Why aren't you developing your own games, anon?
Shopping Cart Returner Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Shopping Cart Returner Shirt $21.68 |
Why aren't you developing your own games, anon?
Shopping Cart Returner Shirt $21.68 |
Tip Your Landlord Shirt $21.68 |
Shopping Cart Returner Shirt $21.68 |
The kind of game I want to make is impractical to make just by myself.
Have you tried looking for a team?
start small, get a working prototype and try to get funding. you don't have to make a fully working prototype either, hell, you can even make each scene/section/game mechanic a self contained project. you just need to show that it works.
You should take a page from cygames, make a gacha and when you've amassed enough money contract someone to make a real game for you
I'm learning Phyton to better understand Godot's GDScript.
The other issue is that I don't know how to design games.
Maybe you could learn trying
because thats for nerds
I don't have time to invest. My parents died with nothing, and now I have nothing, and no education. I'm posting from work right now. I just want to escape from this hellish existence of wage cuckery.
I'm working on it. I've already made the sheet for when the MC, Mallet, is holding a hammer with a light or medium weight object in his hammer, now I'm making the sheet for when he's holding a heavy object.
Still plan on adding more details to it and what not, but it should pretty simple. Light/Medium object don't effect your base physics, but heavy objects make a larger difference. You're slower, can't jump as well, and you sink in the water (for most anyways, some will float), however you have a lot more attack power. Plus your normal downward strike attack turns into a very strong ground smash that can break floors, allowing players to get into later game areas that would otherwise require a special upgrade that gives you permanent ground smashes.
>Plus your normal downward strike attack turns into a very strong ground smash that can break floors, allowing players to get into later game areas that would otherwise require a special upgrade that gives you permanent ground smashes.
If you wana to have both options it will be very hard to do the progression/level design that makes it meaningfull
The upgrade that give you the ground smash is actually optional. The main idea behind it is that if you don't have the upgrade, you'll have to use a heavy hammer to break floors, where as the upgrade gives you the ability to do as such with any hammer.
That said I don't want to make the upgrade negate the heavy hammer, which is why I plan on it combining with heavy hammer, resulting in a really powerful ground smash attack.
I meant to also mention that there are a few hammer heads that give you effects similar to some of the upgrades so you can essentially go to late game areas early and explore in any way you wish. The upgrades are, for the most part, a means of convenience so you aren't limited to a single hammer head based on an area.
All that said, your initial feedback does make sense, so I'll have to keep that in mind when I'm setting up areas and choosing where to have the upgrades, I'll want to give it a nice balance.
Because all I know how to do is program.
...which is a more favorable position than knowing how to storytell, make art, music or ideaguy, since you can set up a working and playable game with your existing skillset.
too bad I'm zero fricking discipline
same here, I didn't let that stop me. I learned how to rig and animate in blender and just use shitty models and borrowed textures as place holder while I get the game mechanics dialed in. I'll probably end up having to hire someone to do all the art for me(apparently I have no artistic talent)
I'm the idea guy, I've already done my work.
whats your idea
I can't figure out how to develop any sort of rudimentary art skills, and I don't feel like working with anyone.
I already work making games, I don't want more development in my free time.
too lazy and tired, id start making it if i didnt have so many bills weighing me done. this might sound odd but a persons financial standing and obligations can really stress a fricker out, even on his/her off days
making a game is incredibly time consuming, and I have no easy ideas.
But the time you spend on it is fun, therefore not wasted. Just get to work.
Because I can't fricking commit to an engine, idea, or schedule.
I am, it's going to be a visual novel kind of like "Long Live the Queen"
I hate video games, so I'm hoping to get a job for Activision.
based
cringe
I prefer modding games
based
cringe
based
cringe
I failed the basics and got frustrated. I'll get back to it in the future, I promise.
is this capable of 3d yet?
no
I mean Cruelty Squad got a Dunkey video and its now on track to make its creator a few million dollars so yeah.
i'm doing a game full of PBR materials in it yeah
don't understand why people meme "it can't do 3d" when it's using the same disney principled shading model as UE
and has a less cancerous mesh import format to boot
>Want to just, like, make game
>Keep participating in gamejams instead of my main project
I'm moronic.
Nah you aren't anon. Keep it up, those gamejams will give you good experience for your actual game, plus build your your name a bit. You can do it.
I'm a brainlet and i even took a class for game design during my 11th year in highschool
I was just working on it. I'm getting a little overwhelmed by the amount of stuff you need to create
>3d models
>textures/different maps for these models
>Music
>sound effects
>story
>Art for stuff like UI
>shader programming
>level design
>gameplay programming
I'll be taking one step at a time. It took some tries but I finally found a good way to organize the code and the engine stuff. I got a few things left to do, then I can start with creating the assets and levels.
