on the streets of America with this soon
>86k verts
i hope that's for 3d printing not a game
but also i hope it's not for 3d printing cuz then you'd be doing a mass shooting
the game model will be extremely simple (won't even have bump map) so i want exaggerated shadows, occlusion, etc baked into the base map
Making a game to own the chuds?
>Will be blasting religious nuts on the streets of America with this soon
redpill me on ngons for hard surface modelling
if it doesn't deform ngons are irrelevant
even if i'm exporting to a different format?
nvm, looked at the manual for the exporter i'm using and it says ngons are fine
This
+ as long as it's shading correctly.
i like these threads. i have decided that i dont mind my current job and just want to be competent at a hobby that mixes technical and arts together
that's why i do it. it's a nice mixture of art and technical stuff, there's loads to learn and focusing in on improving specific things can be fun
just dont have the patience to sit through the donut tutorials. just want to make cute hairs and clothes for my SL character tbh
but creating hair cards is way more tedious than finishing the donut tutorial... making clothes is pretty cool though, do you use marvelous designer?
no i dont do anything at all. i just...watch anime.
maybe it's time to learn instead of jerking off to harem anime every day
i cant my brain doesnt want me to do it
See pic
Im making a WEG where you date femboys and shemales. I dont want to release it yet because i hate WEG with no content. I have about 30 events with the girls but i want to flesh it out more.
It's a 100% straight game.
Where are the asteroids?
I was digging some idea as a second thing I would like to do after my first idea
>You are some sort of spy/commando working for a corp sent on a mysterious island to investigate something/tail someone
>You discover that two sides are fighting eachothers to get control of a place that is trapped as hell and that you have something very ancient to crack to see what could be very juicy inside
>Since you are alone you are in the middle of gunfights between the two factions
>You could help one side over the other to win this war for your profit, both sided having their own strengths
>You could help both sides so they kill themselves more efficiently and basically are even weaker at the end for you to rule over
>You could help no one and try to get more information on both sides and what they're planning to avoid them and learn how to crack the relic
With some ideas on how you could even control some people to join your side and command them etc
What do you guys think
I submitted a game to GMTKjam and have some pretty good feedback. Feels good. No I won't post it.
Sounds like Jagged Alliance, which was a good game. I'm surprised it doesn't have more spiritual successors.
Pretty hard to know what's going on, you need more feedback to whatever inputs you're making aka juice.
>Sounds like Jagged Alliance
I'm looking at it and it has some similarities but my idea won't be turnbased and would be first person "shooter"
[Spoiler]Fortnite did this as one of there seasons gimmicks a couple years ago
where you needed to infiltrate an island? tell me more about it
I'm working on an R-Type copy for Amigas because frankly I'd rather do that and sell three boxed copies to some fellow boomers at a loss than deal with the putrid shit that is the industry. The weird part is you can make more doing that and leveraging tax breaks than working your arse off so that some israelite gets more content for their fricking web portal.
How to learn 3d animation?
get rigged model, practice
>practice
What and how?
I keep cobbling shit together with stolen assets, since I have zero creativity, and only enjoy the programming aspect.
I'm currently learning Vulkan, but kinda demotivated, since there is zero demand for graphics programming in my country.
I'm going to finish my game and become a multi millionaire one day and all of you will still be in this thread procrastinating with you dick in your right hand and your left hand thumb up inside of your butthole. I will win, you will lose.
the new "green bugs" area is coming along nice
I've been learning Godot for about 15 days, and things are going okay. I got a third-person controller working, some dummy enemies to test hit collisions, and currently working on an inventory system to help me organize and contextualize the data I'm going to need for items.
Trying to make a short 3D "action" game that plays like Phantasy Star Online, but with some modern inspirations thrown in.
Is gamedev.tv a scam? I’ve actually learned a lot from their courses, more than I’d have learned on my own, but the community is awful and the instructors rarely respond to questions.
Like.
is the loading screen faked?
Yes, it was in your mind all along.
90% of my time is now spent working on new unity tools and updating the ones i have available on the asset store because unity sucks ass and changes literally everything whenever they do minor updates.
i don't have time to work on my game because every moron out there seemingly NEEDS to upgrade to the latest unity version whenever it releases.
no wonder no games ever get released with this platform. you're either a dev constantly fixing unity's frickups and repairing your tools, or you're a dev constantly updating unity and realizing that shit is broken.
how much money do you make off those tools? Always seems to me making money off assets packs is more reliable and achievable than making money off games.
> how easy to approach unity was
I don't think too many anons have tried more than their one way of making games tbh. Personally I think it, and any other game engine with an integrated editor, is kinda bloated. Unity in particular has a community of noobs giving each other bad advice. But I'm so used to programming I have no problem getting going with more minimal frameworks, so it or Godot or Gamemaker is probably best for an artist with no programming experience.
