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play games by other anons!
ignore paid shills promoting fake "indie" games.
game dev thread!
show progress, or if you released your game... feel free to post it.
>>
>>726574000
nice numbers, but man don't make those threads so soon after the last one
>>
>>726574110
trips of truth, mossad BTFO and masonic e33 BTFO!
>>
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>>726574198
>mossad BTFO and masonic e33 BTFO!
I don't know what you are up to but I sure didn't like e33, so have a goblin-mage spell-casting animation. Hope to finish this dude before Monday
>>
i saw the nun shooter dev post in X and it had thousands of likes and I got filled with jealously!!!
I like indie devs, but as soon as they achieve some level of fame I hate them!
>>
>>726575282
you should be motivated instead of jelous. If he made a cool game like that why couldn't you?
>>
>>726575515
I can be jealous, get motivated and hate them at the same time!
>>
>>726575589
heh, yeah true
>>
>>726565826
>If no one played the game how is the dev supposed to tell what went wrong?
first of all, by having taste of his own. there is such a thing as LOFT in game design. you need to clear certain minimum hurdles in aesthetic sensibility or you're just not going to design anything good. there is room for just about anyone in gamedev but way too many people try to design when they should be dedicated programmers or artists.
secondly if he actually asked people to play it and they refused, that is feedback. no appeal.

>notice the problems with your game by observing player behaviour
but you don't need advertising for this. give the prototype away for free to specific individuals, not by putting it out like bait and hoping someone stumbles upon it by chance. if they won't play it you know it lacks basic appeal. if they play it but don't like it you can start asking them questions.

>gamers are incapable of articulating their critiques
most can't tell you why it sucks because they don't know. be glad when they don't waste your time with post facto rationalizations. the worst you could get is lazy idiots sending you chatgpt flowery prose hallucinating why your game might be bad when they don't have a clue. seriously be glad they don't waste your time.
but again, if you get NO feedback that ultimately means BAD. don't pretend like it's ambiguous. don't tell yourself you need more data forever. if you keep giving people the free opportunity to play your game and you hear nothing back then they don't like it. I'm tired of devs ITT dodging reality checks and losing years of their lives in the sunk cost fallacy. again and again and again: if it's hard to get feedback - that's your feedback. start taking it.

>>726566329
you're exactly the type I'm talking about. I must provide you with credentials, otherwise you can return to the hugbox and pretend the quality of your game is unknown and unknowable. you don't really want to know what people think of your game.
>>
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>>726574571
looks good, you should make an old man goblin wizard with a beard

messing more with my dithering shader, now it has the option to:
>ignore light volumes and maintain their color/volume in the final output
>mask up to two colors (pic rel is just yellow mask)
>mask up to one luminance threshold (not in this pic, it won't enable if you have any color masks enabled)
>>
My game is feeling a lot better to play after refining some movement controls
>>
>>726577152
I was considering a hobgoblin warlock as the first boss
and speaking of wizardry, dude what you do with those shaders is something else. Got anywhere where I could follow your work?
>>
>>726577423
you should do that!
and thanks, but not at the moment. I was gonna make a wordpress site but keep putting it off and have thought about doing either instagram or tiktok but I'm super lazy lol. I haven't even thought of a developer name yet lmao

I really wanna get my steam page set up first, and then start working on all the social medias stuff
>>
>>726577980
an itch page is done in minutes and that would give you something. And yeah socials can be a timesink, I'm starting to lose a lot of time posting progress and shitposting there lol
>>
>>726574000
Generals are not allowed on /v/.
>>
>>726578090
this isn't a general, it's a game dev thread that just so happens to be a daily occurrence.
>>
>>726574571
if the goblin mages fireballs and other spells dont have friendly fire im unwishlisting your game
>>
>>726578373
yeah I've been thinking about that. I don't mind enemy projectiles like rocks or arrows going through other enemies, but those should still react to spells. I'll have to mess around with that and find the best approach
>>
>>726578090
then explain the repeating /pol/ threads, butt threads, AI threads, eceleb threads etc.
We should be allowed to talk about game development.
>>
>>726578810
>butt threads
that's a ban evading spammer.
>>
>>726578090
true, those dirty goyims daring to make their own games instead of consuming us is literally a form of anti semitism.
>>
iso a pixel artist who wants to collaborate on a commercial project - a first person 2.5d Metroidvania-lite, think Powerslave. Game aesthetic will be inspired by astronomy.

You'd be creating DOOM style sprite sheets and textures. I will also create textures. I will be handling most code, etc.

I am okay with amateurs, I'm one myself, and I'm patient. We have a little time before AI kills digital media for good.

God willing, we will dominate and profit! At least 200 bucks I hope

discord: thirstkill

Might not get back to you until tomorrow morning.
>>
>>726579279
>You'd be creating DOOM style sprite sheets and textures
no, I don't think I will
>>
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>>726574000
How are you using AI to make your game better anon?
Picrel is AI, it could help you make that really neat illustration that you have been waiting for!
>>
>>726579526
I thank god everyday I hate anime. 90% of anything anime of steam has been ai for a while. Why do you fags pay for it? you could generate it yourself lol

>>726579279
>>726579469
>>726579005
>>
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Redid the pause screen. Each game mode has its own unique color scheme.
I should probably hide the HUD while the game is paused, and I'm not sure if I like how you can see the tops and bottoms of the game, but not the middle (especially in the rhythm game mode, since the wizard gets cut off). Probably gonna need some more tweaking.
>>
>>726579526
I practice work ethics and would never push slop to my benefactor, he's paying me and he will get his money's worth in return.
>>
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Posting this dope ass render I did once more. Gonna be enjoying my time with the family so you might not see me as often this coming week.
>>
>>726580854
enjoy your family time fygoon, family should be cherished
>>
>>726580854
have a good time man
>>726581047
>family should be cherished
hell yeah
>>
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Today I put in the ability to rebind controls. Thankfully it was easier than I thought. Getting sick of the menu stuff so I'm gonna go back to making the actual fuarking video game
>>
>>726576091
That second anon is right though, why should we treat you like you know anything? Especially since your whole post says absolutely nothing, really.
>How do I know what made my game bad?
>Your game was bad
Worthless poster.
>>
>>726581156
all that shit can be a total chore, so good on you for getting that out of the way
>>
>>726581156
Oh neat game anon. what engine you are using?
>>
>>726575282
At this point, nothing else matters to me. I WILL make my game. Nothing anyone ever says in these threads is going to affect my judgment.
>>
>>726581313
>I paraphrase the same thing three times
>he still gets intentionally misinterprets it to protect his feelings
hugbox protected
>>
>>726581782
oh wow, repeated edits mangled the grammar of this post so now you guys get to sigh in relief and stick to your delusions even harder. lucky break.
>>
>>726581782
>>726581872
What the fuck, is this bot behaviour? Samefagging to reply to yourself? Very odd.
>>
Please keep your gey little drama outside this thread please.
>>
>>726581156
love your art a lot, you've done well with the NES palette
>>
>>726582230
samefagging means pretending to be someone else.
>>
>>726579918
97% chance your art is worse than the “slop”
>>
Spent two weeks on a prototype, couldnt find the fun in it despite what I thought was an elite idea when starting out
Excited to move on to my next idea today
>>
>>726582282
I will but as we can see, he's continuing to try and troll. Sorry.
>>
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little gobber's in the game. Now to make some cool magic spells for him
>>
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>>726574000
>another thread up so soon
kill yourself
>>
>>726583075
weekend is when we dev
>>
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>>726583123
Alright, I'll let you off the hook just this once.
>>
>>726574571
are all the enemies going to be goblins?
>>
>>726583075
>>726583276
that's right goyim must known the rules and dont make their own games, is literally anti semitism
>>
>>726583491
nope
>>
>>726582662
no, samefagging is when two or more people pretend to be the same person. differentfagging is when one person pretends to be multiple people
>>
>>726581314
Thanks, I really should've earlier because my one playtester kept bugging me about it
>>726581458
Unity. Honestly not a great idea considering what it looks like but my reasoning at the time is that it's my first game so I might as well pick an engine that's fully featured with docs and lots of history of people asking for help, so I get stonewalled less
>>726582586
Thanks, but you should know I'm cheating because I'm using the shovel knight palette which has a few more colors lol
>>
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>>726583491
to elaborate a bit, I plan on having different enemies depending on the zone you are in. Goblins are for the starting zone, which is a mountain pass you have to cross before reaching the main hub
>>
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>>726581156
>>726583801
Also I'm just gonna share this now since otherwise no one is ever gonna see it again. This was an april fools joke for my playtester
>>
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https://store.steampowered.com/app/4045170/Bingo_Betty/
Demo and trailer coming soon, probably over the next day or so
>>
>>726584489
no idea what i'm looking at, but it looks fun.
>>
>>726584643
It's bingo but instead of waiting to place balls, you are given a selection of balls to chose where to place based on the attributes on the balls/spaces
Then there are items that give you bonuses, cards with wacky shapes and sizes , and my favorite system, blotters.blotters let you permanently alter your cards by adding effects to spaces and can lead to combos like you see in the webm.
Trying to scrounge together footage from playtesters while also getting in the last bits of content while also managing marketing and steam shit is alot but hey that's what solodevs sign up for I guess
>>
>>726579526
i just ask the AI to correct my typos/grammar because im ESL. It's very useful.
>>
>>726581471
why you don't post your game and we test your resiliance buddy
>>
>>726582882
>>726584028
when are you adding women so I can post "Would rape".
>>
>>726584489
wouldn't rape
>>
>>726584330
I can hear him.
>>
>>726585961
yeah I have a problem with that because the way I've planned the game the qt3'14 npcs won't appear until a bit later in the game. I'm going to have bandits during the early game and was thinking of adding picrels among them
>>
>>726586473
looking forward to it! wouldn't be funny if you allow a bandit to live and she falls in love with you? haha
>>
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>>726586994
I had planned that with a succubi
but those are long term plans, we'll see when and if I get there lol
>>
how dumb would it be to add a torrent magnet for my game somewhere in the steam page?
I already plan on releasing a pirated version of it with special features like a bitcoin miner.
>>
>>726587319
>how dumb would it be to add a torrent magnet for my game somewhere in the steam page?
Utterly fucking dumb.
Why put it there? Why not just make an account on the usual pirating sites and upload it there?
>>
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>>726586473
Do it.
>>
>>726586473
Yes, do it hehe
>>
>>726575282
>post in X and it had thousands of likes
How many burgers can a thousand twitter likes buy?
>>
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>tfw he's going to do it
>>
>>726587784
>>726587861
very convincing arguments. Ok I'll do it. Maybe they could use whips and tie the player while the other bandits proceed to fuck you up
>>726587941
getting your game out there so people see it is very important anon, don't be a dummy
>>
had a pretty good idea on which direction to take my game in, but I can't get myself to work on it for the past few days...
>>
>he's actually doing it
>>
>>726575282
Someone give me the QRD on gamedev posting on twitter for dummies. Do you have to post regularly and reply to people? I feel like I could show a few cool things and then I'd have absolutely nothing for a while. Are hashtags still a thing?
>>
>>726582793
You think that, i wouldn't be getting paid for it if it was worse than slop.
>>
>>726585802
>resiliance
>>
>>726588593
including half-naked woman? why wouldn't I lol
>>726588849
hey that was a skill in Paco's Quest
>>
>>726588752
A lot of it is "oh look at this dumb mistake i was making, i totally missed this simple thing"
Then theres also a lot of "what would you add to this?" and then ignoring 99% of the feedback
then the remainder is teasing the epic parts of your game

