today I'll remind them edition>Demo Days Next: https://itch.io/jam/agdg-demo-day-70Previous: https://itch.io/jam/agdg-demo-day-69>AGDG Resources https://hackmd.io/SNd2YQugRG-36CLYc8Og2w>Progress Posting Guide https://pastebin.com/0xEt5atn>Helpful Links New Threads:>>>/bant/agdg>>>/vg/agdgArchives:https://archived.moe/bant/search/subject/agdg/https://arch.b4k.dev/vg/search/subject/agdg//agdg/ Steam Games: https://made-by-agdg.vercel.app/>How to WebM https://obsproject.comhttps://github.com/argorar/WebMConvertersize limit too small? >>>/wsg/other+boards>Previous Threadhttps://archived.moe/bant/thread/24798577/
proggy anchor
What happened?
>>24818839got bumped out of the catalogue
>>24818787More goon dev
Taxonomy is a game to me now.
>>24818865with the amount of shitposting that this board has it was a matter of time>>24818899zamn! nice progress and digits
>>24818865that was kinda quick. i'm gonna allow myself a repost thendug up one of my old unfinished prototypes, which is an attempt to recreate the fell of a game i played for many hours many years ago and consider it one of the best racing games ever created. obviously not even close to the original feel, but it's somethingkinda wondering if i should continue with this
>>24818939JLMG, or not, you don't need other people here to greenlight your project
>>24818939g^mers who have this one random ass RC racing game as their entire personality is a NGMI redflag if i ever seen one.
>>24818939Well I think it's a decent start. But I'd question where your edge is. Is there drifting, weapons, speed boosts, like what draws people to this instead of something else, such as the game you already played. I'm not saying you need any of those things, it could be a sim RC racer where like, the cars flip if turned too hard and react like an RC racer. Just something to differentiate it. Like is there something about this you're passionate about? I don't actually care, it's just the thoughts going through my head.
>>24819410but remember re-volt on the dreamcast? bro it was so good
>>24818939Revolt is awesome. What about some of the more recent projects? Are you only making racing games?
>>24820923i wasn't really making anything serious, just some prototypes here and there. i have another homeworld-like prototype, some tactical prototype etc. just unfinished stuff made after work.anyway >>24820413 >>24820243 >>24819410 >>24819362 thanks, yeah it's based on revolt, in case the literal stage that i extracted from the game wasn't obvious enough. it's kind of a dumb game with gimmicky physics really, but i liked it very much just because the cars behaved kinda like rc cars and it was extremely fun to play. honestly recommend it.
bros do you think that hiding the passive information in the battle UI is too difficult? the player would have to find out how each passive works for themselves. it would of course notify the player when something procs, but not a moment sooner. >get attacked 4 times>continue fighting boss>get attacked a 5th time>ally instantly dies>have to deduce what caused the deathin THEORY it sounds fun, but having to repeat a fight over and over, especially with multiple phases sounds miserable. plus, knowledge ahead of time of what the boss does would make it easier to deal with. maybe scattering information on the boss before actually fighting it? or a skill that would identify exactly one passive?
video game that steam wants the most is (going by the popularity of the tags):Warhammer 40k x Batman in open-world survival roguevania that is a bloody psychological horror with a great soundtrack
>>24821773Metroid Prime Beyond?
All the dialogue graph editors sucked so Codex is making me a new one
>>24821876>All the dialogue graph editors sucked>so Codex is making me a new onethat's why they all suck, lol they're all geared towards the person making it
>>24818787Does this count as proggy?
>>24822345Tools and systems are proggy. Not flashy. But it counts.
>>24821762I could see this working but only if there was some kind of re-wind mechanic. But then you run into further complications. How many uses? Where does it re-wind to? If you have a set number of turns it would re-wind to then you have to make sure any mechanic the player has to discover can be undone in that frame right? But for when the player finally figures it out and beats an enemy, maybe there could be a Persona style info screen but instead of saying what types are effective or ineffective against the enemy, it lists status moves it can do and how long they take to activate. I think having an instant KO tied to that might be too much outside of a very hard boss or a boss the player is meant to loss to, but with other effects it might be fun to dissect.
Is there anybody that write their own stories here?How do I write my own stories if I'm not good at writing?
>>24823281I dont, I really should try one day, but nothing written yet. But I imagine the key is to just keep writing till it gets better.