Awesome. Started working on the castle assets.
that grass is pretty bad for contrast and the castle looks like it's made of plastic, the parapet looks too rounded and the lighting on it too Phongy. Probs go harder on the brickwork greebling. Otherwise neato.
Make it free and no ads (unless a mobile game) and do paid DLC. Or free demo and paid full game.
I'll just check online and press what's better
What do you mean too Phongy? How do i make it less like that? I was just trying to go for a cell shading style.
oh ok. Well the differences in lighting on the walls are too harsh and you're missing the blocky black outlines that's distinctive of cell shading. I have no idea how you'd make your current treesgrass look cell shaded. The trees I think look good as they are.
Phong is another type of shading method, tends to be the default in a lot of renderers.
From the isometric angle I can't tell if you're doing 2d with sprites? Cell shading is typically done on 3d models. I'm sure you can still do it with sprites, but idk how.
No, I'm going with 3d models. There are technically sprites, like the grass or flames, but everything of note is going to be a full 3d model.
Yeah, I get it, the grass indeed looks like a mess of pixels and needs to be fixed.
Isometric sandbox RPG. There will be a bunch of different factions, and they all will have their own goal and the player will be left to decide to either join them or just go about his own buisness. I'm going to add a multilayered subterranean level that looks like Blame! when I'm done with the surface.
Explain. What's the combat like
Nothing too fancy, just real time I guess, something like we had in wow. There are three main class trees - I call them green, red and blue, you pick one and then develop it by leveling up and learning skills from npcs of a similar class. Green is for dex-based classes, red is for str-based classes and blue is for int-based classes.
I kind of like the graphics you have there just the way they are without any cel shading.
Right now it looks like one of those 90s-2000s games with prerendered sprites, which looks very comfy.
Well, maybe I will leave it like that. I always loved the 90s style.
I think u need to do smth with contrast and give a bit more color variation. RN it all blends into one brown-green mess, it's hard to see where a tree is and where the grass starts. My fix is still shitty but it shows what i mean.
What kind of game?
i like it. i know other anons were like OVERHAUL but i thought it was fine.
Looks great
rate my game idea
>the cutest chibi kaiwaii animals
>bannerlord but redwall
>the goriest deaths and ptsd inducing screams
Proceed to make it and I'll play it
Sounds rad, I would play it.
Would play with a sex mod
happy three friends the game?
i would pay money for that
I'm halfway through making my small game, I just wonder if I should slap ads while making it free or make people pay
my weird xcom + base building strategy game has kinda evolved into being a game about rules lawyering the shit out of your opponent, and i don't know if that's good or not. abilities do exactly what is on the tin, which can cause weird scenarios
>generic infantryman can use an ability to get overwatch from XCOM as a buff (when an enemy unit moves within your vision, shoot at it with your gun)
>that infantryman can wear an armor that duplicates the buffs it gains to nearby non-structure allies
>you can also build an artillery cannon that takes 1 turn to sight its gun before firing at that location
>a specialist sorcerer can turn an artillery cannon into a humanoid
>that artillery cannon can now gain that overwatch duplicated by that unit, and because said artillery cannon does not need direct line of sight to fire, it can now fire across the map at any enemy unit that moves within your vision
and then if you want to get even more rules lawyery about it
>you can put another unit next to that cannon holding a gun with the "Support Gun" keyword, which turns the overwatch buff into a "multiwatch" buff, which essentially does the same except it can attack multiple units if they all move in your vision on the same turn
>the artillery cannon can now fire 3 times a turn like if it was a machine gunner
Sounds perfect for my specific brand of autism
sounds cool as long as the AI is able to do similar bullshit. Otherwise would be too easy.
it's gonna be focused on online pvp play for now, probably a focus on 2v2
Dropped
ah yes, the famously active turn based 2v2 indie PvP scene.
I guess put some counters in so players aren't just incentivised to never move lest they get artillery pounded.
Conversely, If it's "you go I go", that is if one player moves all their units before the opponent gets to move, make sure you can't blitzkrieg too hard and just wipe out someone's army before they get a chance to do anything.
>ah yes, the famously active turn based 2v2 indie PvP scene.
it's a bit of a stretch but making indie games is already a pipe dream, and i'd rather make the game i want to make than try to compromise midway
it'd probably be cool to add some puzzle-styled singleplayer missions at some point, but right now pvp seems more doable since it's something i understand a lot better, and it doesn't involve hand-crafting lots of content that will have to go through a lot of playtesting. the gameplay also lends itself a lot more to pvp. it's the same reason why you wouldn't really want to play MtG or Hearthstone against bots.
