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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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love edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-70
Previous: 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/agdg

Archives:
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.com
https://github.com/argorar/WebMConverter
size limit too small? >>>/wsg/other+boards

>Previous Thread
https://archived.moe/bant/thread/24818784/
>>
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proggy anchor
>>
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>>24917439
Made a fruit themed board.
The barrel will spawn bananas that bounce around when hit.

Also, is the thread here slowing down / dying?
>>
managed to make a real time shadow system for 2d sprites, is still rough around the edges but is progress

>>>/wsg/6225004
>>
>>24918901
linked the wrong webm lmao

>>>/wsg/6225005
>>
>>24918905
cool.
>>
>make a bunch of rough prototypes on itch
>2-10 days dev time each (do jams), just enough to show the core idea, placeholder/assetflip art/music, spaghetti code
>aim for ideas that you think would take 4-6 months max to realistically turn into a content complete polished game
>just keep churning them out one after the other
>try to make itch pages stand out and be as polished as a successful steam page
>wait until something gets a huge amount of plays and there's a clear demand for it (like what happened with Pseudoregalia) (especially if any bigger streamer covers it)
>shift and go all in on making the most complete and polished version you can in the next 6mo or so
>add content, improve gameplay, visuals, sound, juice, refactor code (if needed)
>rename the prototype "classic" and keep it up on itch free (an act of good will/marketing)
>sell the polished version on Steam
This will be my game plan going forward. I know, easy to say, hard to do. Do you have advice or a better plan?
>>
>>24920672
I think it depends on the dev. To me I would never do this. I'd just look at games I already like and sell well and then just make the game I want to make. Idk what I could even make in 10 days that would be at all interesting to someone else, or myself. But some people are craftsmen and would enjoy that process and could produce something.

I just view created games as prototypes already. The work is already done.
>>
>>24920672
>Do you have advice or a better plan?
If you wanna do that anyway, just vibe code all the prototypes.
That's what the mobile games market are already doing right now.
They are shitting out hundreds of prototypes everyday to put on ads.
>>
>>24920823
>the guy making magic library cleanup clone games
>>
>>24921204
I think Jon Blow basically had the same idea. He played a bunch of puzzle games, liked 4 of them or felt they would work together in interesting ways, so his game is basically a synergy of 4 different puzzle games. The 4 completed games were to him free prototypes.
>>
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One of my favorite things about certain ROTK games is that they treat you like an average Joe. If you're a subordinate officer, you're only in charge of your own unit in battle, whereas a ruler has full control of their units. I included that feature here, and I'm having a lot of fun working with my AI-controlled comrades and following their battle plan rather than having full control over my forces. I also think this sort of gameplay divide is a great way to let new players get their feet wet without being overwhelmed.
Thanks for reading my plog (my progress blog.)
>>
>>24920672
It's not an awful idea but you're probably overestimating how fast you can churn out the games. Gamejams often work because of the pressure of a deadline and the the gap between them.

If you were doing little games on a per week basis I can only imagine it just becoming a slurry of slop on your page and even if you get one good game that catches a person's eye they'd check the rest and check out.
One a month might be a better alternative
>>
i just watched a dude instantiate a node from a menu then ctrl+D duplicate them
when i try to do that, the duplicate nodes are frozen
>>
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I got that itch again. I feel like working on this project now that the test_apartments map is getting very close to being done.

I feel like I should use this drive to create concepts and try to refine the story a bit. This maggot monster is kinda shit.
>>
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firework projectile prototype, tries to target a car, but it's flight pattern is pretty unstable. this will probably be hard to balance between "random firework" and "reliable projectile"

>>24920672
so basically flinging shit at a wall and hoping something will stick? might work and you could become a milionare. might end up with you having 30 prototypes and nothing more. also i worked in dev and churned out projects en masse, it's soulless work
>>24918545
you know, have you considered adding hot anime bitches to your game? like this dumb shit: https://store.steampowered.com/app/4944410/High_Roller_Penny/
>>
>>24922199
>i worked in dev and churned out projects en masse, it's soulless work
yeah, but I'm assuming that's working for someone else. These are my own ideas that I love, so would be soulful. I think I'll do it til I get tired of it. I think it'll be freeing to not have to work quickly and not have to polish after my last big project kind of burnt me out (and is a financial failure). Excited to make a bunch of weird small things and experiment.
>>
>>24921935
You should cool it.
>>
>>24922416
>I'm assuming that's working for someone else.
yes. to be perfectly honest, the biggest negative about all that were the customers
>tl;dr
i mean, it's a strategy, however i don't think there's anyone here with enough expertise to tell you whether it's a good idea or not
>>
>>24922461
Maybe so. I'll probably just make a bigger mess.

I figured I should funnel my itch into making the map change functionality since it's missing.

I'm trying to make it so that for future contingency there's support for multiple portals on a map. As long as those maps have a portal leading to the previous map the players could come and go as they please, we'll see if that comes useful at polishing phase of development. Maybe I'll make more puzzles once this time consuming shit is done. I have some legacy code regarding map changes and I know it works as intended but that's purely client side. I'll try to make it so that once a player enters the radius of the map change portal the server informs other players with a vague message. Once all players have reached the same portal the server loads up the map by name in the object properties and triggers a map change on the clients.

There's also the issue of items, weapons and their statuses most likely needing to be saved between map changes.
>>
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>>24922199
>have you considered adding hot anime bitches to your game?
I can't draw anime girl well.
If someone would draw cute anime girl for my game, I could add them into the game.
There's still a free area I saved up on the right side of the screen.
>>
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Is there a market for simple 2D linear singleplayer games anymore?

I'm wanting to pitch to some publishers, but I'm worried they're going to turn me away because I'm not "innovating"
>>
>>24925950
>"innovating"
there's hardly anything to innovate on anymore
>>24923821
>There's still a free area I saved up on the right side of the screen.
put a big titty anime girl in there and turn this into strip pachinko. like all those strip mahjong games.



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