Dev here. I'd be up for developing a game with someone, but I don't want to work with a slackjawed "idea guy". Everyone has ideas you fricking moron, it doesn't make you special. Do some fricking work.
To be fair, most larger dev teams do have idea guys, they are called Game Designers.
It's not as fun as most people imagine and it pays shit. At least that's what I've been told. It's also not only about the ideas, but also organizing everything and communicating everything.
I get that, but don't try to pull that bullshit on a 2 person team or some shit. At least do the art if you don't feel comfortable coding.
The fame is all that matters.
>not caring all about money
youre impure
I've worked with a "designer" at work before and while not games the act of coming up with consistent thematic threads for every single part of a project is actually like, not trivial. It's definitely not idea-guying in the way we make fun of. Being able to just show him anything I did and he'd come up with several ideas to take it in within moments of looking at it I actually legitimately came to respect him.
I still ask him for feedback on my UI designs for my own game to keep things looking sharp and understandable. Design is a legit skill that is pretty separate from drawing or other art skills, and I think the same goes for game design.
what do you do?
I tried to make a game and then realized I had to learn linear algebra to make sense of shit like movement. Things make a lot more sense now, but I'm still a moron trying to figure out grid based movement.
Grid based movement isn't too tough. It just takes a bit of time to get used to working with it.
I made a demo that has movement on a hexboard, and the movement took only a weekend to complete. I'm working on the methods for the abilities now of the pieces and I'm not satisfied with the event tracking options in godot, so I am having to develop my own to track events in my game.
Gee bill, how come your mom lets you have TWO progress threads?
Nobody seems to be making more King's Field and I'm getting tired of waiting.
Other progress thread archived so I guess this is the one.
Part 1: finalized base model for the agile class enemies (kunoichi, bugeishia, daimyo). Now with enhanced motherhood and backstory. I cheated the rigging somewhat; the crotch area is now not strictly rigid, but instead deforms slightly so that it stays correctly between the legs as they move. Hopefully it's not really apparent except under the most extreme poses.
and part 2: Beginning the cel shading process. The UV islands are all done, it's now a question of cleaning up unwanted "outline seams", dealing with mismatched maps (you can see here weird glare patterns where the specular map isn't lined up correctly with the existing material borders), etc.
Very cute robo waifu. Should slash and slam.
she cute, what kind of game
Equal parts DMC, Ultrakill and THPS. It’s an action-shooter hybrid about getting high scores for stylish kills. This model represents the base for the variants of the “agile” class, which is the highest “threat” ordinary class (think of them like the Grace and Glory of the game)
Didn't have much time yesterday but I started making some models for the internal parts that the stats represent. Shader still needs some work but I do think it makes more sense to have it color filled like this rather than lined like the rest of the model, now it relates more strongly to the filled out tab and the filled "current value" bar.
I think I could get away with using a texture to give it some more visual detail and noise though, right now they look a bit too smooth.
Looking great as always. The line under the ass cheek might be a bit too straight? But during gameplay/movement it would be impossible to notice I assume.
I finished animating my big crab artist robot boss and gave him death animations
And then I'm adding proper explosions to the zombie mushroom's ships.
Then finally because I neglected it, I added fire and damage effects to all big ships.
>freelancer with boss battles
GOD TIER
That's the idea.
any chicks in your game
Yeah
because I am empty and broken and have no motivation to improve this world even marginally.
I know how to use Gamemaker 1 but I know it's out of date.
What would you recommend for an amateur game dev looking into making a MegaMan style platformer and a boomer shooter?
>come to a programming roadblock
>I'll take a break and come back to this
>never do
Just know that we don't welcome Gankerners on the discord. If you don't stay out, you will be reported.
I'm extremely uncreative and I don't have any game ideas
What do you guys think? The game is functionally complete, I just need to add a few more levels. Also ignore the 60fps, I was recording on the wrong monitor which is only 60hz, the game normally runs at 1080p120fps.
I started out with the idea that I would finish the game with placeholder graphics and update them at the end but now I can't think of another style that would feel appropriate. It would be nice to link up with an artist who could help me out with texturing/3d modeling but I don' have a lot of money
the art departament which includes animation is bad, but i guess you already know that, also the colors pallet looks to samey
Yeah I'm doing it all myself, jack of all trades master of none. I have no visual design talent so I'm just trying to keep it consistent
It looks potentially interesting but seems kind of unsatisfying. Try to add some sense of speed by changing the camera FoV and positioning, add some speedline particles or something.
And yeah the graphics in general just look kind of bad, you would probably gain a lot from going simpler honestly. Unless you are married to the setting somehow you might as well just go for 3d vector graphics. Doesn't need much artistic talent and there are plenty of samples to look at. It also reads easily so you can exaggerate the speed some more.