>I guess put some counters in so players aren't just incentivised to never move lest they get artillery pounded.
there are is counterplay, like moving cannon fodder type units first to bait overwatch, using armored or stealth units. it's supposed to basically work like fighting gimmicky strats with other gimmicky strats. we'll see
I hurt my wrist and I haven't even been able to play any games, much less make one
use the other hand.
This chest could be yours adventurer if you do my quest!
>How is your game going, bros?
shitty low quality modeling is way more fun so i do barely any real work
I made the base system and it's functioning okay, currently making actual stages/content. There's an issue of getting the music, though. I don't have nearly the funds to get a composer and free to use music will be generic and rob the game of part of its identity. I need to look into ways of creating music that do not involve either sitting my ass down for a few more years to learn how to compose the hard way or slapping together some ungodly AI slop.
>halfway through development
>realize the game's not fun
That's okay. It's not like you spend the better part of your 20's autistically finetuning your assests before playtesting, right?
why didn't you make it fun from the start?
Added in some chickens for you to collect into my 1997 zombie car smash 'em up boomer game.
cool car, cool chickens
chicken too big
needs a real UI
needs ramps for jumps and more densely packed buildings
on the bright side, you were probably a lot less than halfway through
Chickens have to be big so you can see them from far away. 'Realism' isn't a priority. UI is for debugging and testing. Level is also a prototype level.
make a minimap or a big pointy floating arrow. The big chicken isn't unrealistic, it's incongruous. You could make other goofy stuff at goofy scale I guess.
Provided the scale of the game isn't too big, in terms of the size of the battlefield and number of units at any time, making a good AI shouldn't be too hard using Monte Carlo trees or some variant. But fair enough, good luck anon.
watch LA Confidential
play LA Noir
>You could make other goofy stuff at goofy scale I guess.
That's where I'm going with it, yeah. It's similar to the things like the hidden VHS tapes and 'SKATE' letters in THPS games, since that's the level format (missions in a relatively small sandbox level). You won't need a pointy floating arrow, the levels won't be that big. There's no penalty for failing a mission (again, THPS) so you can learn the locations through trial-and-error, as we did back in the day, and then do a run from there.
Thanks for the recs boys.
what's the lore behind the chicken?
Food collection for survival that's been lost in the neighborhood because some zombies ran the food truck off the road, and then realised they didn't like non-human meat so they just dropped it everywhere. Genetically modified by the same company that spawned the zombies in the first place I just made that up being a sarcastic dickhead but holy shit, that's not a bad cheesy contextual justification for some zombies
I'm learning C++, see you in 2028
>if
>if
>if
>if
>if
what more could you possibly need?
templates
patterns
std library
though honestly all in all 1 year is enough.
First I'm learning 3D, then ANimation, then music making. lastly C++ will be the last step. See you in 2028 when My game comes out.
>First I'm learning 3D
Just learn multivar calculus.
Why?
heh actually i already know that and eigenvectors and linear algebra and hypercubes
you should be learning collisions and user input first
The correct order is
>Learn C++ and OOP concepts
>Make simple 2D shit and learn game structure/patterns via game library(s)
>Learn 3D Vector math and how to do collisions in the library you use
>Use premade assets/models as placeholders and learn 3D modeling and replace placeholder models with your own over time
This will take months
You can learn music theory and how to compose music in different keys/scales in like 20min on youtube. Use a tracker like Sunvox, OpenMPT, or Milkytracker or download a DAW if you want something more "produced" and less retro chiptuney
>actually recommending someone to learn how to compose music
>when he is a solo dev
You either use royalty free music or fricking nothing.
Anyone can learn to make basic BGM with an elementary knowledge of scales/chords from 20 minutes of youtube tutorials. Probably the easiest task of everything he mentioned.
But also note that I said to use placeholder assets and replace them over time where necessary.
most music is just 5 seconds of melody on loop, any tard can do that
>any tard can do that
Shit i wish, otherwise i wouldn't need to find someone to do it for me. Music and i we dont understand each other.
just press random white keys starting and ending on A
Learn anything else that cross-compiles to C++ so you can have all the performance with none of the pain of debugging C++ compile time errors.
Sounds like there's no reason for them to be so big either then. Another option is scale them down as the player approaches. Or up idk it's your game.
>3d models
you should be able to frankenstein a cell shader together then. Just remember every "cell" is meant to be a flat colour.
Gameplay sounds like Gothic which is pretty ambitious for an indie, but if it's just a walking sim maybe it's doable.
I mean they ARE that big so that you can see them from more or less wherever you are, which is WHY you don't need a big floating pointy arrow. I also worry about shrinking them too much due to the low resolution of the game, because you'd lose the detail of them actually being roast chickens.
I dunno, I'm a long, long way from testing minutiae like that.
what language should i learn for making a unity game? also i want to port it to consoles as well.
