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How's your game going?
>>
It flopped and nobody is able to explain to me why.
https://store.steampowered.com/app/3752240
>>
>>727837025
No visual identidy; everything looks bland
Annoying hitstop
Trailer makes it look like enemies just go flying by touching them
Person on cover looks like a man, yet >Play as Catherina
Bosses look like Temu/Wish/whatever the kids say nowadays bosses from Elden Ring
>>
what is the most fun style of turn based system anons?
>>
>>727837025
nigga slap a soulslike tag on that shit for visibility. close enough.

it looks wonky sometimes but the gameplay doesn't look bad - playtesting and advertising could help find issues and/or whether it has potential. but that has to be done before launch.
A lot of short cuts make it look like the game has something to hide, the 1 polished move in a fight but the rest is lackluster. you want to show off different things but not have it feel like you're hiding stuff.
https://www.youtube.com/watch?v=12tZyCMIYbg
>>
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Rigging eyelids.
>>
This is a model of one of the Ten Magicians who authored the Möbius Compendium for the Elvarian soldiers, with each Magician being corrupted by the magic he specialized in. Skilled in manipulating the growth of flora, Toko the Plant Magician's meddling in the affairs of plants led to him being mutated into a tree-like monster before being destroyed by the Dragons' Alliance.
>>
>>727837648
is this porn
>>
Earlier I had just modeled this as well: another Magician who helped author the Möbius Compendium. This is Keina the Shifter, an Elvarian Magician who specializes in shapeshifting. This is her base form: a hideously mutated, blue monster with three red eyes and Medusa-like hair; when employing her magic, she can transform into the shape and complexion of any creature she can think of, even capable of turning into a chimerical mix of different creatures. It is said that the Gremlings became skilled saboteurs under her direction, but one can only speculate as the Dragons' Alliance destroyed her during the Dragon-Elvarian War.
>>
>>727836959
artist friend wants to work with me so I can finally get away from programmer art, going to be in prototyping hell for a month or two though; doesn't help that said friend doesn't understand gamedev too well and keeps pitching features and scope-creeping when we've barely started
>>
>>727837885
kill yourself
>>
0 sales this month. It's going horribly so far.
>>
>>727838106
excuse me?
>>
>>727837025
There's like a gorillion other games that look like that
>>
>>727837025
Aside from what other anons said
>Capsule art isn't caprivating and skippable at a glance
>Screenshots and trailers have "work in progress" at the bottom
>14 tags, steam has 20 max, you're literally reducing the search pool
>Didn't ask 10 friends and family members to leave a review at launch to boost it for The Algorithm
Gameplay looks fine, but could've used more time and polish, you already had a demo for feedback
>>
>>727836959
will i find happiness if i get into developing my own game?
>>
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I learned how to use inkscape to build simple icons. I could learn more but this is enough for now. A tool in the toolbox.
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>>727837984
>keeps pitching features and scope-creeping
The indie curse.

>>727841490
Those sure look like tools. I'd recommend Affinity Designer over Inkscape, but if you don't plan to make a lot of icons it might not be worth the cost.
>>
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slowly started texturing the house (handpainted retro style), for my third person puzzle
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>>727841594
Nice style though you fucked up the tiling there lul
>>
any gamemaker CHADS?
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>>727836959
It's going great in my head
>>
>>727837025
Soulless drag and drop asset flip.
>>
>>727837025
ESL vibes ("[Name] Game" as opposed to "A [Name] Game")

putting your name in the title when you have not built any kind of brand - this is just going to make people go "who?" and distract from the content. you want the things you present to resonate with the audience. some random name they've never heard is counter-productive. remove it.

weird title (pun on a movie in a completely different genre? what the fuck?)
"Citizen" makes me think of 4X games, strategy.
"Pain" might work for a first person action game but it's still rather abstract. Your game is not similar at all to either Max Payne or MGS 5.

first person melee is not a popular genre.

the UE5 quixel asset flip visuals display technical competence but they lack an identity. games were allowed to look generic in 7th and early 8th gen. those days are over. your game needs to look somewhat memorable. it's better to have "bad graphics" with a soulful style at this point than to shoot for "industry standard" visuals and become forgettable in the process.

several professional sounding voices acting in a solo production = AI?

voice acting spammed randomly in trailer (no connection to the action on screen) while the sound effects are almost inaudible

>>727837417
>but that has to be done before launch.
yep, the time for advice was months before launch. you only launch once. Alessandro needs to see this release as a harsh lesson in getting more feedback and doing more market research before releasing another game. make it compelling or scrap it. don't even launch something people aren't already excited about, there's no point any more.
>>
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Just making some appropriate weapons
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>>727842039
THAT'S TRANSP-ACK
>>
What language should I learn to program/code in for making a game?
Any tutorials/tutorial video recommendations on getting started would be greatly appreciated
>>
>>727841648
I see it, just don't worry to much at how tiles connect at this stage, it's a mockup
>>
>>727836959
A week into my closed playtest:
8 invites accepted
0 played