>you might as well just go for 3d vector graphics
that's a good way to ensure nobody will ever play your game
Does it? Something close to Super Hot design wise should be an easy enough shift and that is wildly popular.
As for the game it needs a bit better sense of speed like other anon said, I'd say also look for a better hydro refill method, it seems like a speed/trick based game so just stopping on water surfaces to refill for 10-15 seconds halts the pace a bit. Maybe add water falls or geyers you can glide through to top off while airborne? Idk what if any water physics you got but water from the falls could be trapped on the ice platform thus give short burst sustained refills.
Just an idea.
When you said "3D vector graphics" I was imagining something like Geometry Wars or Tempest
Wasn't me, but Geometry Wars was still highly popular so still seems fine. Not sure about tempest though.
Geometry Wars looks good because it's extremely polished, if you're inexperienced you shouldnt go for that art style
Stopping to refill hydro is a risk/reward mechanic because if you don't keep moving forward you'll get swept up in the storm. Obviously you won't stand still like this, it's meant to add a sense of urgency since you don't know how close the storm is
Ah..well I did not know that, very well then, never mind.
I don't know if it would be feasible to overhaul the graphics that much but going simpler is definitely something to consider, I'll keep that in mind. Here's one at 120fps so you know I wasn't bullshitting
This is actually a pretty awesome concept. never even thought about a game like this before
It's funny you say that, I've been playing this game in my head for almost 10 years (well, this is a much simplified version of what's in my head) and I started making it because I thought someone else would beat me to it
>NO DC
I can't stick to any hobby and I have no drive to do anything. I was in to 3D art like ten years ago and I want to get back in to it but it never lasts.
Because
>no art skills
>no understanding of color theory
>no coding skills
>no modeling skills
>no music skills
>too self loathing to even try, plus never had drive or passion
being a pleb is suffering.
>>no understanding of color theory
that's a wierd criticism to have of yourself
I just don't think I'd be great at creating creatures with good color pallettes that don't look like eye sores, or incredibly bland.
And the game I want to make would be focused on lots of different creatures.
You can learn color theory in 5 minutes
>You can learn color theory in 5 minutes
Tell it to
This background kills my eyes. amd the candycane wood isn't great.
im learning 3d art and modeling first
ill make my game later when i get enough experience....
I added pomao's grandparents to his house today
so hypothetically speaking, how hard is it to build a game dev company focused around "hiring" women for free use?
>Wants to make his business plan to be 'go bankrupt in 3 years...at best'.
Bold choice anon.
Now you can pick up the items
is godot good yet
good enough
are you good yet? best engine in the world won't make a shit dev good.
rude 🙁
No. Stop being a spineless b***h. He is correct. An engine is just a tool, it's up to you to utilize and maximize it.
ye
If you have the nuts to learn how the engine works, maybe, just maybe.
where do I find people to collaborate or hire?
all the old forums are dead. I feel like I'm way too late in the game to even start.
Ganker? 2chan? 8? twitter? gab? frickbook? indeed.com?
just go to any social media or job hiring site.
Join a gamejam or dev discord.
Keep networking until you think you have a team.
Then watch the team fall apart because everyone just wants to do their own thing
Internet is kinda dead
>anon says
>while posting on the internet
I wish this were the case.
it's more like an undead zombie. people who would be creating great things are caught up in the massive vortex of various dopamine-hit traps that were engineered with cutting edge technology to have the highest efficiency of creating addictions with the least amount of actual content. the effect is somewhat obscured because more people than ever before are online, but the percentage of people doing creative work and the percentage of time those people spend on creative work vs entertainment is lower than ever.
you're right
Because my ideas are silly one would be bascially Evil genius, but you play a umbrella(from RE) like company and make bioweapons. Have to make labs, kill teams, PR branch, some legit pharmaceutical tech. You send the bioweapons out like minions in EG helping either governments, rebels, shadow factions and etc. Different modes of transportation like helicopters, cargo planes, and cargo ships each having pros and cons. If an outbreak happens you need to send kill teams to contain it. The pharmaceutical stuff would play as the casino stuff in EG. would be cool to unleash hunters on some spec ops guys trying to infiltrate your base.
Second would be a advance wars crossed with Fire emblem(unique command units, but can build fodder troops), but with a magic system like golden sun. Also towers like Golden sun and destroying them or turning them on can change certain battlefields. Example turning it on the forest tower would put vine growths that slow movement and do damage per turn, but destroying it the plants would be dying and open up new paths in maps of that area. With the fire tower volcanoes would work the same, but also the towers effect with magic. It existing allows for fire enchantments of weapons and etc. turning it on would allos for actual fire magic to be used in the world like fireballs, firewalls, bringing lava up from the ground, but destroying it would mean just torches for fire attacks. So high replayability with the elements
Depression