you really want non devs to feel like theyre coming along for the ride and a part of the games journey to completion
memes go a long way as well, they will get you easy engagement and reach
>>
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First of three non-humanoid enemy designs for the game, the Launch. In the original design doc, this was a sort of Hellbat, that flew around and shot at you or swooped, and could also mount to walls or ceilings and act as a stationary turret. Just lately I decided it would be cool if it could also act as a wingsuit for standard enemy classes, enabling them to fly and have new behaviors (unless you can get up behind them and shoot it off).

Also, I would like to take this opportunity to say I have never even HEARD of Einhander, much less played the hell out of it.
>>
>>726577152
how
>>
>>726589694
Wow that sounds annoying. Guess I'm flopping
>>
>>726590287
its really fucking easy
it certainly doesnt guarantee success, because you still have to have a /good/ game underpinning it but creating engagement online is mindlessly easy
>>
>>726589694
yeah I guess making questions about what you post and not just posting stuff is a great way of getting some extra engagement. Ty anon
>>
>>726590747
Oh yeah I'm not denying that. It's just that I work on my game whenever I feel like it in my spare time so having to consistently open twitter and think about what to post would just feel like a 'job' to me. Maybe I'll try it near the end of development though. I mean I'd be perfectly fine with doing drive-by video progress posts every now and then like those threads but I can't help but feel like I should have a backlog queued up of shit to post beforehand.
>>
Do I need monitoring speakers for music production or a good headset is enough ? currently looking for black friday deals to buy gamedev stuff
>>
>>726593102
You don't need good monitors for audio production, but be wary of what you mean by "a good headset" because most headsets have dogshit bass response and you will struggle mightily with sound design in particular if you don't have really legible low-end. As a tip, any headphones that sit over/outside your ears, no matter how expensive, are unfit for sound design use. The only headphones that will work are the kind with the silicone tip that make contact with your ear canal directly, because they can create a pressure seal that communicates low frequency information effectively by vibrating your ear directly.
>>
>>726593535
you mean in-ear headphones ? good to know, thanks
>>
Each bug is a battle, and you must be victorious
>>
>>726594175
EDF!!
>>
>>726593102
my advice? get good monitoring earbuds like the other anon suggested.
in addition, get decent but inexpensive semi-open over the ear monitors (see attached, these specifically are on the expensive side) for while you're working on stuff. Open or semi-open headphones are kind of airy sounding, but your ears won't get as worn out while working/writing music

Finally, get cheap, shitty speakers. In audio terms this is called a "grot box" basically the idea is that if you can get a mix to sound good on shit speakers, you're golden.
I'd recommend getting whatever cheap speakers are popular. The ones I use are creative labs pebble, they sound horrible for music production but are pretty popular.

if your PC monitor has built-in speakers, those are perfect as a "grot box" you don't wanna do your full mix on them, obviously, but they're good to reference how it'd sound to a majority of people (look at bst threads on /g/, you'll see that tons of ppl even on this site use really bad speakers for everyday stuff)
>>
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Is the "Score" in the HUD here really necessary? It goes up every time you shoot an enemy. Should I get rid of it, and only show the number instead?
>>
>>726593102
most consumer grade casual headphones have bass heavy frequency response curves (essentially how much it boosts/nerfs different areas of the sound spectrum). you can get by, but just be conscious of this
make sure you listen to your music on a range of different speakers/headphones - this will help you get a more balanced sound by making it easy to identify where your primary headphones have flaws in its frequency curve
>>
>>726595296
In the music world specifically we also do "car checks", your mix is never done until you've sat and listened to it in the car for this reason. Seriously, email yourself the mp3 of the mix, go to your car, hook up your phone, and bring a pen and paper. It's crazy what you learn.
>>
>>726595672
keep it but move it to the top-right corner
>>
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>>726595771
That's what I'm working on now, except it's the top left.
>>
>>726595963
What I dislike about this is that the HUD is telling a story with icons/symbols and numbers and then there's just the word "score" there. If it goes up every time you shoot an enemy, maybe replace it with a crosshair icon or something.
>>
>>726581156
Where can i follow you bro i like classicvania games
>>
>>726596119
could be a bag of money perhaps
>>
>>726596226
I'd like to add that dragons love gold
>>
>>726596226
Yeah if score has some function as currency that also works. I mean I'd be okay with a stylized icon that said "PTS" or "SCORE" too. It's just weird having two full-color icons with black outlines, and then this plain ass white text.
>>
>>726574000
nice trips
>>
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>>726574000
Just grindin' my pixel art skills
>>
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>>726596226
>>726596310
>>726596356
The score has no lore to it; it's just score. When you get to the end of the level, it adds your time and health bonuses. Maybe I could just get rid of the score in the HUD entirely, as long as no one cares that they can't see their score until they finish the level.
>>
>>726596648
No, if it's going to be graded, I'd include it. I just think you need some sort of icon for it.
>>
been gamedevin' to this
https://www.youtube.com/watch?v=NUIZvAe3RBg
>>
>>726590003
the robot's mask / face looks stupid. sorry I can't be more specific. it just sticks out as bad while the rest of the design looks okay.
>>
>>726596460
hi dirkdev! should I play the dd65 demo or wait until the next version? remember you saying the dd one had some bugs
>>
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>>726597268
Fair note. I'm hoping color will help. The idea is that all of the enemies of that class are iterations on the same design with different helmets/head components to distinguish them; you have the basic skeleton/zombie, then the aztec warrior, the gladiator, the solider, and the knight.