At this point I'd probably have better luck giving my game to strangers rather than my online acquaintances
Never really made a game before so this is all a learning experience for me
At least the few people who HAVE playtested it seem to enjoy it
I think the most disappointing thing about it is that they pretended to be excited when they received the invite, then nothing.
If you're genuinely excited about something, you don't wait this long
Nice flowery words mean nothing if there is no action behind them
Oh well lessons learned for next time
>>
figured out the best idea for a game but I can't execute it
>>
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>>727837885
No anon, it's for a platformer title I'm currently working on, inspired by Big Catch and some older titles.
>>
>>727837025
This might have done okay in 2015 but in the current meta you either need to make an indie-friendly genre game or have enough polish that you can masquerade as AA or AAA. You game is in the no man's land in the middle.
>>
https://vocaroo.com/15BttXxpUahL
new song, after the first chapter you'll access this sort of ethereal hub area through the save points, where you'll be able to talk to and fuck the monsters you've befriended so far, this would play while you're in there (not during the fucking though, that will change to a different song)
>>
>>727837025
Everyone's going to fail here because you're programmers before artists. No one cares how well you can code now as long as your game has decent performance
>>
>>727837648
>>727842275
nice design
>>
>>727842569
You think he programmed anything?
>>
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>>727842615
Thank you!
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>>727842948
I'd fuck his slit
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Submissions are closed! Thank you to the (31) devs that signed up! May your Christmas be merry, bright, and full of wishlists! Make sure you tune in on December 20th at 6pm EST for the full show! https://youtu.be/YJ7rKPPNCxc?si=Ivh-kGtgJt7SvgqQ
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>>727843502
>got a fuckton of submissions on the last day

high school assignment moment
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sort of a repost but i cleaned this up since the last time i posted it since it wasn't too clear

>>727837648
very nice
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>>727843831
dope as shit
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>>727842948
no way this isnt goonbait
>>
>>727842275
>>727842948
Too many clothes. That's the main difference between a sane anthro and full blown furshit design. Look at Gex, Sonic, Crash Bandicoot, Bubsy or Ty : 1 piece of clothing that covers less than half the body. Why ? Because they didn't feel like there was something to hide. They are animals so they aren't naked, the gear is just there for the style, like you would rock the latest pair of jordans. Furshits will cover all the body of their anthro because "we need to hide the genitals and toes because Steam bans pornography" like it was fucking mandatory to model a cock on the dog protag
>>
>>727844127
>>Too many clothes. That's the main difference between a sane anthro and full blown furshit design
I'd say it's the color palette. That sparkledog shit where they add way too much detail and specifically garish colors.
>>
>>727844127
who cares, i will buy it if she makes it easy to mod genitals in
>>
>>727844229
>she
all furries are male and gay.
>>
I got 800k EUR in a lump sum (no loans). Should I hire some freshly grad 2D artists (around 3 or so) from Japan for like 2.4k EUR per month? I imagine you can skin your game quite nicely with that type of art output.
>>
>>727844341
you won't make that money back from gamedev, use 10k maximum
>>
>>727844341
other people are hoping to go from broke to having 800k by making games. you're going from having 800k to broke by making games.

MISTAKE
>>
>>727844723
>>727844341
I took a 40k loan from my father for my game and burnt through it all without anything to show, he doesn't even mention it anymore, probably knows I will never be able to pay him back.
>>
>>727844839
>loan from my father
brown moment
>>
>>727837025
No unique selling point.
I'm not attracted to the characters, I'm not attracted to the game's theme (Sword fight with armors?), I'm not attracted to the art style, I'm not attracted to the gameplay.
There's nothing that made me want to try it.
>>
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>silly meme game where you want to get buff in office without getting caught, but you also have to do work

-The appeal cannot be tested without proper npc AI, pathfinding, routines and probably actual animations
- This bloats the concept of a prototype to high heaven so I dropped it for now.
>>
>>727844839
define
>without anything to show
you just... did nothing? like the chuddha?
>>
>needing money when you don't have any actual experience and you can get tools for free or a pittance
Come on now
>>
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>>727836959
How stupid is it of an idea to make an isometric strategy game in good ol' motherfucking unreal engine
It's kind of an overkill, and I'd have to disable tons of graphical features, but the prospect of visual scripting is really appealing to me. My years of doing automation qa made me despise programming (and that was extremely simple shit, I'm not even talking about programming something real)
>>
>>727845867
just learn unity or even godot man