By default Unity scripts run on C#.
how easy it is to port it to ps5?
You pay snoy 10k and then figure it out
i'm serious anon
hes also serious, consoles are notorious cash grabs. Every update you make costs you money because you need to send it to verification and they want a fee for that.
do they actually port it for you?
lol of course not.
What im telling you is you pay them to tell you whether your code passes. You have to do all the work yourself and then pray there is no error because for every error and fix you want to patch they will take a fee to verify.
you're asking for spoonfeeding on Ganker instead of looking it up yourself, so I'd say impossibly difficult.
Most importantlyyou're using Unity,it doesn't matter what language you're using in it
but the cuphead devs did it
>Gameplay sounds like Gothic which is pretty ambitious for an indie, but if it's just a walking sim maybe it's doable.
There will be combat. And no quests. I think its going to be more like Kenshi than Gothic.
I'm writing a story about being a cop and I'm trying to consume as much cop and magic media as I can do I can utterly MASTER good dialogue and figure out what makes a story engaging.
So far I'm on
>Twin peaks
>Deadly premonition
>hotel dusk
>Homestuck
>Columbo
>Disco Elysium
My only problem is that my vision for the main character keeps changing depending on what story I'm reading. I want him to be consistent, fun and cool. Like a loyd forger. But watching Francis York Morgan from DP makes me want to copy his mannerisms.
Bud Spencer & Terence Hill movie would probably make a better reference in that case. Or any comedy cop movie really. They always have one cool guy while the other dude can be sidekick.
Gegenerate furry porn game, with fricking monsters as a way of defeating them. Monsters like dragons, centaurs etc. We should get into early access soon. We are still waiting for few arts, shit takes time, etheros is slow as frick.
I don't even know where to start with making a game. I only know how to draw shit.
i'm sure there's devs that look for artists on the internet. go help one out
Draw EVERYTHING. Like literally everything you wnat in your game. Then make a 2d sprite videogame with that.
try gdevelop, it's free and no code
Using Gdevelop is good for simple games, making something huge, requires coding knowledge. But keep in mind, starting from non-coding engine can make it hard to adapt to full-code engine.
This is true. I grew up on KNP, TGF and Multimedia Fusion, and now I make games in Construct 3 because I could never be bothered to learn to code.
How hard would getting started with unity be if one doesn't really know anything about coding? Making some sort of isometric rpg/strategy game type of thing in this oc donut steel setting of mine would be something I would like to do, but like I said, I only really know how to draw, nothing else really.
Impossibly difficult, just give up now
Learn coding then. being an indie developer means that you do everything by yourself - assets, code, music, etc.
all you really have to do is look up guides on how to get started, best if you manage to find a guide toward what you want to create. just look up a youtube guide on how to create what you want to do and start from there
here we see the turbo autist crab nodev that will never do a game
But he can't look up guides. the extent of his brain power is used to go on this forum and ask extremely simple questions that are answered in seconds via google.
I see. Unity seems to be rather straightforward so I figured that it would be the easiest platform on which to start learning how to code shit.
Black person all I asked was how easy to approach unity was.
The joke is any engine is good as long as you understand how to use it. You might even surprise yourself with something that's not being shilled in the thread
do you upload your art somewhere? looks cool as frick
Outside of Ganker, mostly just on Deviantart due to me being too lazy to maintain a real web presence beyond some old fricking account I happened to have on this god forsaken site.
https://www.deviantart.com/screeble
You should bother trying to post these elsewhere, maybe you'll catch the attention of someone
Dunno really where. Twitter apparently has sizable art community but I've been banned from there ages ago due to being too much of a shitposter and in general I kinda no longer even want to use that site due to how much of a waste of time it is.
thanks a lot anons
released in sept, 2021. Basically retired off it. Still shitposting on Ganker.
did a little talk at work about animation and made a stabby anim for demonstrating
came out kinda alright for 6 keyframes, cleanup the second half and i'd call it done
where can I follow your work, anon
He's making a fromslop clone, you don't want to follow that.
i don't follow the best, i follow game devs of all walks. I'm fascinated with the process.
yee https://twitter.com/hfm_iro/
attacks are on face buttons instead of bumpers so its not a souls clone don't worry
trying not to kill myself making collision proxy meshes in blender
hopefully gonna be done this week/next week with buildings
I don't know what type of gameplay to have, first and foremost I want puzzles.
But the meat and heart of it, action was what I was leaning to. 2D action is overplayed, what about Turn based? What about both?
Can someone help reign in a codelet here please.
Making a hotline miami clone is easier than making a 2d turn based, right?
I just don't know if making a HM clone is ill advised.