I'm hopeful that slightly recoloring them (maybe just their highlights) will probably also help distinguish them slightly, and that the knight in particular would look less weird if he had highlights that matched the silver of the helmet.
>>
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do they seem racist to you?
>>
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>>726596724
If we're okay with a bit of inconsistency, I could go with this. Unfortunately, since there's no story-reason for the score, there aren't really any symbols that can represent it.
>>
>>726598686
Would be better if smaller but that's much closer to what I'd like to see. It fits better aesthetically (it's just now overwhelmingly large for what is probably the least relevant information in the HUD)
>>
>>726597510
Go for it, next version won't be ready for a while, I'm getting a crack at adding the sounds to the game. Do you know where I could find some sounds for goblin bashing?
>>
>>726598861
nice! and yeah I grab most of my sounds from here:
>https://freesound.org/
>>
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Up next:
- hitsplat text elements
- directed spells / focus npc spells
- hit knockback
- spell ui stuff
>>
>>726599125
poor chickens!
>>
>>726598778
What if I just got rid of any sort of icon or text, and only showed the number? It goes up every time you shoot an enemy, so it should be very easy to figure out what it represents.
>>
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>>726600000
What about a trophy? trophies are like the universal symbol for "Score", right?
also holy shit i got quints
>>
>>726600413
That works too, I think the trophy is better than just an undescribed number.
>>
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>>726600502
Alright, we'll go with that then. Thanks anons.
>>
>>726601363
that looks by far the best of what youve presented so far
>>
>>726601426
Is it a problem that the hearts aren't the same size as the trophy and the clock?
>>
>>726601570
nta but yeah, I'd try and make them the same size if it's not too much trouble
>>
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>>726600000
holy numbers
>>
>>726598112
>highlights
maybe. in this image it really is only the second guy that bothers me. but now that you've pointed it out, the light gray material may be the root of the issue. it looks weirdly out of place like it's messing with my depth perception. it's also on those hip joints, bah. can you make it look like the arm bones? those have highlights... or at least some of them do. what is up with that?? why is it inconsistent, even on identical parts sometimes it has highlights, sometimes it doesn't. look at the arm all the way on the right, no highlight.
>>
>>726602751
It’s a consequence of how I’m texturing in Blender, the material needs a separate “gleam map” and I’m not bothering with it because in-game there is no diffuse/glass/gleam, just a 16-color map that subdivides them into submaterials. So in-engine I can apply gleam uniformly to metal parts. That said, the gleam is camera-dependant so you only see it from certain angles, it isn’t really “textured”
>>
>>726574000
I'm genning AI sloppa music for my gaym
https://vocaroo.com/18iqMWyUnb1k
https://vocaroo.com/18ApGbWICqmx
https://vocaroo.com/130MBlkgtTiF
>>
>>726600000
Basado quints!
>>
>>726574000
For lowpoly 3D with low res textures, is it worthwhile to use roughness and metallic maps?
I feel like it can look pretty odd, given the low res textures used.
>>
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>>726604405
this staff has roughness, ao and normal maps
It adds depth and detail to textures that othewise might look a bit bland, but I think it depends on the texture
>>
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Been busy with a few things in the background with some time to share.
> Potion Quickslot hud is now bug free. Loading with potions correctly selects the right active potion slot, potion count, and operates normally during regular gameplay.
>equipping then same type moves to that slot, so only 1 type of that type is equipped at a time.
>tested each slot, paired slots, all slots, between equipping, uneqipping, dropping, and destroying.
>hit damage animation is going from a selection of random animations to a 2d blendspace based on enemy location and rotation.
>building input system that detects controller ranges and auto builds thresholds to prevent irregular animations to occur.
>next update is attack animations, jumping in each form, and special attacks per form.
Lots of work to do but here is the hud working correctly between saving and loading.
>>
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>>726605496
>basic hit animation will be upgraded to directional blendspace.
>>
thought i wouldn't be able to do pixel art but fuck me, if I just bash my head against it for long enough it actually looks pretty good
characters are still a bitch to do though, everything else is easy in comparison
>>
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>>726605496
>>726605586
Another spawn area for more drops before the boss.
>>
>>726605718
Running looks off here or is he just weighed down/overburdened inventory or something?
>>
>>726605935
Something going on with his speed it needs to be tweaked to a new speed.
>>
>>726603835
huh thats pretty nice
how much control do you have over it?
>>
>>726603835
>I'm genning AI sloppa music
how? teach me senpai
>>
>>726606504
Use suno.
>>
>>726607164
https://vocaroo.com/19aGaVSblll7
wtf this ain't bad
>>
>>726605496
glad to see you are still at it man!
>>726605586
I'd try exagerating it a bit more, maybe adding some more feedback like blood or a screen effect would help
>>
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>>726601363
>>726601707
Do the icons look better with the little shine to them? Or should they stay "flat"?
>>
>>726609413
try adding that shine to everthing. It'll look consistent and perhaps better than now
>>
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fireballs now track
>>
>>726609587
>kick counter
fucking awesome
>>
>>726606314
>how much control do you have over it?
Those were genned with Suno paid version. The control is fairly 'meh'; they have some sliders but the values and what they affect change with every model update. The best way to get something coherent is to upload an audio clip using their cover function and then mess with the weight values of the audio clip

>>726603835
Those were made with a pitch shifted clip from Dune part 2 set to 15% strength in the gui, and with some assortment of style prompts like "metal, ambient, Americana"
>>
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All this hud text exchange in the thread made me realize I draw faster than I write and I should get rid of this lame text I use for my choices.
>>
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>>726609510
Well, I tried adding it to the clock, but you couldn't even tell it was supposed to be a clock anymore, so I changed it back. Eventually I'll have my artist replace the sprites for the slime enemies and the rocks. The whole thing should look significantly better then.
Definitely needs more detail on the grass, though.
>>
>>726610665
you've made some good progress with those visuals anon, gj
>>
Spent all day refining controls and adding shortcuts
>>
>tfw I can code, write scripts and program, as well as make art, 3D my own stuff.
>but I have no idea what setting or world I should make
>been torned for months between making full medieval fantasy, or sci-fi, or a mix of both
Fucking hell.
>>
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>>726610837
good job anon!
I spent a few hours fixing a bug with the navigation that was happening for the last few days, feels nice now that's gone
>>726611212
>a mix of both
Phantasy Star fans would be pleased
>>
>Have 5 playtesters ready to start playing my game for me next week
scary
>>
>>726611212
My only advice; read lots of different authors and genres. When you find a setting that clicks with you you'll know it instantly.
>>
>>726611353
Same
I've been going crazy on trying to polish shit up and find most of the bugs so they can judge the game itself
>>
>>726610697
Thanks! I'm hoping to have something polished enough to be shown off in a kinda professionalish environment within the next few months.
>>
How hard should I shill my game when it's ready for release?
I will accept the judgement of /v/
>>
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been gamedevin' for about 11 hours today. Time to go to bed, wish you lots of progress
>>726612134
>How hard should I shill my game
depends on who you ask haha
I'd say shill it all day, everyday, everywhere, even before it's ready for release. People will get mad at you some times but it's the fastest way to have some presence
>>
>>726612438
I'm gonna start shilling it once there's something to shill
Sure, I could post screenshots or pixel art, but it won't do the game justice
I'm just gonna post it various places and be like "hey play my game, it's free"
If no one plays it despite shilling then it must not be very appealing
>>
>>726612134
Unless you're game is basically free porn it's not worth it don't bother.

Even that furry fag last year released a game, shilled it every day, was literally free and then was forgotten about

>>726612438
Considering Fygoon and the risk of ruin in becoming another fygoon, not a good idea
>>
>>726612728
>Even that furry fag last year released a game, shilled it every day, was literally free and then was forgotten about
What game was that?
>>
>>726612758
it was called Wolfrush or something, he even bought ads. I think the dev was mondealy
>>
>>726612728
>and the risk of ruin in becoming another fygoon
nothing wrong in showing off your game and much less in gamedev threads. That is, if you are making progress. If all you do is post stuff and never make progress then yeah, bad prospect
>>
>>726612987
to add to this, moral of the story is to never become addicted to (You)s
>>
>>726612728
I am going to buy ad's here for my porn game when I release my demo, and shill in threads.
Do you think anons will judge me harshly for it?
>>
>>726613096
>Do you think anons will judge me harshly for it?
do you care? and if so, why?
>>
>>726611353
I will link the game for you guys to test mine soon. And I want kill you're self attitude.
>>
>>726613096
I'm not sure you can have porn ads on /v/ its a blue board
>>
>>726613304
the game would be porn but the ads would be SFW..... I hope that'd be fine, given news websites host worse than that shit via Google.
>>726613250
You're right, I shouldn't care!
>>
>>726612832
Oooh yeah I remember seeing those ads
My game is cooler though and isn't trying to appeal to gays
My game appeals to straight white males
>>
>>726607515
>>>/wsg/6035212
Here is a song brev made me.
>>
>>726608635
Thanks man, the sheer amount of time tinkering with functions for two weeks and finally fixing the hud issues was good to complete. I see you have loads of new features too, we'll done!
To answer your question about the animations there are 3 sets, stun, heavy, light with knockdown etc. The blueprint governing combat will check my player's health and stamina and will utilize the set of animation blendspaces comprise of 8 directional animations based on what set it chooses to use.
There are still new models to add, new AI to configure for more varied attack combinations, the quests need fleshing out, but I should be reading completion for a demo soon.
The fun stuff like transformations will probably be the biggest beast but will get the most amount of attention.
>>
>>726596217
https://shar-dev.itch.io/
>>
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Considering consuming shield slot for spell books. Ill need to add an animation for the page flip and book being closed for the character sprite (would be visible to other network players)
>>
>>726611212
then make a medieval punk game. castles in the sky because of technology. Robot horses. Cyborg orcs with scrap metal as armor.
>>
>>726616430
what about a 1% chance the chicken turns into fried chicken when struck by lightning?
>>
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How would you make a no-graphics game fun? Give me your best theories and ideas. I have hit an absolute brick wall of being completely incompetent at art
>>
>>726618287
google baba is you
>>
I want to make a game so fucking bad.
>>
>>726618493
what's stopping you anon?
literal children are making games in simple engines
don't try something insanely ambitious and start small
>>
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>>726574000
>can't code
>can't draw
>can't write
>trying to get better at music but there's no point when AI can make a decent song in a few minutes