>>727845429
this is why people always suggest to start out small. don't rush into your dream game
>>
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Added kick the can
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>>727837648
very appealing sharkguy
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>>727841594
very nice. i could easily see this in beyond good and evil
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>>727841594
Looking good. Reminds me of Shadowgate 64.
>>
>>727837648
>>727842275
Nice design anon, what kind of 3D platformer are you makin'? Know you said inspired by Big Catch, so I'm guessing collectathon, but since the MC's a shark are you going to make a moveset based around swimming/water in general?
>>
>>727836959
i made a trailer for /v/3
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>>727842569
It looks like game engine dragon and drop to me (the reason I hate these kind of games even though I'm sure many are good)
>>
>>727846746
Dope. Maybe make kicking trash cans spawn stuff like those soda cans, or some papers flying around. In my game I think our trash cans spawn soda cans, paper balls, apple cores and very rarely, Beck's helmet from Mighty No. 9
>>
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I picked up my game again and worked on boring stuff I had to do, like enemy path finding and one way ledges, and enemies traversing ledges. Now that I'm done I'll sketch out some levels and then draw the assets as I need them instead of the other way around.
>>
>>727837025
Its look ... boring
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>>727847619
Welcome back!
>>
>>727847479
Do you know if you got in yet or not?
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I don't like /v/3 because the music selection in their presentations is gay as fuck
>>
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>>727847805
i'm in
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>>727836959
Working on a "LOD" system which simplifies the outlines for smaller objects, still needs work though
>>
Struggling with designing the bosses. My story involves people turning into eldritch devils, turns out that's pretty hard to design.
Other than that I'm just doing some side-stuff while waiting for my mental energy to recover so I can work on bigger things again. Found Loreforge, which is pretty good for keeping the story organized even if its more meant for shit like DND.
>>
>>727847586
Good idea. It may be fun to kick trash out of those cans. Was gonna add a food/health item when kicking the trashcans when at low on health. Will also have it that kicking a soda can into an open trashcan will give some cash. Beck's done dirty, but deserved.
>>
>>727848065
i don't believe you, i saw this on reddit
>>
>>727847856
They use Siivagunner tracks. You don't like Siivagunner?
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>>727847856
i think for the new one, they let devs submit music from their own games
>>
>>727848294
lmao I guess not
Never really got into that stuff despite it technically being "board culture" at this point
>>
>>727847476
Yep, and I'll be implementing similar features like that soon.
>>
>>727848353
That was the plan but then I guess some shit went down behind the scenes and now Betz is running it again and I don't think he's doing that. Source: I'm in the v3cord and I hear things
>>
>>727847619
I remember seeing her before. Also enemy infighting is a great feature.
>>
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Working on a RPG (Role Peepo Game)
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>>727846975 thanks, but I don't remember much from BGE aside from water and caves
>>727847215
interesting, thanks for the reference, looks weirdly too similar lol
>>
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>>727837025
>https://store.steampowered.com/app/3752240

OK, lets start with the steam page

The capsule art is bad, Dude with a sword is to far away should be a bust shot, The logo is bad its just flat white FULL CAPS text, you need to spice it up

The Blurb is wishy washy, you don't need to include the name of the game in the blurb, you also shouldn't include so much story it should be about the gameplay

from chatGPT

"A first-person dark fantasy where you become Catherina, a warrior princess wielding the supernatural power of Pain. Cut down undead hordes, master razor-sharp combat, and challenge the Undead King in a brutal fight for your empire."

The trailer it self is good but why does it have "work in progress - Does not represent the final look of the game" at the bottom? Its a release trailer it should look like the game (same for the screenshots)

Now onto the game, the trailer and screenshots make it look like its AI generated the UI doesn't match especially the text, the numbers that pop up look to clean and the boss name font is wrong it looks like scroll text from a AI upscaled SNES rpg, also the colours are wrong the red and green don't match the colour scheme of the game, a more darker muddy red and green might work

Out of curiosity how many wish lists did you have before you launched?

You can salvage this game!
>>
>>727837025
You have AAA graphics but the animations are shit, so it looks like asset store slop. You will unironically get more attention by going lowpoly.
>>
fucking great the /agdg/ tards have occupied yet another thread on /v/.
>>
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>>727848220
Where did you see this on reddit?
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>>727849873
Can't help it, because /agdg/ is full of sub 80 IQ idiots obsessed with AI. It's unusable.
>>
>>727849873
so go there and leave us alone
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>>727850225
Go back.
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>>727850315
No, you go back to /agdg/, AI tranny.
>>
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Started working on the tutorial and some effects like when you lose hp, ball exit,...
I'll try to have a demo ready for next steamfest.
>>
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>>727850526
Imagine projecting this hard.
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>>727850575
>Ukraine bar
>>
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>>727850315
go back jeetroach
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>>727850871
you will never be a real gamedev, glorified ideaguy.
>>
>>727850575
nice art, nice concept. make the gambling fun and juicy and gmi. have the demon squeeze the heart dry when it's down to 0 lives, eventually.
>>
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>>727850871
uh oh
>>
>>727837025
>single mob type
>le funny op kick (overused now)
>artsyle is just generic medieval from unreal store
>>
>>727851198
Already have a game, you lost.