>i just gonna end this demo in 1 week or 2 tops and kickstarter it
>my dad died, he alway asked me how i was going
>its been 3 months
>i want to make him proud of me
>i just dont feel like i can now
>maybe by autumn
>tfw too dumb for making assets
should I first try to sketch the asset as 2d picture and then try to model it or just go straight into 3d modeling?
I can't draw so I think I'm fricked.
try getting some references and draw side by side to them, it should help
I'm toying with the idea of using AI image generation for basic level concept art.
The generated images aren't very close at all to what I'm imagining in my head but they're good enough to be used as a crude basis for me to get a general "feel" of the areas.
Plus I can't draw for shit so it's either that or relying entirely on really shitty pen scribbles.
if you're not going to use it as the final graphics it's a waste of time.
If you feel you need art to get a feel for your game it's not a very well formed idea, is it? Figure out your gameplay first.
A Hotline Miami clone would be easier than most turn-based games, yeah.But not easier than checkers or connect 4.
Easier to branch into puzzles from turn based, in my opinion. Even real-time puzzle games are more state-based which is closer to turn-based games of any sort than real time action games.
>Spending 2 hours on making SD shit out 50 images is a "waste of time"
Mate, I spent 3 months on writing an item system and I'm not a slow programmer. A few hours is nothing at all and it helps me answer questions like "Would a building look good there" faster than I can do a good enough blockout.
True, it's just that a part of me wants both and I think action can lead into puzzles, I just have to turn it off and on.
Now would this be good, I don't have a clue.
it's going
Man, making a character creator is seriously harder than I thought, I have no idea how to start.
Make a character first.
I already downloaded a normal male from the asset store.
Oh well then just download a character creator for that and you're golden.
The character creators in Unreal marketplace look like garbage and are overpriced too.
>Figure out how your engine deals with shape keys/morph targets/variable bone sizes and how to attach different meshes to a rig.
Do you know any good tutorial for that in UE5? And by good I mean a tutorial that shows it without sudden jumpcuts, I hate those heavily edited 13m tutorials.
Figure out how your engine deals with shape keys/morph targets/variable bone sizes and how to attach different meshes to a rig.
If you're using Blender then baking the results of lattice modifiers into shape keys is your best friend for basic body proportions. Rest is all about making things modular.
Get the Alive! Blender course if you can tolerate the dude's accent, it's incredibly in-depth about both the technical side of things as well as the artistic aspects of animation.
I hate blender so much it's unreal
Overcomplicated mess
What's overcomplicated?
Everything
Baking, sculpting, texturing...etc
>Baking
It's annoying but not complicated
>sculpting
No it's not, just chose a workflow and go with it
>texturing
If you have room temp IQ
>etc
Cool
>No it's not, just chose a workflow and go with it
Lmao
Try sculpting without dyntopo
I start with a voxel remesh workflow before retopo and then add details with multires if needed.
Learn to use the right tool for the job, Dyntopo is only for the snake hook brush as far as I'm concerned. Would you use a hammer on a screw?
I bet it would only take 6 hours for me to learn all that
What a great uncomplicated software
See how far you can get in 6 hours with zbrush lamo
what are the best sources for free textures?
isnt it that openart site?
>signup
>ai
no
not open ai. opengameart stupid
UV unwrapping doesn't make any sense.
Literally every time I start trying to texture something it feels like I'm opening Blender for the first time.
eh? its shitty 3d faces mapped on an 2d image with the help of seams or a shitty smart unwarp algo and dont go over 45deg or you will get fricked
Blender UV UI is just shit. You should try a few other programs for making UVs like Maya.
Started work on Bo melee. Implemented the first "status" mechanic which is a special one for Bo; the arrow status. I wanted to do something that felt a little bit tactical, but not too much; just that sort of MMO rotation stance-dance sweet spot that Dead Cells gave me, which encourages alternation at a specific tempo.
So the way this works is, when you stick an enemy with an arrow, they gain arrow-stuck as a sort of status modifier. When you attack an enemy with an arrow stuck in them, you get a combo pin (i.e. bonus points and multiplier) for the attack hitting an enemy with a status effect (this will be true for all 4 of the other primary status effects as well; daze, leak, overheat and short-circuit). An enemy which has an arrow in them also has their poise reduced proportionally to the number of arrows, so you can "tenderize" heavy enemies that normally face-tank your combos in order to get an effective juggle starter to land. The catch is, most attacks will break an arrow when they connect, reducing the arrow status. Some attacks, however, will not break an arrow (the Bo's stance dance comes from it not breaking arrows when it is in tri-staff mode, in exchange for weaker base poise on its strikes). Also some attacks (primarily explosions but I may also apply this to a couple of other attack types as well) will break ALL the arrows off.