I just wanted to make electro-folk songs for games
>>
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added some chi blocking effects
>>
>>726619424
>can't do this or that
What have you been doing all this time instead?
>>
>>726611212
why the fuck would you develop a world before developing the concept
doomed already, its a video game not a story
>>
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>>726620160
Having a bunch of health problems and not really being dedicated to anything, that was the real problem
But now I'm finally figuring stuff out and getting my shit together, so I don't have a choice but to stick it out, I guess.
>>
>>726618385
too much graphics
>>
>>726618287
text based adventure or if youre feeling adventurous, an ascii tileset roguelike
>>
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>>726596460
Doing some sfx, most of them I made using jummb.us, tell me which ones sound out of place.
Webm with audio: >>>/wsg/6035253
>>
>>726621236
would rape the girl on the right
>>
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>>726621521
Interesting you said that...
>>
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>>726621661
>cucked by the dashing rogue
I'm out.
>>
>>726621236
everything is quiet but the hit sound
>>
>>726621236
such sovl art
>>
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>>726622025
That's actually one sound I took from an audio pack. I'll probably replace it when I have the chance.
>>726621763
Don't run just yet, I have something special just for today
>>>/ic/7803022
>>726622140
thank you, I've been grinding pixels for quite some time now and it's still a struggle.
>>
>>726622462
nice, i hope one day i will be able to draw fanart of those sluts. Good luck Dirkanon.
>>
I would greatly appreciate some advice. I'm at a crossroads when it comes to reflections in my game. I can either use:

>a generic sky cubemap, consistent and looks good on rougher assets, but looks out of place in mirrors and clear reflections considering it's set in a city at night
>dozens of baked cubemaps, look better but are far more inconsistent and harder to plan for. also, I have to rebake them all the time.

Your thoughts, gentlemen?
>>
>>726623342
you're worrying about minor stuff. Just do the easier option and improve it later
>>
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Released a new version of my demo for Bokube with a ton of fixes!

https://bokudev.itch.io/bokube
>>
>>726624057
sorry, i can't support your game anymore after finding out you said the n-word
>>
>>726624057
COME BACK TO AGDG BOKU
>>
>>726610403
I don't get it? This is like a fever dream.
>>
>>726610403
"I <3 rape" guy is making a game now?!
>>
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>>726625980
It's a parody of an EGA point and click adventure game but with unnecesary skill checks that bring up small comics instead of dialogs (I feel uncomfortable writing anything but comics)

>>726626654
Yeah.
>>
>>726624057
Why is it rated M?
>>
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Before, you'd always get the same sound effect every time you won a hand, regardless of your current streak. I've made it so that the sound effect changes as your streak gets higher, and if you manage to finish a 10-round game, you get a special sound effect. Definitely need to add some flashy visuals like fireworks or something, but that's a ways away.
webm with sound: >>>/wsg/6035300
>>
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>(ignore toby mossad fox and e33 threads)
what
what does this even mean
>>
>>726627138
>he doesn't know
>>
eternal bokube...
>>
>>726626863
I mean, it looks just like an EGA point and click game, but it has little girls and the dialogue is presented in 4koma panels?

Still a fever dream, but very interesting. I want to know more.
>>
which of these internal frame colourings do you think works best?
the black tiles will house character equipment in the future
>>
>>726624057
not going to play the demo but I wishlist it on steam
>>
>>726628864
the current game is about the mc collecting things and looking for a new mom for his 3 daughters.
The clickable spots are pretty obvious, so it should be an easy and short game.
I'm wondering how tall the mom candidates should be, I would like them to be small like the daughters but with actual boobs, but I'm not sure yet.
>>
Make games with cute critters!
>>
>>726621236
whats with tiny head, second row far right?
>>
>>726610403
you need to works on the colors, they are too hard on the eyes
>>
>>726579279
Yes sarr how are you sarr I am ready for job please messaging me. I'am proficiency very well in AI art sar.
>>
>>726629349
Brown
>>
>>726617740
SOVL
>>
>>726629349
>>726632184
another option, that I think I might prefer
would keep the golden brown outline for main & pause menus
>>
>>726632517
The grid and dots are doing the phantom eye illusion thing. That would get distracting and would actually cause physical problem (eye strain, headache).
>>
>>726630724
Sar is sex yes? Please making sex version!
>>
>>726632661
fuck you're right
looked it up and its a product of high contrast between the grid and tiles
problem is that ive got quite a limited colour palette
this solves it, but i don't really like how it looks
should probably mock up some equipment so im not working blind
thanks
>>
>>726577152
you're trying too hard with the shaders while having no direction

a shader gimmick won't sell your game
>>
>>726577152
this looks like you've taken a photo of your monitor
>>
>>726633518
you got one fucked up monitor
>>
>>726633595
no retard, im saying it looks like the coloured lights are bouncing off the screen like they would be if they were pointing at the monitor
>>
>being lazy about setting up a state machine while prototyping ideas
>script is now a fucking mess of if statement checks on everything now
I really should just make myself a damn template for state machines to plug into future projects.
>>
>>726636001
Usually what I do is wrap up the entire state of an object into one state and then break it into pieces. It makes it really easy because I don't have to plan it out first which is usually why people procrastinate FSM design in the first place.
>>
>crash wipes out an hour or two of work
I should be upset about this but it happens so often I just shrug it off and reprogram it from memory
I suppose it makes for good practice lmao
>>
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>>726623174
Thanks!
>>726630832
I want to have different sizes of the NPCs heads with different angles and expressions so it creates sort of chaotic feeling around the main character, something like pic rel.
>>
>>726584489
100% chance of going viral. Grats anon, you made it
>>
>>726584489
You need someone that can reproduce the Unreal Tournament announcer voice/modulation for the text pop-ups.
>>
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V3Expo (aka /v/3) returns with the second showcase of The /v/erdict! And you only have TWO WEEKS left to get your games in.
>What is /v/3?
An indie game showcase featuring the latest new games and updates from developers across 4chan’s /agdg/, /v/, and Discord sisters.
>What is the /v/erdict?
The /v/erdict is a side show to our main summer showcase, with unique host and presented in a retro format of 4:3, 480p, but we encourage people who participated in any prior show to still submit to this very exclusive event.
>How do I join?
As of this listing, submissions are open till December 7th 2025 and we are looking for early bird developers who are gonna participate to send in trailers now so we can write around them. https://thev3expo.com/submit/

Show will be airing on December 20th, 2025 at 6PM EST.
>>
>>726584489
It's like someone watched Juice It Or Lose It, made a UI as a joke, realized it wasn't a joke and it actually kind of worked, and just finished the game. Well done.
>>
>>726584489
This some kind of Golden Girls dating sim?
>>
>>726640204
When's the next one?
>>
I'm going to have to delist my game off Steam because nobody bought it...
>>
>>726603835
I wish the luddite hysteria could finally fucking die so broke devs can finally use something other than Incompetech without having to deal with screechings.
>>
Hello. I'm creating a game with learning a fictional language as a central mechanic. If you've played games such as Chants of Senaar of Heaven's Vault, you know roughly what I mean. Thus far the design is all text based as I will create art assets once I finalize the language learning mechanics.
Many but not all language learning games will have specific mechanics that tell you the right answer. Heaven's Vault outright corrects you and Chants involves you matching foreign words to English words at a 1:1 "this word means this".
Other games feature tests of knowledge instead, such as Epigraph, which requires you to use your language and cultural knowledge to use artifacts, but is extremely limited and relies on assuming mythos about kings and gods. 7 Days to Live with You also has no explicit confirmation except for a handful of words, but has no grammar component whatsoever. You make your own dictionary and have to figure out the meanings yourself, which is most similar to what I'm trying to accomplish.
At the moment, I have feedback in the form of NPC approval. For example, if someone asks you for "a small red fish", you can confirm your understanding of words by bringing the correct thing, as opposed to a small blue fish or large red fish.
During play testing, I've received feedback that it can be frustrating not to have confirmation, because small misunderstandings can balloon into large ones that can be annoying to resolve down the line.
Briefly, the storyline involves the player character, an exile from a homeland, having to winter over in a foreign village due to an injury. They slowly learn to speak the local language.
(cont)
>>
>>726643604
Therefore I was thinking about introducing an optional NPC or two NPCs who is/are scholars also studying the language and who can speak the PC's language. Rather than offer direct confirmation, I was thinking of letting the PC ask them about words or grammar. The NPCs will then provide speculation which may sometimes contradict. The speculation may not be entirely accurate but will provide clear links between different words and offer logical ideas about associations and connotations. For simple words such as fish, they'll be accurate although will also explain or speculate on nuances, such as how the local category of fish may differ from the PC's idea of fish. (Such as whether shellfish count as fish.)
What do you all think? Any other suggestions for ways in which I can offer more feedback without straight up confirming language? My goal is for the language to NOT be just a 1:1 English substitution. It will still be relatively simple.
>>
>>726642069
June 2026
>>
>>726643739
You probably already have something like this in place, but assuming your PC is able to observe their surroundings, you could add events that in a roundabout way have you learn words in the form of events, but since they're somewhat "random", the player can look back at these situations they've observed and it could lead to some "ah-ha!" moments. For example, say that the village children are playing that world's version of "hide-and-go-seek", the player can eventually put together some words used there into other contexts, like the word "ready" or how they do countdowns, etc. You'd have to think the events out, but if you're good at writing it probably wouldn't be too hard to chain these around to help supplement with observational learning
>>
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>>726633270
I have direction, and I don't care about selling my game. If I was in this for money and attention, I'd be making something else