>>727851243
Study > Anecdote, not that a jeet like you would understand.
>>
>>727850225
yes and all the fucking talk about someone else's flops and youtube grifters is clearly so much better than ai talk. go fuck yourself niggeroid, you deserve each other.
>>
>>727851313
you mean like the study that shows 90% of all AI shills are jeets and niggers?
>>
>>727836959
can't code 'cause daughter is sleeping in my arms and she wake up if i type too much
>>
>>727851201
Thanks anon, not a bad idea for the squeeze, i'll do that!
>>
>>727837025
Just noticed the system requirements. Did you just fill in whatever or is that real? Either way it shows you didn't really care?
>>
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>>727851370
Stop making shit up in your head and thinking it's real, you will never be a woman.
>>
>>727851386
your child is holding you back from your game developer dreams
>>
>>727843502
Who the fuck are these characters? Where's Squidward's daughter?
>>
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>>727851447
eeyup!
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>The president funding AI is a white American.
>The CEOs of all top AI companies are white Americans.
>A frontier AI model costs 200+ dollars per month, something thirdies can't afford.
Conclusion: AI is a white man's field.

>B-but muh jeets using free gpt go (retarded version btw)
They also eat shitty food and drink shitty water, so what? We white first-worlders still eat the filet mignon and clean water.
>>
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>>727849873
>>727850225
Great job derailing the fucking thread fagoon.
You could ignore >>727849303, which is none of your fucking business and not directed at you, but you HAD to shit everything up because nobody gave attention to your posts at the start of the thread, and your obsession with a general on a board that ISN'T /v/ had you sperg out like a retard.
Fucking kill yourself
>>
>>727837025
Ai slop in UE5
>>
>>727837417
every faggot slaps souls like just because theres undead enemies. It stupid. I was following development of a top down shooter spaghetti western with cowboys and undeads and they call that garbage "souls like" and "bloodborne like".
Dumb americans think bloodborne is industrial american culture like early days of new york
>>
>>727836959
I'm really wondering how the Wonder of Blue anon is doing.
From what I can tell it's not selling particularly well despite paying a Hololive girl to stream it for thousands of viewers.
>>
>>727846746
Those hitboxes are bad
>>
>>727837025
lack of communication to potential players what the interesting parts of the game are
it looks to bland and generic to convince people to but it from first impression alone, communication must be done to provide clarity to the potential players what they would enjoy about it if they played it
>>
>>727851516
She'll be back during the summer show
>>
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Integrating the character creator into the game
>>
>>727852706
So she's a summer-only (main event) feature? Understood
>>
>>727853090
Yeah. Different hosts for different shows.
>>
>>727853016
Does every game have to have an eyeball bat?
>>
>>727837025
competent visuals totally undermined by terrible animation and kinetic design. this contrast actually makes the game less appealing than if it was uglier, because it suggests all the nice looking bits are flipped assets and all the bad parts are your own contribution.
>>
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>>727836959
it's going fine, been working on harpies
I just woke up and played like shit, but the game can be kinda hard
>>
>>727852554
or I'm bad.
>>
>>727837025
>>727849303

just to add your demo page has reviews, they are worth reading
>>
>>727837025
the graphics are too good, making it look like a very bland AAA unreal flip. as another anon said you'd do better if this were low poly with a pixel filter and some amatuer charm.

but I still think its better than 1 review. you definitely got some bad luck
>>
>>727844497
>>727844723
I wasn't thinking of burning all 800k. With that burn rate it would last 9 years.
>>
>>727852537
Oh the irony, dared to do something different by getting a sponsorship but he didn’t have enough nepotism to get those aggy reviews.
>>
>>727836959
Still designing it.
>>
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Got Unity's Navmesh incorporated into my procedural landscapes. Now it works with different shapes which lets me store prefabs of different maps, this also lets me rebake the map at runtime (when some terrain gets terraformed during play).