So the idea here being with Bo, the arrows themselves aren't especially superior to the guns you normally have, they're slow to fire, hard to aim, and not worth a ton of damage on their own (though they do give big points) BUT you can mix them in as a sort of prep work periodically to increase the score and juggle potential of a combo, as long as you remember to keep reupping your arrow count as you go and to mix in attacks that don't strip arrows as frequently. Not sure if it'll pan out in practice but I felt like I needed something to make arrows more interesting in a game with guns (where stealth is a non-mechanic)
coming along great! your making such progress
Realizing a bit belatedly that a consequence of this is every time you shoot an enemy with an arrow, the next arrow gets more powerful and is worth more points. I may have to revisit the baseline values around that assumption
Thank you! I'm excited to be wrapping up the player's main melee moveset after all this time, it will give me (hopefully) a lot to work with when I start designing the enemy AI and attack patterns, which is when this stops becoming a combo sandbox and starts becoming an action game.
Does anyone know of a non shit way to pixel texture in blender?
Tried recently to get into game dev just as a hobby, found a ton of resources wherein people suggest which engine to use first, which language to learn first, whether I need to know a language to begin with or not, etc. In fact, I found so many resources and so many suggestions that they all contradicted each other and the end result is I just went back to playing games instead because there's no structured clear-cut point A to point B path to follow, and that shit trips me up.
You don't get into gamedev without a clear goal in mind. You need to know what game you want to make, and plan everything well into advanced.
If you come up with a game idea first, adjust the scope of the project and see if it's feasible, then you'll be more focused.
I don't think that's my problem, I can come up with exactly what I want to make and how to downsize it to the point where it could make a good entry level base, but my point is that so many people say so many contradictory things in terms of getting started that I feel overwhelmed. 2D and isometric tactical games and/or ARPGs, Roguelikes as well as Roguelites, that's where the core of my interests lie, but what is the best place to start to transition into that, and with what engine? Godot? Unity? Is there some common base foundation all of them share that I can just start at to work towards being able to do all of them?
I was in your shoes. Ignore everybody, stick with unity.
Godot is an experiment, and offers far less features. The people using it are delusional at worse, or overly forgiving of its faults because they're hipsters.
Unreal is unfeasible for solo devs, Infact there's really no example of a solo dev on unreal. Don't listen to anyone's offering insignificant examples. They'll post some college students asset flip and say it's possible. It's not possible. Coding c++ by yourself for an entire game will leave you angry and jaded
Unity isn't perfect but it's the best option for who you are. It can do everything well enough and there's a tutorial for everything.
Blender is another beast. Blender+texturing is 3 beasts.
Genuinely just stick with unity. That's my recommendation. You never really and a choice, because unreal and Godot were never going to work.
Only speaking for myself, but after fricking around with Unity and Godot, Godot feels so much more intuitive and I feel like anything I can think of I can translate pretty well to it's node system. With Unity, there are a million tutorials which is nice - but ask me to design something that doesn't have a youtube tutorial for it and I'm stuck.
Aside from a weaker 3D rendering engine which beginner devs might be able to work with anyway, what is so much better about Unity?
Asking as someone who's poked around in just about every free/freemium game engine but hasn't made much other than prototypes.
From listening to different devs, Godot starts out nice but when you're in the weeds of a large project, it starts to fall apart. It's the difference between learning a bike and learning a car. One is easier at the beginning but soon you'll know why everyone drives a car. It will take you farther eventually
But if you already made up your mind (if you're the same anon) then it's your choice. I don't hate Godot, cruelty squad was made in Godot and I love cruelty squad.
You know that Unreal Engine has Blueprints right? Its even easier to code than Unity.
If it was truly easier than you'd see more solodevs using unreal but for the most part it just isn't suitable for big projects.
I'm learning some Unity, I have followed a few tutorials so I have a very basic knowledge of Unity.
Should I also give Unreal Engine a try? I want to make a FPS style game.
Also, I forgot to say that I have extensive experience in C++ programming.
ya. since you have programming knowledge see whats best fit for you
The engine you pick will not change much anon, it's mostly how you use it. Pick unity if you like writing code and UE if you like visual coding
Bad. I lack discipline.
I made a little Javascript proof of concepts spaceship game where you try to stay out of incoming gravity wells. I made some short bits of music and sound effects using a snes tracker. Then I did some basic modeling, then I tired doing some basic things in unreal5. They effort to gratification just isn't there for me bros.
Now I just volunteer for a long running pixelmon server making spreadsheets and ensuring their balance and economy are stable. I love thinking about what things I can do for gamedev, but actually doing it is miserable.
lowpoly panties
Tell us more.
just some character I did years ago
didn't made it
Anatomy is a frick
I figured out a thing today. I think I'm gonna make it. I will make the best game ever and all of you will like it!!!!
More sales with attractive fem protag or not?
Would I make More sales with a traditionally handsome blonde haired man with a short hair cut wearing a police officers outfit?