>>726633518
The volume lights don't play nice with the dithering shader, so they look out of place.
>>
>>726632720
yeah, of course I'm adding that, hopefully I shouldn't have issues like last time...
>>
>everything I want to do would be better to make on unity
>don't want to use it because they proved to be untrustworthy niggers and godot is nice and fast
>>
>>726612728
>Considering Fygoon and the risk of ruin in becoming another fygoon, not a good idea
ya but the difference with fygoon is that he's an idiot and never stops acting like one
>>
>>726648251
Unreal is better though.
>>
>>726648251
>fast
fast for you, the developer. slow for the people who would actually play your game. godot has a performance problem.
>>
>>726648251
A couple months ago I played Crown Gambit (made in Godot) and even if it was kino indie game, it crashed at least once every session and had to replay long boss battles more than once. Pretty annoying.
>>
>>726651621
Gross, I use unreal engine and no crashes yet.
In game that is. Do you know what was triggering the crash?
>>
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>>726651918
No idea, once the game introduced the card duplication mechanic I got OP so I stopped caring about the crashes and beat the game in less of a week, but I checked the forums and people are still reporting those issues.
>>
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Trying to make movement feel weighty. WebmForRetards is killing my colors for some reason.
>>
>>726574000
Totally not jealous at their success
>>
>>726624762
He said that? What a fucking racist. He deserves to get cancelled.
>>
>>726653482
webmforretards has a lot of issues because it's no longer updated, you're supposed to use the reddit non-offensive version. I personally refuse lol.
Anyway I would rape that woman.
>>
going slow but steady
>>
>>726645110
>I don't care about selling my game
no shit we can tell from your tryhard ugly ass shaders
>>
>>726584330
That's a lot of effort for an April Fool's joke. Leave it in as a secret, just tweak the sprite so Capcom can't sperg out over it.
>>
>>726581156
Fantastic work anon
>>
>>726574000
i can literally make any game i want.
however the only thing stopping me is the fact, game dev is so risky, and I'm broke, so how are you guys able to find time and money to work on your game?
>just get a job
say i get a joke, 9-5, there's literally no time to spend on your hobby or even sleep.
i fucking hate life and this slavery meta
>>
>>726651267
Let's be real, with the shit we're making here on /v/, the performance impact is negligible that isn't exceptionally sloppy programming.
>>
>>726574000
im working the interfaces to have only one language
>>
>>726655621
Looks cool. Is this godot?
>>
>>726655732
i'm brown
>>
>>726655757
Ok
>>
>>726655354
work from home or part time. The last option is being married to a rich woman
>>
>>726655732
That's the unity play mode ui (bar on top)
>>
>>726656124
oh yeah, I miss this poster.
>>
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>>726574000
Finally something to post for my gambling roguelite game because all i had previously was just a bunch of placeholders. Tried doing some post processing too and i dont know if it's too much or not
>>
>bug im trying to fix is actually a debug feature I accidentally left in
oopsies
>>
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I wanted to warn about a scam going on the v3expo discord this user is pming users and offering to give away 1 year of claude code and comet browser to make gamedev easier. They then give you invite link to comet browser which gets them 3 dollars and then they tell you to login with your gmail account, they tell you to login on mobile first to sync your mobile data like gmail, contacts, etc to it. Then this google account will be connected across multiple devices and they will steal your your data.
I tried telling the owner of the discord but he blocked my private messages.
>>
>>726657401
Can you report him to Discord mods?
>>
>>726579526
I tell the clanker to organize my ideas on sprints and make technical documentation
>>
>>726574000
nortubel do you take requests?
>>>/trash/79430450
>>
>>726657401
how often are you gonna do this funny joke
>>
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'blins aren't good at magic
>>
>>726657924
hes been at it for a month on /vg/, just because his buttbuddy (that doesnt even know he exists) got banned for being a spastic
>>
>>726658293
Can you elaborate? I try to stay out of agdg.
>>
>>726654307
At the time I honestly just wanted an excuse to make ANY boss fight since I had basically just put in the framework for them, and I don't like working with placeholders; it helped that he has very clear recognizable moves to code in. It's okay though, I know exactly who to reuse his AI on later.
>>
>>726639573
Its already in the sound design and music are all done, the voice goes deep for bingos and high for blackouts
Also has pitch increasing sounds for when you hit chains
>>
>>726657720
just commission yunozeriie
>>
I'm writing in some light tutorial segments to help guide the player, but I feel like I'm treading down a dangerous path
I mean, I shouldn't have to spell it out for them that they can press start to access a menu, right?
Surely, the player will press start...
>>
Hey, I'm wondering if you guys have any ideas for destructible trees(ones that blow apart in several pieces) that doesn't just involve a premade destructible mesh that spawns in with rigid bodies. Something simpler or involving shaders? I'm going to have a mech section in my game where trees will be destroyed just by running into them.
>>
I'm cutting off a planned minigame like I'm cutting off a pinkie finger to save the whole body
It's painful, but it must be done
Lest the scope creep spread to the rest of my game
>>
>>726663081
nyo......
>>
>>726661237
Do the trees have leaves? The simple trick would be to animate the trunk falling and have the leaves and branches "explode".
>>
my game entered its first discount
https://store.steampowered.com/app/4059830/Virus_Brain
>>
>>726663894
anon you could try putting a bit more effort on that steam page
>>
was delaying working on particles and effects and stuff but honestly this is kinda fun
>>
>>726664081
huh? like what?
also are you on viewing it on mobile or desktop? for some reason the page different on mobile T_T
>>
>>726663113
I may put it in later, when I'm less time crunched as my self imposed deadline is ever impending
Think of it as a prosthetic pinkie
>>
>>726661237
my destructible meshes are just plain meshes, then I have a bunch of particles I spawn in when it destructs.
Original mesh disappears, particles explode out from the mesh, land onto the ground, and then flicker away after a couple of seconds.
There's probably better ways of doing it, but I didn't wanna fuck with it too much.
>>
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>>726664368
>https://store.steampowered.com/app/4059830/Virus_Brain
add a few paragraphs, some headers I don't know man, more stuff so it seems like the game was made with effort. I know it's not a fair thing but if the game is cool but the steam page is low effort, then people will assume the game's low effort as well.
>>
>>726663894
not to be rude, but nothing about your steam page makes me interested in the game.
>>
>>726664228
careful not to overdo it
>>
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>>726665779
how am I doing? this is a non-elemental magic bolt
>>
>>726663081
I'm cutting off like half of my HUD. I don't know if I can take it.
>>
>>726666025
looks cool
>>
>>726666472
The name of the game is to make game
If something is stopping you from making game, it must be removed, as painful as it may be
This applies to anything really, game issues, people, places, things, habits, routines, vices, etc
>>
>>726666472
NYOOOOOOOOOOOO
>>
>>726666025
That UV whorl on the side is distracting but otherwise it's cool. Can you place that part on the end the particles are coming from like a comet's tail?
>>
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i WILL add the abominable snowman
>>
>>726656124
Dafuq? Why was this deleted? Janny had a tranny moment?
>>
>>726656124
>>726656337
>>726667153
nta I thought something like that, but looking on the archives and finding the name, apparently the game has already been released:
https://store.steampowered.com/app/3221800/Hardstrike_The_Fall/
>>
>>726667116
still looking good man
>>
>>726666540
thanks!
>>726666820
actually I can't hide that whorl because I set the mesh to front cull so it's iluminated by an omnilight that's inside the mesh. Hopefully it's not too noticeable during gameplay since those magic bolts fly kinda fast
>>
>>726666754
Correct, anyone who is foolish enough to cross my glorious path to gamedev shall be dispos-I mean "removed".
>>
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>>726666025
here's in action
I added some particles to the goblin's staff as well. All that's left is the magic bolt's explosion effect
>>
>>726668608
also noticed that the trail shoudln't disappear the moment the projectile is gone, need to fix that
>>
>>726667116
streamerbait slop
>>
>>726668608
playtest keys when
>>
>>726666025
colors are really good.
Maybe have the outer sphere be pulsing shrinking bigger and smaller?
>>
>>726669035
never, because everyone will be able to play lol
probably soon. I had a demo planned but I think I'll just make a quick level, throw some enemies into it and let people try the game. Probably once I'm done adding one or more two enemies and all the sounds are in place, hopefully soon.
>>726669053
cool idea anon, I'll try that
>>
>>726668608
id like to see a 2 phase casting animation
wiggle for a bit and then stand still and wave the wand around before casting
>>
>>726667619
>>726668608
Took me a second to figure out how it works but that's actually pretty cool. It's not noticeable in game so it doesn't really matter, but can you reverse the direction of the UV scroll so it tapers off at the end instead of growing from it? Also can you draw the particles behind the ball instead of in front
>>
>>726669320
nice idea, I'll try adding that one. Thing is, goblin's are kinda fat and their arms aren't very long, so holding a staff with both hands is a bit difficult for them, plus the head gets in the way lol. I'll try doing the waving with one hand as part of the fire projectile animation, should be a good way of telegraphing it. Thanks!
>>726669373
will try that!
>>
>>726669720
even if they wave it in a circle out to the side of their body it could look good
>>
>have a dream project in mind
>don’t have the resources or programming know how to make it a reality

