Why aren't you developing your own games yet?

Why aren't you developing your own games, anon?

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  1. 3 years ago
    Anonymous

    The kind of game I want to make is impractical to make just by myself.

    • 3 years ago
      Anonymous

      Have you tried looking for a team?

    • 3 years ago
      Anonymous

      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.

    • 3 years ago
      Anonymous

      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

  2. 3 years ago
    Anonymous

    I'm learning Phyton to better understand Godot's GDScript.

    • 3 years ago
      Anonymous

      The other issue is that I don't know how to design games.

      • 3 years ago
        Anonymous

        Maybe you could learn trying

  3. 3 years ago
    Anonymous

    because thats for nerds

  4. 3 years ago
    Anonymous

    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.

  5. 3 years ago
    Anonymous

    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.

  6. 3 years ago
    Anonymous

    Because all I know how to do is program.

    • 3 years ago
      Anonymous

      ...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.

      • 3 years ago
        Anonymous

        too bad I'm zero fricking discipline

    • 3 years ago
      Anonymous

      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)

  7. 3 years ago
    Anonymous

    I'm the idea guy, I've already done my work.

    • 3 years ago
      Anonymous

      whats your idea

  8. 3 years ago
    Anonymous

    I can't figure out how to develop any sort of rudimentary art skills, and I don't feel like working with anyone.

  9. 3 years ago
    Anonymous

    I already work making games, I don't want more development in my free time.

  10. 3 years ago
    Anonymous

    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

  11. 3 years ago
    Anonymous

    making a game is incredibly time consuming, and I have no easy ideas.

    • 3 years ago
      Anonymous

      But the time you spend on it is fun, therefore not wasted. Just get to work.

  12. 3 years ago
    Anonymous

    Because I can't fricking commit to an engine, idea, or schedule.

  13. 3 years ago
    Anonymous

    I am, it's going to be a visual novel kind of like "Long Live the Queen"

  14. 3 years ago
    Anonymous

    I hate video games, so I'm hoping to get a job for Activision.

  15. 3 years ago
    Anonymous

    I prefer modding games

  16. 3 years ago
    Anonymous

    I failed the basics and got frustrated. I'll get back to it in the future, I promise.

  17. 3 years ago
    Anonymous

    is this capable of 3d yet?

    • 3 years ago
      Anonymous

      no

    • 3 years ago
      Anonymous

      I mean Cruelty Squad got a Dunkey video and its now on track to make its creator a few million dollars so yeah.

    • 3 years ago
      Anonymous

      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

  18. 3 years ago
    Anonymous

    >Want to just, like, make game
    >Keep participating in gamejams instead of my main project

    I'm moronic.

    • 3 years ago
      Anonymous

      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.

  19. 3 years ago
    Anonymous

    I'm a brainlet and i even took a class for game design during my 11th year in highschool

  20. 3 years ago
    Anonymous

    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.

  21. 3 years ago
    Anonymous

    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.

    • 3 years ago
      Anonymous

      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.

      • 3 years ago
        Anonymous

        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.

        • 3 years ago
          Anonymous

          >not caring all about money
          youre impure

      • 3 years ago
        Anonymous

        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.

    • 3 years ago
      Anonymous

      what do you do?

  22. 3 years ago
    Anonymous

    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.

    • 3 years ago
      Anonymous

      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.

  23. 3 years ago
    Anonymous

    Gee bill, how come your mom lets you have TWO progress threads?

  24. 3 years ago
    Anonymous

    Nobody seems to be making more King's Field and I'm getting tired of waiting.

  25. 3 years ago
    Anonymous

    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.

  26. 3 years ago
    Anonymous

    I finished animating my big crab artist robot boss and gave him death animations

    • 3 years ago
      Anonymous

      And then I'm adding proper explosions to the zombie mushroom's ships.

      • 3 years ago
        Anonymous

        Then finally because I neglected it, I added fire and damage effects to all big ships.

    • 3 years ago
      Anonymous

      >freelancer with boss battles
      GOD TIER

      • 3 years ago
        Anonymous

        That's the idea.