Don't answer, I don't care. I'm making a handsome blonde male cop who's going to bust heads open.
I got a game idea but I'm working on a test model first. I finally learned the topology for the shoulders and chest and now only the head remains. Hopefully I can smooth out the model after joining everything so that I can extrude out the nails and veganal lips. Hopefully I should be able to cloth, texture, and rig her before the month is over.
Does anyone here have a contact / friend who works or had worked at EA Dice? For a specific question.
I've seen you post this in every thread. You sound underage. What's the fricking question and I'll answer it for you.
I'm looking for an insider for some questions and answers on the status of BF (especially after the 2042 fail).
And why are you asking on here. I've seen you make that post for weeks. Why don't you just email a dev.
If you have a question about how battlefield failed then look up a YouTube video that did their homework.
And ask yourself why would a DICE dev be in this solo gamedev thread on Ganker.
I meant more like if someone knows a friend of a friend who works there. Otherwise just ignore it, please.
You keep posting this in threads and I keep seeing it. Sometimes multiple times a day. What's the question, just tell me what the question you're going to ask
Can't be discussed here because there are also insider questions about the development.
What do you think about top down GTA 2 clone with Hotline Miami like combat (with more player hp of course) set in the 80s? Where you can enter buildings, drive cars etc. but also create and manage your own crime empire, with hiring new goons and buying properties to transform them into drug labs and illegal clubs?
Open world I assume?
Kinda yeah, but not to big. Assets would be no problem, coding would be. A lot of AI to create.
I'd ask you if you can draw art that looks like something from the 80s
If you can design fluid and dynamic gameplay like hotline Miami. If you can procedurally generate, or design an entire city, and design a management sim for sending goons out to do fetch quests.
Are you also going to let the player design their own labs?
It sounds alright. Hotline Miami was fun. I'm not sure adding a management sim would shake things up but try it out. It took them 9 months to make hooked Miami, maybe you can do it too.
I can draw, animate and 3D model. Got other guys responsible for coding. I think we will give it a shot and create driving and movement with shooting next week. All I need to do is to make one car with textures and animation packet for main character, seems simple. Car is going to be a really simplistic boxy model, game will have more cartoony stylized graphic. 2D mixed with 3D, like in those old GTA's. We arent going for photo-realism. We kinda know our limits.
It's been done, you better have a banging soundtrack.
That's what I always wanted except topdown perspective which doesn't bother me
My whole approach to gamedev was adding random shit on a whim and changing the whole concept of what my game was gonna be every other weak so of naturally it became so ambitious and messy that I dropped it. Shame, there was a lot of good stuff in there, but it was a fricking mess. Maybe if I'll feel the itch again I might return to it and cut out the dumb bullshit and streamline it into something that makes sense. Picrel is sone random screenshot of it. It was an FPS.
Does your game have cute girls? Shoe me. I like doodling fanart here.
Does she qualify? Dont worry about fanart.
That is indeed very cute.
Sweet, have some more.
It's going. I have to fricking re UV wrap the whole thing because in my infinite wisdom combined the shit out of things to save on draw calls in completed builds from last year
here it is in a complete state. Yes, VRC.
my game is (once again) jitter-free and can run at 30x timeScale with 100 fps on my PC, bug-free. it just works.
If you're not using Houdini in some way you're doing it wrong
can i make a hot anime girl in less than aday?
of course
You don't need Houdini if you know how to use Blender, if you still use it anyway you're overscoped
tried blender and houdini
blender is really great but the UI and access to tools is inferior to Houdini by great lengths
though both are still great on their own
I can't afford it
>just pirate it lmao
no
Does anyone here have experience with publisher agreements in relation to the budget for a title:
Can I submit a GDD or some kind of game idea to a publisher to get funding or a budget for a project?
Alternativly in a partnership with the publisher.
I hear publishers are cancer, see if you can get a crowdfund going on instead before bending over for the money dildo.
No, vertical slice or nothing. Unless you've published a massively popular game already.
Seems like all the big indie hits that supposedly have a publisher were self published in the beginning. Sure gives a lot of leverage over the publisher if you know you're successful
doing fine, will probably release a patch with a level editor and workshop support tomorrow and move on to something else
Is this yours? This is really fricking cool and has a ton of potential.
He already released his game on steam, it's called Vividlope.
thanks, what the other guy said
I saw Ding Dong was promoting your game, how have the sales been?
based
are you planning on making another vidya?
yeah
for its circumstances and the fact it's a tile painting game, i think they're fine. game's not a hit, but it did get the plush funded, which was my main goal since the first wishlist counts surfaced
How many wishlist before release did you have anon?
6k
How did sales go vividanon?