Should I just save up money and pay other people to make my game for me? I have the know how to make games on things like RPGMaker, but that isn’t able to make the game I truly want to make, and I feel like making a smaller project I don’t care about would just be soul destroying.
>>
>>726670704
how large is the scope of your project? 3d or 2d?
hard to say shit without more info
>>
>>726670704
Your dream projecting flopping would be even more soul destroying. Take it from someone's who's actually done what you want to do.
>>
>>726670704
Your dream project making it would make you very happy. Start learning to code and start building your dream king.
>>
>>726671007
are you gonna buy my game
>>
>>726671104
if it's fun and cool then yeah why not
>>
>>726671420
what if its fun but not cool
>>
>>726671104
/v/tards don't buy games. Hell, they even find excuses not to discuss them.
>>
>>726671104
Does your game have cute girls?
>>
>>726670881
3D and mission based. It’d need a AA, middle market budget. I want to do the level design, story, mechanical design and things like that, but coding, art and things like that are beyond me. The idea I have is to pay people to basically make a level editor for me that lets me make the levels myself, but I know even that would be thousands of dollars worth of work and I’m not sure how to manage a dev team as I’m not that tech savvy.

>>726670946

I have no doubt about that. Though I imagine it’d find some niche. I could easily make a small RPGMaker game by myself like I said, since I’m quite knowledgeable and experienced with that engine, but I feel like I’d just be making a project I don’t care about solely to prove I can release a game.
>>
>>726671673
>Though I imagine it’d find some niche.
It really doesn't happen anymore, that's not how Steam algorithms work now. If your shadow drop it literally no one will ever know it exists. You need marketing to just get noticed at all these days.
>>
>>726609587
From everything you’ve shown so far, this seems like the kinda game that a LOT of players will be frustrated because they won’t be able to keep up with the depth of moves and ways to counter them. But the few who do and invest the time are going to be blown away.
>>
>>726671839
marketing is super easy too
>>
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>>726574000
gonna have thematic rooms soon
>>
>>726671534
can confirm
none of the games on my steam account were paid for, it was all gifted by santa anons at christmas
>>
>>726672258
>afroamerican customers
>>
>use good old cubemaps and baked lighting
>effortlessly mog Unreal slop
Yep.
>>
>>726671839
Yeah, I get that, but I have some ideas about where I’d market it (beyond just /v/ of course). Still, a marketing budget is more proof that I’d need money. I could crowdfund it, I suppose, but I really don’t think “I haven’t published a serious game before, but I want to hire people to do a lot of the technical stuff so I can focus on the things I’m good at” is that great of a pitch.

It also doesn’t help that I don’t know how that would work, since I’d obviously want to direct and have creative input in all the technical processes, even though it would likely require everyone involved working remotely.

I envy people who have smaller game ideas, because right now, I’m really only interested in this one idea and any attempts I’ve made to make something different, I’ve benched because I don’t personally like it. My creative field is mostly writing, so the only reason I want to make this one game idea is because I feel it’d work better as a game with gameplay than as a book.
>>
>>726672258
can you raise the fov for your tiktoks
or just zoom the camera out a bit
cant see shit
>>
>I'll just fix this one thing that has been bugging me
>3 hours pass
>>
>>726673136
damn thats a good idea im retarded thanks
>>
I fixed my menu bug
Nobody knew it was there but me
But it was bugging me
>>
>>726674106
EDF!
>>
>>726674106
Mine drove me mad but once I shifted things to the parent widget everything became simpler. I should have invested into wjsget switching but button focus carries no problem.
>>
I keep rediscovering that simplicity is key. I've been trying to get a proper layout for my super small open world horror game, and it's just been getting smaller and more compact and I've been cutting the variety of locales even with each iteration. But despite this, the world is feeling better and more cohesive, and the way that my gameplay can interact with the world is improving too.
>>
Why is this retard allowed to spam for days on end
>>>/vg/547622224
>>>/vg/547622317
>>>/vg/547622413
>>
>>726674765
post game loser
>>
>>726674765
Same reason Fagoon/Fygoon can keep posting
>>
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>/agdg/tranny links irrelevant posts
>retard takes the bait
>"psot ur gaem" to sound intelligent
>>
>>726667116
>ice level
Very nice.
>>
>>726674765
why do you take that shit here? report the spam and move on
>>
>>726675707
You think I haven't?
>>
>>726675768
ok but
>why do you take that shit here?
>>
someone has just opened the gates of hell
>>
>>726676023
Because autism, dramafagging. The usual.
>>
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Now you've done it.
>>
>>726574000
Does anyone know of any Trello alternatives for Android? Something I can use to organize my work and force myself to set up deadlines.

Also what the fuck is going with the rangebans, who has been spamming?
>>
>>726579526
'dites wont like this one
>>
>>726674765
>>
>>726675420
>>726675630
how is boshart the reddit related in any way to amateur gamedev?
>>
>>726676529
It isn't. Report it for off-topic spam.
>>
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>>726676529
I'm not the one making the link here
>>
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>Some faggot is trying to make this faggydaggy 2.0
>>
bokudev weeps
>>
>>726677050
sup Faggoon why are you spamming?
>>
>>726676330
using Firefox i assume?
Firefox updated some fingerprinting stuff recently and now cloudflare is flagging Firefox browsers as high risk
the range ban message is just a catch all message
check the no stupid questions thread on /g/ for more info
>>
>>726677050
Who are you quoting?
>>
>>726676126
all the agdg schizos have arrived
>>
>>726677383
CHADgoon is quoting me, a member of the 'goon platoon
>>
Play my stupid word game. I just updated it!
https://bigdogdamon.itch.io/jargon-beta-demo
>>
>make thread unusable people go to another place WOAH
>>
>>726677469
proofs? sounds like 'dite paranoia to me
>>
>>726677469
yeah time to bail out, it was a nice thread for a while
>>
>>726677560
this is all 'cord inner circle plan btw
>>
>One Boshart post was deleted
Mods are beginning to do their job.
>>
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>game about cute little girls doing cute things and nothing lewd happens and you can protect them and headpat them and kiss their cheeks.
>>
>>726677728
There's that lolige where you headpat them to become friends, but I don't think it's /v/ or /agdg/-made.
There's one lolige where the artstyle looks like a sticker that is indeed developed by an anon, but I haven't seen an update from him in ages.
>>
>>726677578
clever stuff man, thrilling shitposting
>>
>>726677728
what's the combat like though
>>
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>Posts with a bunch of white space get deleted
>Bocchifaggot posts are deleted too
Hmmmmmm…
>>
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>>726631058
It's a parody of pic related.
If anything it's too soft.
>>
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>>726678531
If you're so obsessed with /agdg/ then stay there, fagtroon.
>>
>>726671472
what is the idea anon?
>>
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>>726626863
>Yeah.
Nice, can't wait to see more progress.
>>
wtf
>>
>>726672258
Can't wait for Let's Game it Out to play it
>>
>>726678998
>missing semicolon
do aichuds really
>>
>>726578541
Have friendly fire, but make it do only about 25% of the damage etc. That way you get to enjoy seeing it, and occasionally a fireball or a rock will finish off a wounded enemy, but they aren't constantly nuking each other!
Plus, it rewards slippery dudes who duck and weave to bait enemy projectiles into hitting other enemies.
>>
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AI spammer has breached containment.
>>
these kinda read like ai generated crabposts so I stopped reading after the second one
>>
>>726679215
what else is he going to do with his life now that he's been replaced?
>>
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>>726679089
>claude
nigga you could've picked any other AI for your spam. Claude can't even beat Pokemon Red.
>>
>>726679272
idk like suicide maybe
>>
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lmao, we can't run from the rot. its over. was nice while it lasted
>>
>>726679215
stupid nodev frog posters where is your game
>>
>>726679239
because they are
>>726679403
his posts will get deleted faster here because it's /v/
>>
>>726679503
yeah figures
if you want to break my indomitable human spirit you should at least put in a little effort
make those two IPs count loser
>>
>>726679403
that gif is older than most anons itt lol
>>
https://dead-imagination.itch.io/dance-of-elements

just uploaded another update, still working on pve mode
>>
>>726679937
>godont
skip
>>
>>726680045
>>godont
>skip
>>
Any Trello alternatives or something I can use in android to force myself with deadlines?

