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Gamedev is not hard
Just tedious and directly correlates to effort.
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>>719471883
Wow insane take anon
Almost like this is true for just about anything that produces a product.
Fucking retard.
>>
Don't give a shit I'm not staring at the the fucking ground when I play a VIDEO GAME
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>>719471883
Nobody uses parallax anymore because of the overhead
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>>719471946
>Agrees that take is correct
>Insults anyway like a child.
>>
>Just tedious and directly correlates to effort.

I actually think this is a big mistake lots of game devs make. They focus too much on the details instead of the bigger picture and what the game is actually trying to do. AAA games suffer from this a lot, so much work yet if you strip away all the graphics and production values the game design is worse than games from 30 years ago. I think this is why remakes of old games have become so popular in recent years, all this effort and hard work only to make mediocre games. We need more clever design
>>
>>719471883
>graphical comparison
yawn.

Wish games never evolved past late 6th-gen visuals. It would fix like 90% of the issues with games
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>>719472005
Because it's a pointless and retarded thread that's eventually going to be full of pseuds
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>>719471883
No. It's all about shortcuts. Animation wouldn't even exist as an industry if they believed that everything has to be harder than it should be rather than prioritized based on importance.
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>>719472124
yeah ps360 graphics were more than enough
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>>719472182
Spoken like a true UE5 jeet cock sucker.
>>719472103
EFFORT does not mean "spend unreal amounts of time doing pointless small details"

Effort could be about doing things right, planning ahead, roadmaps and time restraints you keep to, a dedicated dev time per week, discipline and focus, not settling for shit quality when you know you can do better.
That is EFFORT
"Good enough" is a sign of weakness.
>>
>effort isn't hard
As someone that has been diagnosed with ADHD, OCD, and bipolar, go fuck yourself, you have no idea how hard it is to suffer with my conditions. I have to take ten different prescriptions just to get through my day.
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>>719472249
Im currently playing The Darkness on Xbox 360 and it's more visually impressive than any modern game I've played in the last 2 years
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>>719472124
>6th-gen
Yeah, when you look at MGS2 or wind waker it shows how much you can do back then with so little
We didn't need to "evolve" past that, beyond going HD
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>>719472340
Instead of taking 10 different prescription pills, have you tried not being a faggot?
>>
>>719471883
>X is not hard
>just *insert definition of hard here*
why are you retarded?
the definition of hard(in the sense of being difficult) is LITERALLY "needing a lot of effort and discipline to be accomplished"
discipline LITERALLY means "the steady following of rules and schedules in spite of the annoyances", aka, keep pushing despite tediousness.
so in this case "hard" LITERALLY means "tedious and directly correlates to effort"
>>
>want to make game
>everyone says unreal sucks, unity sucks, and that godot sucks
how fucked am i if i just start from building my own engine from scratch using C, vulkan, and sdl3? surely it can't be that difficult or time consuming nowadays with so much info online.
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>>719471883
incel normol bump
chad parallax
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>>719474024
Start small anon.
Go with unity to make a basic game and get a feel for how it all works and where you fall short then improve on that going forward
Then try Unreal or Godot or whatever else.

Don't go into game dev with the intention of making a game that will sell millions, you'll be overwhelmed.
Mike Klubnika who made buckshot roulette, made 15 games before making Buckshot and going viral.
Alot of those games were shit, but he improved as he went.
>>
>>719471883
>tedious
It's not really a grind if you enjoy it. Check the second part of my video, it's mostly coding, but I like it, if I see it as tedious, I wouldn't be doing it.

https://www.youtube.com/watch?v=FPjgVH91ckw
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>>719471883
>>
>>719471883
left is more realistic, sewer covers don't have that stark height differences
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>>719471883
>Old manhole cover
>New manhole cover
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>>719471883
What's the difference between a task that is "hard" and "highly tedious/requiring great effort"?
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>>719471883
how does this make gameplay better?
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>>719471883
Both are mostly automated by the tools, it's not really a matter of work.
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>>719471957
How do you play games? Most of the time at least 33-50% of the screen are filled with the ground.
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>>719478175
>nvidia be like "wow this texture is fire"
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>>719472249
PS3 and 360 are 7th gen.
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>>719472534
I am sorry to hear that you lost your eyesight long time ago.
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>>719479628
>Why do you care about visuals in an audio-visual medium?
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>>719480040
brainlet response.
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>>719480098
>no counter-argument
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>>719480146
how do you counter a non-arguement?
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>>719479940
Spot the Switch owner.
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it's just that most of the heavy lifting is done by pajeets that only know "tutorial levels" techniques.
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>>719480191
Prove it's a non-argument.
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>>719472340
>WAAAAAAH LIFE IS HARD BC IM QUIRKY AND GAY
>>
>le fancy texture and lighting tricks to shill GPUs
>shitty gameplay, writing, quest design and art direction