Next I'm going to start adding the mana nodes. I'm just going to rip the idea directly from sacrifice where you have several mana nodes between your base and the enemy base, and you try to control as many nodes as possible to get the most mana output to your hero character.
>>
>>727855752
Game design isn't as easy as you think it is.
high quality art won't save you if the art direction is unappealing
>cookie cutter
Or if you're unable to design fun, cohesive and complementary game systems.
>>
>>727856912
I wanna make a lightweight gacha
>>
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Is it bad to try to compete with the official Avatar game?
>>
>>727856912
>>727855752
You think you can design fun games because you can recognize a fun game when you're playing it?
It takes practice and work to study and hone.
>>
>>727857030
In short, don't worry about it. Make the game you want to make.
>>
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working on earth attacks
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>>727857030
nah
>>
>>727857030
you'll be fine.
>>
>>727853054
Cool but you need to figure out enemy path finding
>>
>>727857037
Don't be such a downer, that is a given.
>>
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>>727844341
that's more than I was ever paid
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>>727857213
It really isn't, some of your posts(I haven't read the whole chain) reads like an ideaguy trying to throw around money thinking that's the magic that'll make anything sell.
>>
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>write script that does a thing
>need to do something else related to that thing, which pretty much works the same
>"I know, I'll just add a couple of bools, no need to have gorillion scripts for every little thing"
>add script to other object with a trigger
>it obviously doesn't work because I now have 2 objects with the same script and they don't know about each other's bool states
>>
>>727858070
Im a computer engineer, I have some know how.
>>
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Welcome back.
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>>727858778
WE'RE BACK...
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all of my test scenes now run on my two spare PCs w/o any hiccups or performance issues
>PC 1: i3 2120, 8gb ram, gtx 750 ti - windows 7
>PC 2: ryzen 5 2400ge, 8gb ram, ryzen iGPU - arch linux with proton

I like testing on the ryzen PC the most. it's essentially a much weaker steam deck so as long as the game can run on that PC, I should be fine in terms of performance.
>>
>>727858140
programming and game design are completely separate skills. I've worked with so many programmers who think just because they know how to code a game, all they need is 'pretty art' and it'll automatically be a success.
>>
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>>727857030
No, simply by virtue that I will support you and get the word out. Reinbō is great enough, and I am always ready to support someone I like.
That and I can't stand Avatar and I can't be the only person on the planet who doesn't.
>>
>>727859110
Stay the fuck away from me, your faggot ass name is being spread far and wide the least i need is for people to think I'm associated with you.
>>
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>>727859393
>>
>>727859393
Damn.
>>
>>727859393
Based
>>
>>727859393
>>727859471
Why do you speak on behalf of other people who can speak for themselves? You're pathetic.
>>
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>>727859393
>>
>>727859029
Why are you such a downer? I probably have better circumstances than you do for this.
>>
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>>727859393
>>
>He's still replying to himself
Faggydaggy is down the hall, and to the left.
>>
>>727858935
how in the fuck? is that pic from the engine or what?
>>
>spent an entire fucking week just writing modding SDK documentation
>>
>>727859909
>>727859737
>acts like a schizo nigger
>WTF WHY NOBODY WANTS TO BE MY FRIEND
The absolute delusion of this guy
>>
>>727859110
Nobody asked you
>>
>>727859393
Based as fuck.
Fuck that dinosaur guy dev.
>>
>>727859393
>your faggot ass name is being spread far and wide
No it isn't. Nobody cares about him beyond him being an annoying fucker.
>>
>>727859110
Yeah nobody asked you, LOOOSER!
>>
>struggle for a week to establish better artstyle for game
>try downgrading graphics
>turn off filtering and mipmapping on textures
>use 0.5k resolution or lower for most textures
>turn foliage into 8 planes intersecting each other
>game looks good now
well... wow
>>
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>>727861540
style trumps all
>>
>>727861540
show it
>>
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I'm looking to get some feedback on what the main game screen will look like. The idea is to have a 2d tabletop that uses miniature wargame rules with a preview window of the currently selected figure.
>>
>>727860915
>No it isn't
NDA anon here, you will NEVER believe the reason i can't divulge any information until release.
>>
You know jannies will ban posters that get mass reported even if they don't break rules? Make sure to put that to use.
>>
>Wahhhh!!! The evil dragon man is calling me out for being a bully!!! I better submit false reports to get rid of him, waaaaaaahhhhh!!!
>>
>>727860592
>why nobody wants to be my friend
Hey Alisa. Got bored with the chess set already, huh?
>>
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>>
good thread retards
>>
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Looking at this thread, I am reminded of a quote Tolkien wrote for The Lord of the Rings:
>The Shadow that bred them can only mock, it cannot make: not real new things of its own.
>>
>>727862721
Dox a jannie again, maybe you'll make a friend.
>>
>>727863616
You definitely look like an unfortunate creature some fucked up wizard turned into an orc.
>>
>>727863661
>>727863816
>120 second posting delay
Hmmmmmmm…
>>
>>727842234
try to organize a test session on discord or something, even if it's a SP game
>Hey guys, going to do a playtest session on [day X] starting at [time]. Would be great if you can stop in and try it out. Can ask/answer questions in real time.
even one person showing up would be worth it, and you can possibly get some feedback
>>
>>727858089
>I now have 2 objects with the same script and they don't know about each other's bool states

By default scripts are instance based. If you want to set a state to several objects (like units), first create a list, add all the objects you want to that list, and then do a foreach loop over the list of units.