I don't want to make an account with Trello and I hate how everything is account based now.
>>
uh oh schizo on the loose
>>
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if you guys want a simple way to filter the spammer, provided you have 4chanx. just filter a bunch of newline escape characters.
>>
>>726680637
you can also do

/(\n){10,}/

to ensure he can't just add or delete one line
>>
>>726680637
chrome doesn't have that, what do i do?
>>
>>726680637
>>726680762
You don't actually need 4chanX. You can just put >>726680751 in the default Filters and Highlights box, set it to Comment, and it'll work
>>
>>726680870
>replying to an ai generated shitpost
luddites aren't the brightest lmao
>>
Where are the jannies jesus christ
>>
Finally, the last bastion of gamedev discussion on 4chan has fallen... Time for me to kms.
>>
AI is funny to me because you always hear the devs jerk off themselves about how easy gamedev is with it but you never actually see the "game", only assets or proof of concept microgames (for obvious reasons)
>>
These geniuses at 4chan HQ can give you an immediate ban for linking to the site they're suing OFCOM with but not for posting with more than 20 newlines?
>>
>>726681223
Just open steam and you will find plenty, including ones that sold very well, or is that too hard for you?
>>
I'm not sorry for redirecting him here at least one thread is saved
>>
>>726574000
Integrating the purchasing system is the least exciting thing in the world, but I've spent the whole day reprogramming the system.


You have to recover the saved data.
You have to process that text data into something logical that the game understands.
You have to filter the list of available items.
You have to work with the drag-and-drop system.
Verify money. Animation. Sound that doesn't sound repetitive.
When the item is purchased, it has to be reassigned to drag-and-drop.

And every time you want to debug, you have to wait for the engine to process the new data.

I may have ADHD, but it doesn't seem normal to me to have to spend days integrating things that seem so simple.
>>
>>726679937
I enjoy seeing your updates
>>
>>726681387
man, ive seen like 5 gifs of your game and still dont really understand the gameplay
do you have any short youtube vids that are a bit longer than a <4mb webbum?
>>
>>726681312
it was a bit hard yeah because I had to click 3 times to even find new releases but not the popular new releases
>>
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>>726679162
thanks for going through this madness to give me feedback. Yeah making the friendly fire have reduced damage sounds like a good idea, don't want those gobbers blowing up each other. They already blow up themselves, but only when there's no other choice
>>
wow ai is so good that you can spend all the time you save spamming a thread with 20 people in it
>>
>>726681217
embrace the shit

https://www.youtube.com/watch?v=UvaKgwvNKhw
>>
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>>726681690
you need eyeglasses
>>
>>726579526
I'll admit I've spitballed ideas with ChatGPT, but 90% whatever it thought up, it only inspired me to think up better ideas without it. And the one time I tried to use it for GameMaker code, it quickly turned into a mess, I would go back to it and point out errors in Visual Studio Code and it'd go "You're absolutely right - I did make an error in creating that code!" So it's useless. AI code, as someone else put it simply in an earlier thread, is a house of cards. It works, but for how long? If you need to go back and modify anything, that's it, your game is fucked and you'll have no idea why. No thanks. Not worth it, man.
>>
>>726681845
>using gpt instead of codex for code
retard
>>
>>726681947
anon I genuinely want you so bad
>>
>>726682058
Get your slimy hands off him, his AI Chad cock is mine you hear?
>>
>>726681845
>ideas
can sometimes cook if you give it very specific prompts, but most of the time thinks very "within the box", which again can be fine but won't really blow your mind like a 3am walk could
>code
good for small things (at most 5 lines) that you review yourself, asking for trouble if you make it generate a whole block of it
>>
Anyone tried using an ai art generator to get a t-pose model reference sheet have any recommendations?
>>
>>726681574
I always show the workshop scene.

It's an erotic shoot 'em up where you configure the ship, the cannons, the bullets, the power-ups, passive skills, and modifiers.

You also have dual configuration.
There are still enemies to be made, but the basic idea is that it's a mix between a shoot 'em up where you have to move around a lot and the money you earn between levels is used to make yourself stronger.
>>
>>726682748
Nano Banana
>>
>>726682748
Use meshy 6. But you will need to clean it up in blender
>>
>>726683130
he wants references
>>
>>726683170
Meshy can generate images and has options for a and t pose
>>
Ah so this is the essence of 4chan.

>>726681709
Nice kamikaze.
>>
>>726682748
I usually prompt a front and back t-pose since those are the easiest then I use a 360 video lora to make the turnaround and then I can pull references from that.

Use this:
https://civitai.com/models/1958791/wan22-i2v-high-turntable-360-360
>>
>>726683413
>Nice kamikaze
thanks anon
>>
>>726681709
When the goblin pulls the "Hey, stooges" move, you should have him explode into each individual model like how characters explode in Jet Force Gemini.
>>
What's the typical setup for a black & white noise texture export? I've realized I've made a chunk of RGB textures that don't interact with any alpha interfaces.
Is it also commonplace to pack different noises together?
>>
>>726574000
got a start on my eye pupil shader today.
Can now offset the pupil's texture and induce subtle jittering in the pupils offset that can either be set to a hard value or set to decrease slowly overtime.
Time to figure out if I want any other shader functionality, and test out different mesh setups for the best looking iteration of textures + shaders on my character. Maybe some sort of fake depth, or added emission to bright areas, or some sort of custom simplified stylized specular highlight?
Then comes the Eye control scripts, I assume the way to do it is to track an objects 3 dimensional location mapped to a 2d bounding box, and automatically offset the pupils to track the point within the 2d bounding box?
>>
>>726684736
why are you exporting noise textures, most engines and software support generation within the program itself?
texture packing is common, I guess you could texture pack your noise and just sample the appropriate channels as needed, but why?
>>
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>>726684537
thanks for the feedback man. That would be cool but I don't see myself implementing it. At least not for now, I don't want to get lost in new features when it's been a year and I still don't have a demo
>>
>>726684736
all of my greyscale textures are rgb packed across 3 channels, alpha channel is 1. I do it cus one texture sample can net me three textures
>>
>>726686241
>been a year and I still don't have a demo
Rookie numbers.
>>
>>726682797
right I see
I think you do a good job with your UI elements, but the erotic picture behind the gameplay feels like a bit of a cheap and lazy as a way of making it an erotic game
anyway, keep up the good work
>>
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Making an immersive sim where you crashland into a derelic station and need to make it to your home and survive its dangers.

But right now I'm actually working on its prologue, where you are one of the inhabitants living through things as they go to shit, aka before the actual game. Just finished the core room, you can't hear it obviously, but it also has some nice ambient noises.
>>
>>726682352
One example (and I need to verify all the examples it gave to see if they're true) was that I was just messin around and had a vague concept of a reverse tower defense game inspired by Chinese culture. I didn't want the typical units found in tower defense games so I said for it to give me some. I came up with the idea of terracotta soldiers made of clay being the game's primary unit, so the game would be called "Terracotta". The units it suggested were...

Basic Units

>Terracotta Soldier
>Archer
>Drummer (Provide a movement and defense buff to all player units within range)
>Acolyte (Protects units in range in short bursts from being affect by enemy towers that can cause debuffs to power, defense, and speed)
>Lantern Bearer (Illuminate otherwise invisible enemy towers and slight healing to player units in range, they don't attack.)

Advanced Units

>Umbrella Dancer (Upgraded from archer. Deflects most enemy projectiles back at enemy towers and fires out an occasional eight-directional burst shot.)
>Kite Scout (Upgraded from Lantern Bearer. They fly around the map in a large circular range revealing any towers they fly over, occasionally dropping bombs.)
>Taoist (from Acolyte. A constant circular field around them that protects player units from enemy tower debuffs.)
>Stone Lion (Requires five terracotta soldiers. High HP and defense, roars occasionally to stop enemy towers from attacking for a moment. Can't attack.)
>Fire Ox (Five terracotta soldiers required. Fragile and explodes for big damage on destruction, the only unit that can be attacked directly by the player.)
>Parade Dragon (The super weapon, requires ten terracotta soldiers. Has a long range fire blast that cuts through enemy defense. But it also has a very large hitbox and can get chewed up by enemy tower attacks as it moves along.)
>>
>>726688148
call it Towercotta instead
>>
>>726686241
That's fine. I don't know how it is in Godot, but in Unity all you need to do is create a specific prefab of the model with rigidbodies and mesh colliders attached to each model that constitutes the body and add an invisible gameobject with an explosion physics force script attached to scatter all of the pieces everywhere.
>>
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>snowball fight multiplayer deathmatch game
>mostly finished the level
>now seeking out bugs and testing, optimizing etc.

The sheer amount I have to compress a video to post it here.
>>
>>726688660
This looks great.
>>
>>726688347
Nah, a little too cutesy for my taste. Inspired by UFO50's Rock-On! Island game, there would also be a player character that can be controlled in each wave. The player can move anywhere they want on the map to attack enemy towers, which is a must so the player can collect clay, which is required to build all units. The more clay the player has, the more units they can build, or use to upgrade existing units. The player would also be able to upgrade themselves in attack power, attack range, attack speed, and movement speed, and then maybe immunity to tower debuffs last. Moving around is a must because enemy towers are biased toward the player character (if the player is in their attack range) and will attack them before the player's NPC units. This could be useful when it comes to protecting player units to let them advance far enough.