Western AAA gaming in a nutshell
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>>719480040
>audio-visual medium
That's a movie. Game is about game mechanic, not about audio-visual aesthetic. Audio and visuals in games are means to express gameplay, not prettiness, fidelity or whatever unrelated bullshit.
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>>719480943
>VIDEO games are not audio-visual
Audible kek.
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>>719480943
Then why aren't you happy just playing Pong and Asteroid forever?
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>>719474024
I'm using urho3d rebelfork, it's got a simple editor but is meant to code entirely in c++ wich I love. extremely lightweight for my boomershooter
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>>719479714
I'm a spaceship combat kind of guy, I never see the ground
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>you didn't have to put that much effort on the rain drops hitting the ground
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>>719472103
Remakes are a cultural problem, not just games. Games are just by product. As a culture we live in it's recession where nothing is new is created and everything is a "reimagining" of the old, in part thanks to the subscription service practice, or how I'm gaming they call it "live service".
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>>719471883
It's hard for me, I don't know what tools people use to make textures look good
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>>719472000
what overhead? the overhead of what? companies clearly don't give a fuck about overhead if lumen is more valuable than optimizing code to them
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>>719482996
Why the fuck is the street light going spastic
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>>719482659
>urho3d rebelfork
damn this looks sick. thanks.
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>>719483094
so then why would they bother with a bump map when they can just model those bumps and let nanite take care of the trillion triangles
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>>719482996
Cool effect but actually fairly easy to implement
You essentially have a mask texture that is a bunch of circles with varying levels of grey and as the rain accumulates over time you add a float to this texture until it's entirely white.
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>>719472000
>it would make the game run at 27 fps instead of 29!!!
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>>719472000
It's actually because the effect only looks good in very specific circumstances.
i.e. at a 30-60 degree angle
And it has limitations like geometry sitting ontop of a parallax material will look like they're floating
With virtualized geometry or even proper LODs you don't need to bother with it.
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>>719483140
Simulates water hitting your eyes without making the screen wet and glossy.