//Create list
List<Gameobject> listName = new List<GameObject>();

//Add units in scene to list
foreach (GameObject obj in FindObjectsByType<GameObject>(FindObjectsSortMode.None){
if(obj.CompareTag("unitTagName")){
listName.Add(obj);
}}

Now all the units tagged with the same tag will be accessible through that list. You can den just do a regular for loop (or foreach, whichever you prefer) and set their bools to the same states.


//ScriptName is the script that is on your unit, the script that holds the bool.

for(int i=0; i < listName.count; i++){
listName[i].GetComponent<ScriptName>().boolVariable = true;
}


Sorry if there are any misspellings, I'm tired as shit.
>>
>>727864142
Or alternatively if you want your units to have different states, give them different tags and sort them into different lists.
>>
>>727863895
I mean, your family gatherings must look like Saruman is pulling uruks from the soil Isengard style.
>>
I'm working on a QTE
>>
>>727864336
Your hatred seems very Filipino. Tell me, did running away from the Shitcord help any?
>>
>>727836959
>making a basic board game in Godot
>realise the only thing I'm using Godot for is displaying 2D graphics
>swap to writing it in C for a better portfolio
A side benefit is that the AI, without actually changing anything is much faster. Giving it 1 second to think in the new version can beat the Godot version thinking in 5 seconds.
>>
>>727864606
>meximutt purity testing others about their whiteness
Oh that is precious, i could be as black as george floyds ass and i would still be whiter than you.
>>
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Getting there.
>>
>>727864949
We both know Alicefag (you) is all about racial profiling. Ironic now that we know he's a full blown BROWN, not to mention one that is subjugated by the Americans.
Now, in addition to telling me if running from the Shitcord helped any, how goes your model of me, your overlord? Nearing completion, I hope for your sake?
>>
>>727859393
Based and ratio
>>
>Has no argument
>Goes back to self-fellating
Never change, Alicefag. You're not just a lolcow, you're an entire lolfarm.
>>
>>727865161
Rasko, listen. Your genes are stuck between oaxaca and somewhere in bumfucski tiblisi, go back to suck russian animator cock and pretend your shit models can even touch early Rareware CG, it's about the only thing you do right.
>>
>>727865742
>No rebuttals
>Goes back to identity politics
I accept your concession, Filipino. Go eat your sorrows away at Jollibees.
>>
can't you niggas find somewhere else for your erp sessions?
>>
>>727865952
I think you're butthurt that another dev rejected you right to your face. Also you're ugly.
>>
this dude has a different dev he hates every thread
>>
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Now that we got that out of the way, has anyone ever figured out what this is a reference of?
>>
>>727866030
This is an /agdg/ thread now, unfortunately. Just let it get archived at this point.
>>
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>>727866030
Hold on, I'm not done ripping the wings off this slavic mexica gargoyle.
>>
>>727866187
The satanic ritual they used to summon you.
>>
>>727866306
You literally live in the Philippines. There is nothing more pathetic than having to live in fear of overgrown lizards eating your gazelle-framed, 90-pound ass.
>>
>>727866391
>There is nothing more pathetic
There's you.
>>
>>727866478
kekk
>>
>>727866303
very true, and very sad
>>
>>727866478
OOOOOOOOOOOOOOOOOO
>>
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>>727866478
DAAAAAAAAYUM
>>
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finally beat my procrastination and finished my first prototype combat loop
gonna work on the inventory system next, so I will be able to link certain combat skills to weapons or make drinking health potions possible