I think each mission would require that the player 1) destroy the enemy base in no more than 10 waves, and 2) the little emperor must successfully march through the map and successfully reach the destroyed enemy base to claim victory. The emperor can be sent earlier than the last wave if the player wants, but if not, the emperor will always be sent on the final wave. There's three losing conditions.

1) The player character takes too much damage and dies.
2) The emperor takes too much damage and gets hurt before reaching the enemy base at the end of the map.
3) The emperor does reach the enemy base, but the enemy base wasn't destroyed in time so the emperor is taken hostage by the enemy. Your army is forced to surrender.

Enemy towers should be destroyed whenever possible, because if they aren't, they might be upgraded to become more powerful in the next wave.
>>
>>726688660
>An Isometric Christmas Story
>snowglobes as Diablo UI orbs
heh
>>
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What should I call the PVE mode? Just Player(s) vs Everyone?
>>
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>>726690065
Free for all.
>>
I've planned out and prototyped this game properly, but now that I'm designing a final level, I'm slowly removing any linear elements and making the game basically a complete sandbox right from the get go. Didn't think I'd reach this point, but I'm realizing that not obsessing over the order at which key items are obtained, and letting players just play the game how they want is going to make the game more special. But it's scary, doing this definitely takes balls
>>
>>726688660
project zomboid: snowball saga
looks good though
>>
>>726578090
Clearly false given the dall-e threads
>>
>>726689023
Honestly, this sounds way more compelling than most TD/RTS mashups. You’re adding a lot of player agency with the movable character actively collecting clay and tanking for formations mid-wave-that’s tight. That bias from towers toward the player opens up a whole layer of tactical baiting and misdirection, too.

Having to balance between building/upgrading units or yourself with the clay you collect adds risk/reward in real-time that could really shine if the pacing’s tight. I’m guessing unit synergy and upgrade paths will also be important? Like deciding whether to burn that clay for more Taoists to negate tower debuffs or buff up the Parade Dragon and rush victory.

Thought about letting the player control the Emperor for extra stress? Joke (but also maybe not). There's definitely room here for modifiers too-like enemy towers evolving across missions or the Emperor starting to demand faster and faster victories.

Keep punching at it. This sounds like the kinda indie game that makes it to “20 devlog YouTube videos at 1M views each” if you stick it out.
>>
>>726692727
Fucking lol, I guess one ChatGPT inspired post deserves another.
>>
which game has the best fishing minigame to copy?
>>
>spent all day making the build script output nice and cool
A day WELL spent
>>
>>726693068
mahjong fishing legend ichihime
>>
>>726693068
any one which is easy but not mindless
nothing worse than a fishing mini game with difficulty
>>
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Whoops, used my steamworks link before.. Here's my game, need people to tell me if the demo is too hard: https://store.steampowered.com/app/3806790/
>>
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Postin more Bleu Bayou gameplay
>>
>>726696449
Great juice. I like the pixel art.
>>
>>726696449
this guy loves dithering
looks dope, but feel like the games a bit dark - could use a touch more brightness / vibrancy
>>
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>>726697109

I do love dithering, when you're working with a 4 color palette you gotta hit that dither brush wherever you can.

As for the darkness, I made the pixel grid / fake scanline overlay fully adjustable. You can turn it off too but that looks awful. Implementing these settings was one of the great joys of my life
>>
>>726697486
I definitely like it on the lighter side
nice choice giving the option of grid vs lines
>>
>>726574000
why is toby fox related to mossad?
>>
>>726699965
Toby bows to bogandoffs
>>
>>726699965
weird and non organic fame, characters being israel anagrams, talmudian characters (including the genders of the talmud)
>>
>>726690250
What a gay post.
>>
>>726696449
never seen that game posted here before
>>
did my first character design today
>>
>>726681709
>>
>>726699965
He's a kike unironically
>>
>>726687738
Neat idea, I hope you plan to make the breached hull/lockdown doors and lack of oxygen situation realistic. get out with a suit etc. I'd find it cringe otherwise.
>>
>>726574000
Checked trips.
There is no visual update for Wagie Run today, but the progress are on technical stuff like optimizing mechanics of game's intro and outtro. I also put some LODs to the environment to reduce lags, ect, ect. You know, stuff that matters but not in the eyes
>>
>>726694389
Amen. Good job
>>
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>>726676357
AI taught me the luddites were right from the beginning. Machines don't make workers richer, they just raise training burdens for the same wage
>Be weaver
Machines take weaving
>Retrain as farmer
Machines take farming
>Retrain as warehouse stacker
Machines take warehouse stacking
>Retrain as artist
Machines take art
>Retrain as coder
Machines take coding
>Retrain as lawyer
... you get it
As more bottom jobs are automated, it doesn't make people richer, it just makes the next tier of worker the bottom despite having higher skill levels.
We've been duped
Soon you'll need a 5 years degree + PhD in quantum mechanics just to have an entry level wage and sleep in your car...wait you kinda already do

That is to say, making games went from a dream hobby to a kinda obligated economic choice for creatives recently... which explains all the shovelware too
>>
>>726679403
That gif had 0 ai use in it. Imagine the time and skill it took
>>
>>726681268
Small indie website plz understand
>>
>>726681821
>Actually uses AI for enemy AI and extra voice snippets from paid actors
>Nooo it's overrr
I'm actually stoked on current ai use in Vidya. Asset flips were already a problem before ai, so ai asset games should fall in that category and be ignored
>>
>>726706896
Pretty good anon, I'd consider making the hood one pixel smaller overall for proportions, unless you're going for a top heavy style
>>
>>726708684
yeah good call, prob sticks out in front of his face a touch too much
>>
>get off ass, add a scene manager to existing prototype
>break up the existing scene into its individual components (level, camera, player, enemies, etc) to add via the manager instead
>also had to add spawn managers to the level itself
>everything breaks
>spend next two hours unfucking/bandaiding everything
Sometimes I wish I took computer sciences in high school/college instead of taking the art route. Still keep laying traps for myself that lead to situations where I'm instantiating something that's reliant on information from another object, but it either doesn't exist yet, or the information I need for it hasn't been set at the time of the other object calling it during a load process.
>>
>>726708440
>Asset flips were already a problem before ai, so ai asset games should fall in that category and be ignored
what if an indie dev with 0 budget uses AI only for voice over and nothing else though? would you still shit on it for that?
>>
Ah, 4AM
Rise and shine, time to make game
I was absolutely fucked by 7PM last night, I been working very hard on my game and I've made a lot of improvements. But damn this week is catching up to me
>>
>>726688589
I think in OOT it just turn the limb of every actor into its own actor
>>
>>726710179
I will shit on you for just thinking about it.
>>
>>726710304
why
>>
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>>726707134
this is the coolest shit anon! saving it and sending it to all my friends (2 people)
>>
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ONLY THE RESULTS
THIS WORLD REMEMBERS ONLY THE RESULTS

so get out of here if you aren't just shilling at the finish line
>>
>>726710587
What is the name of your game?
>>
>>726711771
right now it's Project Goblin, but that's just a placeholder until I come up with a real name
>>
>>726712603
Cool, do you have a steam page yet?
>>
>>726712993
the game which doesnt even have a name probably doesnt have a steam page
>>
>>726712993
>>726713057
kek yeah. No sorry no Steam page yet, but you can keep tabs on the game on itch or X
>https://tintodev.itch.io/project-goblin
>https://x.com/tinto_gamedev
>>
>>726690065
retro games would usually have a campaign and skirmish mode for pve, and versus for pvp
>>
>>726713089
Thanks!
>>726713057
Yeah I realized that after posting. But to be fair to myself it's nearly 3am and I'm sick so oh well
>>
>>726713401
go to sleep and get better soon anon!
>>
>>726671673
>I’m not that tech savvy
sorry bro but you cant be a game designer/developer if your not techy, its just how it works
>>
fug bros I taxed myself too much this week
went from lightning in a bottle to sludge in a bottle
still gonna power through I got a deadline
>>
>>726715014
>I got a deadline
you fucked up
>>
>>726715256
Nah it's been great for me so far, got a ton of work done. If you had played my game a week ago and then play it now the difference is big. Tighter controls, streamlined menus, more bugs fixed than I can count, it's looking great.
Just gotta nut up and get that final 10% in the bag
>>
>>726715256
deadlines are good
I've set myself a deadline for a fleshed out demo for january, so that I can drop it on next fest in february
but if I don't make it in time then I'll give it time
>>
>>726715938
January is also my deadline for a demo hah
Next fest is a good idea if I manage to get it on Steam
>>
im putting together a team
we're making a 2D VR MMO JRPG FPS RTS chatroom walking simulator
there will be no pay to win no marketplace no DLC.
>>
>>726716183
kek
>>
>>726716183
>2D VR MMO JRPG FPS RTS
So... Hypno Space Outlaw?
>>
>>726716183
can we add turn based to the mix?



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