>>719483314
The point is that it doesn't really need to be there as the player won't exactly be looking at the ground all that much. It's only for aesthetic purposes.
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>>719483623
>Simulates water hitting your eyes
I don't need that level of simulation
Sure I blink when I get water in my eyes but having someone else blinking for me is just simulating a fucking seizure
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>>719471883
What latitude do you need to be at for a quarter inch bump on a manhold to cast an inch long shadow throughout the day, tracking east to west straight through noon? Even in Maine or Copenhagen there would be almost no shadow at noon. Is this manhole in fucking nunuvak?
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>>719483761
It's not blinking, the light is being rapidly disrupted by the raindrops.
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>>719484359
Water is transparent numbnuts, this doesn't happen anywhere
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>>719484359
Water droplets diffract light, not block it
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>>719484449
That's just wrong though
Water doesn't allow all light through and will cast a shadow
If this wasn't true then the bottom of the ocean wouldn't be pitch black
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>>719472103
>They focus too much on the details instead of the bigger picture
truke. You need to view and design games as holistic systems and the gameplay design should come before anything else. Way too many indie devs get hyperfixated on shit that doesn't matter or actively goes against their genre/gameplay. It's good to do detail work, but only so far as it's adding a worthwhile benefit to the core experience. Too many devs tinker with shit cause they just love tinkering with shit. They're programmers at heart and not game designers.
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>>719485178
Water bends light letting less through in some areas and more through others depending on its shape. Teeny tiny rain drops aren't going to meaningfully affect the light from a steet lamp especially since any shadow they would cast will be imperceptible at a distance
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>>719483623
>guy looking directly at the floor below
>"Simulates water hitting your eyes without making the screen wet and glossy."
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>>719474024
The more valuable information is the less likely you are to find it online. You could try Unreal or CryEngine, or maybe mod an existing game first, there would be more resources and more people to ask for help.
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>>719485584
Eyes on the inside
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>>719482996
looks like shit desu. not enough variance and too big. it looks like more of a visual bug than anything
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>>719471883
depends which part of gamedeving you're talking about.creating gameplay that feels good, is fun and is balanced across difficulty progression is genuinely hard and requires talent.
being a level/environment/asset artist IS mostly tedious and if you spend 10 years adding tiny details and features to it it will be better than something slapped together in a day
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>>719474892
good advice
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>>719471883
This is why it's easier to make shitty games (and movies) and just spend 90% of the budget on marketing to make up for it.
It's also the reason indie/AA games are way better
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>>719484359
Have you ever seen the rain?
I want to know.
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>>719472000
Its a buggy bitch to get working properly - I wanted to make a 3D game with 2D billboard sprites that used it, and it would cause horrible distortion on the borders of the sprites. I managed to get a half assed work around via custom shader code, but Godot also has ancient bugs that caused meshes with transparent textures that overlap to break, so I gave up on the project because I wasn't about to try and Engine dev for free.
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>>719474024
Just start learning UE. UE 5.6 is out and is much better than the previous versions, and if you just take the time to make LoDs and don't use default checkbox settings and lumen/GI, it'll run fine. Also just don't buy bloated high poly asset store models.
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>>719486797
yeah i don't plan to buy any assets, im mostly making my own models and textures for most stuff. maybe generic props will get thrown in if i'm super lazy but they'd still be retextured and fit the styling appropriately. my main issue is just that i've been told that ue5 basically can't run on anything below a 1660 no matter what you do, but that could be fud. i'll have to check it out at some point anyway since it's BC with ue4 projects and i had a few for doing cel shaded styles.
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>>719486991
>my main issue is just that i've been told that ue5 basically can't run on anything below a 1660 no matter what you do
The most common GPU now is like a 3060. I don't know how UE5 games run on a 1660, but why would you use that as target spec? That said, Abiotic Fact supposedly runs on a 1660 and it's UE5. While the models are very low poly, it has a ton of stuff on screen at once and also uses GI so it's actually kind of demanding.
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>>719487297
why, as a game dev, wouldn't you want your game to run on as much hardware as possible, including low-spec stuff?
Like, maybe not the full HL2 Valve style optimizing, but a having it be able to run on modern shitty laptops goes a long way in getting more people to play your game.
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>>719487464
>why, as a game dev, wouldn't you want your game to run on as much hardware as possible, including low-spec stuff?
Because at a certain point you're hamstringing yourself to cater to a tiny fraction of the user base. Aiming for something that runs solid on hardware reasonably weaker than current gen consoles is pretty normal. A 1660 is far below that.
>but a having it be able to run on modern shitty laptops goes a long way in getting more people to play your game.
Maybe. Depends what kind of game you're trying to make and what you want it to look like. Expedition 33 is disgustingly poorly optimized but it sold gangbusters. Then again, it had strong marketing.
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>>719487671
>Depends what kind of game you're trying to make and what you want it to look like.
i'm not sure. i was thinking a 3D beat 'em up set on a tiny map or arena. basically like the time trial mode in devil may cry, but that's the whole game since i wanna keep the scope small for now.
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>>719488090
If the scope is going to be small you can probably get it running on anything.
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>>719488401
true
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>>719472340
>ADHD
Just say you're retarded. It's the same thing.
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>>719483050
>I don't know what tools people use to make textures look good
All you need is an image editor, practice, and good enough eyesight to differentiate shades of grey.
>>
>>719483623
>>719484359
please stop doubling down on your mistake. it's pretty obvious the street lamp is supposed to be flickering and it has nothing to do with the rain.
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>>719471883
tedious and directly correlates to effort = it's difficult
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>>719487464
>HL2 Valve style optimizing
>Valve
>optimizing
LUL
to you youngsters out there actually believing this, the origin of the meme is that PCs got a lot better after 2004 and Source games were played longer than most other games, so by some point they were known to run well simply because they were old. when Source came out it was a bloated resource hog. HL2 ran like garbage in 2004. I was glad to maintain 40 fps on a fairly high end GPU. plus the whole game was cut into tiny sections with long load times. plus every Source game would regularly freeze and play a short section of audio over and over. seriously, Valve have always sucked at optimization or even basic QA. the entire impression of Valve or Source games being easy to run comes only from their later games using outdated tech.
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>>719472005
Yes, you get insulted when you make a thread to say 2+2=4
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>>719491974
Surprised you can do that equation neanderthal
Because it's not what was said at all and only a dumb cunt would think so as well.
Not everything that is creative is tedious at all.
>>
28 isn't too old to be a gamedev, right...?
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>>719493596
anon, I...
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>>719472000
Can very easily warp the mesh too. It's a shitty shortcut. If you want those details to stand out like that, just model it.
>>
>>719493596
harrison ford was 35 when he played han solo
you can do it but you have to actually grind, nigga



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