I'm making an MMO simulator. Yes I am this retarded
>>
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>>727866478
>>
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Round 2 of asking for name suggestions.
>Incremental game about attempting to get to the center of a cube
>>
>>727866998
Cubelation
>>
>>727866998
corewatch
>>
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>>727866478
>>
>>727866998
Are you planning on adding any gimicks or branding? Or in the future? Otherwise the only possible names now are just cube this or cube that
>>
>>727864142
I appreciate the help, but it was just me having a brainfart and being lazy trying to cheat the system
>>
>>727866303
At this point it’s less a thread and more a war-torn /agdg/ refugee camp. You've got one guy crying about blender bones, another dissecting ethnic phylogenies like it’s a Crusader Kings mod, and someone else quietly building an MMO while the rest flings digital dung. Let it die with dignity-archive it and pour one out for whatever topic this started with.
>>
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>>727866478
Live fagoon reaction to this post
>>
god i'm so pissed and depressed
i just wanted to make a game with my friend. that's all. no matter how much he SAYS he wants to work on a game he just won't fucking do it. i post art i made for the game and he has no reaction. i post character designs, levels, fonts, all this shit i have to do MYSELF and he's not even making suggestions he's just saying oh looks good bro keep it up. god damn it.
>>
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>>727866524
>>727866659
>>727866835
>>727866914
>>727867108
>All two minutes apart
Like I said, Alicefag, you're pathetic. I think it's time we scare you off this thread with one of the things you fear most (aside from a job application and Chris Hansen).
>>
>>727866998
CenterSquare
>>
>>727836959
I added parry mechanics, the window to parry increases with your agiity stat. Also backward parry yeets goblins.
>>
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>>727867161
Yeah it's mostly cube related names, which goes in line with the branding and common naming scehemes of incrementals.
I don't plan any gimmicks, but it might have roguelite/metaupgrade elements.
>>
>>727867327
>WAAAH WAAH WAAH YOU GUYS SO MEEN2ME
Lmao gay
>>
>>727867315
Is he the coder or what is his role supposed to be? He's not going to help you because he doesn't feel like it, no matter how much art you make and show him. You're going to have to let it go or just make a game for yourself without him
>>
>>727866998
Demolition3
>>
>>727867278
How about this: you report all of the off-topic posts and we can get back to discussing game development.
This must be a team effort, though, so I am counting on you all to get rid of the riff-raff.
>>
>>727867315
post art itt
>>
>>727867582
Music is his main thing but he also wanted to do character design, writing, programming, gameplay. He just isn't. He hasn't even done any tracks and keeps giving excuses and it's making me lose my shit. I don't want to confront him because it just wouldn't help but I'm trying to have a demo out by new year's and he's just doing nothing right now.
>>
>>727867698
Is there a clear responsibility split where he does everything you mentioned he CAN do?
>>
>>727867825
No there's no clear split. The only thing I can't do is music. At minimum he can probably churn out 5 or 6 tracks this month, but I mean come on, he knows how to 3D model, he can program, he just won't.
>>
>>727867603
Why would i want to get rid of rasko? Owning that thing is my best source of entertainment.
>>
>>727867972
>The only thing I can't do is music
then do everything yourself
you can find 10s of desperate music people who will do audio for you for free lmao
>>
>>727867972
If you never had a talk about who does what and it's an ambiguous thing then why are you complaining? maybe he's sitting there thinking his part is doing some tracks next year, you do all the work and he gets a 50% cut. lmao. stop working on it.
>>
>>727867972
Yeah, sorry to say it's likely he just likes the idea of making a game but doesn't really feel working on it. You're really just going to have to think of it as he isn't planning to contribute and decide if you really want to make the game yourself (for yourself) or not and stop accordingly
>>
>>727868036
>I have nothing going for me so trying to annoy some random person on the internet is the only thing that keeps me from feeding myself to the crocodiles
FTFY
>>
>>727868054
When he can work, his music is definitely good. He's also a friend so I just don't want to ditch him.

But as a "game developer" I think he's hopeless, honestly. I've been very nice to him. I try to help him out and get him more productive but he ALWAYS talks about stomach issues, headaches, depression etc. you already know how it is. It really just sucks. Probably nothing I can do for him
>>
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it's a kind of medal of honor inspired fps prototype for now
>>
>>727868172
>have nothing going for me so trying to annoy some random person on the internet
That's just rasko.
>>
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Just ui font updates, still grinding animations and overhauling the visuals for all widgets not ready to share all that yet.
>>
>>727868243
Yeah some people are just kind of fucked
There are so many pitfalls when it comes to being healthy, I'd wager a good majority of people are sort of fucked up like this and think it's normal
When you get your health in check, it becomes much easier to create
>>
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>>727868485
KEK
>>
>>727867514
Cube Roots I guess
>>
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Working on my asset these days.
>>
>>727866998
Curiosity 2
Just ask Molyneux for the rights, he is probably broke as fuck so it should be cheap.
>>
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Reminder AI gamedev Gods won, if you aren't using AI for your games you are unamerican.
>>
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Making some really good progress on my JRPG systems. Now I'm really starting to think on the art/writing side of things...