Sounds promising anon. Post more about it plz assuming this thread hasn't funally ran out of gas
Been working on getting the HUD nice and feedbacky and adding in the new sprites my artist gave me
webm related
>How did sales go vividanon?
see
Been stuck suck all day while also trying to move, but I've debugged about 50/60 quests and did a smattering of developer console stuff to make testing easier. Also probably gave this ghost ship too many beam weapons.
Why does that red flashing icon above The White Fleet look like a uterus
Why do you think missiles hurt so much?
Made a speaker about a week ago and now I'm following a video how to sculpt
how do you make the light to be bright?
If it's blender then you change emission value / use emission shader.
all these crushed blacks. is this gamma color space? fix it.
I learned useless skills today.
I imported google earth 3d map into Blender.
I made my first geometry node.
I wasted time on personal thing instead of work.
I've got some questions, I am an artguy and storygay. Not a coder myself, do I have Unity open and follow tutorials to learn? Yeah I do BUT I am not a coder.
My idea of systems is "simple", the game idea is simple, content is what makes it a game for me. The thing is that I know the trap of trying to build a game looking up and googling features, copying them and sticking them together, there's an issue waiting to happen if you go with that path.
The idea is simple but what's going to give the best time-result ratio of learning. It's a top down actionish game with point and click elements, it's "simple".
Check the tutorials on the official unity page, there are plenty of follow along tutorials that teach you to build small games. But they are free and often times confusing.
Or pay for a course, personally, when money is involved, I feel more enticed to finish it.
Also see Catlike coding for some good ass free unity tutorials
Pretty good, production started, going to be releasing a free AR companion game and a paid steam game optimized for the deck, and well, low spec pcs along with it.
Good on you, hope it does well. Pic unrelated i just wanted to post something.
thanks, and thanks for the weed bunny too
catbox?
don't post ai trash
>Get a big boost of motivation to work on some animation
>Ideas flowing like a river in my mind
>Sit down at my desk
>All motivation gone
Every goddamn time.
Same shit.
I used to spend nights on animations and enjoying the process, then had a drought of ideas, and now i have a head full of ideas but absolutely no drive to make them.
It's like a curse.
I feel humbled, I used to believe all those ad riddled games were piss easy to release officially.
Google has the weirdest restrictions.
if I know blender like the back of my hand will I do okay in unreal? Never touched unreal but I'm 100% comfortable with everything in blender (python api, shader/geonodes, modeling, rigging, keyframes actions and fcurves, etc.)
Like I genuinely don't get how people complain about blender, you just gotta learn the transform hotkeys and a couple others that suit your workflow and it's ez-pz.
Yeah, you'll just get frustrated when navigating in the 3D viewport thanks to blender muscle memory.
I made a game for the GMTK gamejam and it sucked.
I'm too dumb to make small games. I always make a big, incomplete mess.
>trying to practice writing
>I underestimated the complexity of writing a good story
>Tried posting a first draft to anons
>Got dozens of replies roasting the shit out of me and my idea
>I got genuinely upset for a moment
>until a single anon said "try again"
I won't make the mistake of sharing my crumbs of effort and expecting praise. I'm going to work harder.
Kinda slow becouse I don't know how ruleset works
Made a new type of enemy in the game, i'm pretty about the chainsaw rev animation
he moves too slow/linear. it's gotta be more of a 'yank'. Like you see him apply a ton of force at first but the pullstring barely moves, then all of a sudden it gives way and pulls out.
Hmm true, i'll modify it a little bit good catch
yeah otherwise it's neat
good
Haven't even started it.
Every time I start, I get upset and delete the entire thing because it's too time-consuming.
Now I'll try using Unreal Engine instead of Unity to make my Souls-like game because I hear Unreal is easier in the programming side due to it being very node based.
Should I do that in Unreal? Also, should I make Souls-like or something easier because every time I finish all movements/roll and combat it doesn't feel very satisfying like in my favorite souls game does at all so I delete my project because I get mad.
>Souls-like
It's a beginner trap. Do something simpler instead to get a better grip on the development process.
you gotta start small bruh
I was about to tell you to ignore them
but your a frogposter so they're right in this case
That's pepephobic.
Like what genre would be easier?
Platformers are always a good start. Not as much shit to take care of and also really good practice on movement mechanics, which you say you want to get right. Also very easy to optimize and experiment with ideas.
Anyone can share some good, actually no-bullshit Unreal engine tutorials/channels? Like, the ones that just get the job done and explain only what's needed to be explained as laconic as possible?
I'm using chatgpt to make a clicker game for me. Almost done. Going to change the world.
I made a flat plane to wasd and jump in.
That was my goal today and I accomplished it.
Then my fewer than 20 lines of code broke for God knows why and I closed the project.
I had it 1 to 1 with the tutorial I was following and the code compiled but unity won't play it.
All in all 7/10 experience.