        • 3 years ago
          Anonymous

          any chicks in your game

          • 3 years ago
            Anonymous

            Yeah

  27. 3 years ago
    Anonymous

    because I am empty and broken and have no motivation to improve this world even marginally.

  28. 3 years ago
    Anonymous

    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?

  29. 3 years ago
    Anonymous

    >come to a programming roadblock
    >I'll take a break and come back to this
    >never do

  30. 3 years ago
    Anonymous

    Just know that we don't welcome Gankerners on the discord. If you don't stay out, you will be reported.

  31. 3 years ago
    Anonymous

    I'm extremely uncreative and I don't have any game ideas

  32. 3 years ago
    Anonymous

    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.

    • 3 years ago
      Anonymous

      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

    • 3 years ago
      Anonymous

      the art departament which includes animation is bad, but i guess you already know that, also the colors pallet looks to samey

      • 3 years ago
        Anonymous

        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

    • 3 years ago
      Anonymous

      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

      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.

      • 3 years ago
        Anonymous

        >you might as well just go for 3d vector graphics
        that's a good way to ensure nobody will ever play your game

        • 3 years ago
          Anonymous

          Does it? Something close to Super Hot design wise should be an easy enough shift and that is wildly popular.

          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

          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.

          • 3 years ago
            Anonymous

            When you said "3D vector graphics" I was imagining something like Geometry Wars or Tempest

            • 3 years ago
              Anonymous

              Wasn't me, but Geometry Wars was still highly popular so still seems fine. Not sure about tempest though.

              • 3 years ago
                Anonymous

                Geometry Wars looks good because it's extremely polished, if you're inexperienced you shouldnt go for that art style

          • 3 years ago
            Anonymous

            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

            • 3 years ago
              Anonymous

              Ah..well I did not know that, very well then, never mind.

      • 3 years ago
        Anonymous

        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

    • 3 years ago
      Anonymous

      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

      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

      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

      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

      This is actually a pretty awesome concept. never even thought about a game like this before

      • 3 years ago
        Anonymous

        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

  33. 3 years ago
    Anonymous

    >NO DC

  34. 3 years ago
    Anonymous

    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.

  35. 3 years ago
    Anonymous

    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.

    • 3 years ago
      Anonymous

      >>no understanding of color theory
      that's a wierd criticism to have of yourself

      • 3 years ago
        Anonymous

        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.

  36. 3 years ago
    Anonymous

    im learning 3d art and modeling first
    ill make my game later when i get enough experience....

  37. 3 years ago
    Anonymous

    I added pomao's grandparents to his house today

  38. 3 years ago
    Anonymous

    so hypothetically speaking, how hard is it to build a game dev company focused around "hiring" women for free use?

    • 3 years ago
      Anonymous

      >Wants to make his business plan to be 'go bankrupt in 3 years...at best'.
      Bold choice anon.

  39. 3 years ago
    Anonymous

    Now you can pick up the items

  40. 3 years ago
    Anonymous

    is godot good yet

    • 3 years ago
      Anonymous

      good enough

    • 3 years ago
      Anonymous

      are you good yet? best engine in the world won't make a shit dev good.

      • 3 years ago
        Anonymous

        rude 🙁

        • 3 years ago
          Anonymous

          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.

    • 3 years ago
      Anonymous

      ye

    • 3 years ago
      Anonymous

      If you have the nuts to learn how the engine works, maybe, just maybe.

  41. 3 years ago
    Anonymous

    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.

    • 3 years ago
      Anonymous

      Ganker? 2chan? 8? twitter? gab? frickbook? indeed.com?
      just go to any social media or job hiring site.

    • 3 years ago
      Anonymous

      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

    • 3 years ago
      Anonymous

      Internet is kinda dead

      • 3 years ago
        Anonymous

        >anon says
        >while posting on the internet

        I wish this were the case.

        • 3 years ago
          Anonymous

          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.

          • 3 years ago
            Anonymous

            you're right

  42. 3 years ago
    Anonymous

    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

  43. 3 years ago
    Anonymous

    Depression

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