Pic rel is early placeholder stuff. I'm pretty set on having sprites only have 3 colors, 4 if you count transparency (black, white, an actual color, transparency), but it makes it tough to get detail with that constraint... I started doing 16px X 16px for sprites but bumped it up to 24px X 16px... Very torn because it's difficult to really define characters while staying to the color constraint at such a small size... Maybe I just need to spend more time trying designs out, but higher resolution sprites might be the way to go...?

Now that things on the technical side are coming together, my mind keeps going into the nitty-gritty of the worldbuilding... The intention was to make a fairly standard "save the kingdom" RPG story but the longer I work on this thing the more I'm thinking I should lean into my schizo side. Angel's Egg was a big inspiration for the inception, but obviously the world will be populated. I don't want to rely on comedy or being quirky, that's just not me as an artist. Hylics might be another example of what I'm shooting for. A doomed world filled with strange characters, but to them that's just the way the world is. The goal of the art is to capture the feeling of sneaking into the basement and playing an RPG as a kid and feeling like you're in an alien world that you can't quite place why, but it has an eerie, unsettling feeling.

Thanks for reading my first blog post, anon. I'll be around.
>>
>>727868881
ah yes, the hamburger of all cuisine
>>
>>727869054
>Very torn because it's difficult to really define characters while staying to the color constraint at such a small size...
It only really works if your designs are killer, think of the best NES sprites
>>
>>727844935
browns don't loan money to their family. It's a certified anglo moment
>>
>>727853832
That's good, I've enjoyed your testing vids but they made enemies look less challenging than they actually are.
>>
How do you guys go about recording your ideas?
I'm a pencil and paper sorta guy myself when it comes to drafting out plans or rough sketches, but if I'm writing story it goes in a word document
Something about having a big ol stack of paper with all your ideas on it feels good
>>
>>727869526
I don't write them down, it stops them from evolving in your head
>>
>>727869703
>I don't write them down
You have a lot of faith in your memory anon
Ideas can be slippery little fuckers
>>
>>727869526
game ideas.txt
>>
>>727869526
If I have something I'm really hyped about I write it online. Usually after a while and internal game design thoughts/prototype it doesn't seem that cool anymore.
If I'm lukeworm on the idea I don't do anything, if it's worth a damn it'll stick around and become good.
>>
>>727869834
Somehow or another, if it's a good idea it'll stick around in your memory. It might not be there when you try to think of it, but the next time you're highly motivated and thinking about game ideas it'll often reappear. And when it reappears the idea will often be better than it was when you originally had it. That's how it works for me anyways.
>>
>>727869526
I scream them
>>
>>727869526
A bunch of .txt spread everywhere, half of them never to be opened again.
And a bunch of folders where I vaguely classify any cool pic / screenshot I think would be useful to remember (also never to be checked again).

Then after I swap project I randomly read of all that and I'm amazed at how much work I did/planned/prepared for [previous project] with nothing being actually used.
>>
>>727866998
Square Root
>>
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>>727869437
thanks anon! I'm making her even more of a bitch, but I'm lazy today so this is still very wip
>>727869526
game.txt. For my previous project I used Trello but that one made me more anxious because I could see all the scope at one. With a .txt I only see what's "about to be developed", unless I scroll down
>>
>>727870774
Smart name if you get the intention which I do, but a player seeing the name might be put off by math, you know? thinking it's a math puzzle game or something.
>>
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>>727836959
https://store.steampowered.com/app/4045170/Bingo_Betty/
I released a Demo and barely anyone has played it so far, give it a shot!
>>
>>727871241
You're backing your game up in multiple separate physical media and on cloud right?
I've seen my fair share of anons lose their progess..
>>
>>727871985
this hurts my eyes
>>
>>727842039
based kek, are you going to add an animation where they ACK in pain before they turn into dust?

>>727848938
>>727853054
cute, I like that you can put a hat on him
>>
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>>727836959
just fucking around
>>
>>727872071
yeah no worries, that's taken care of
>>
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Making some furniture for a small waiting room in me game.
>>
>>727869526
I wish there was a program that acted like notepad, but you could connect notes to each other like a schizophrenic's yarn board. That's my ideal system of organizing ideas and I'm limited by wall space. In lieu of it, I just use a notebook and scribble everything in it.
>>
>>727873430
what be those line?
>>
>>727873546
Wires that eventually pull the furniture up.
>>
>>727873790
why?
>>
>>727869526
>>727873489
try obsidian md . You can link files together in the same project to see file names connected visually. I've been using it for a bit and it's good to keep everything together instead of going through multiple tabs of notepad.
>>
What's a good gimmick for a king's field like?
>>
>>727873995
What's King's Field?
>>
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>>727873995
Set it on a giant train.
And also just make the levels real creative.
>>
>>727874110
Drac soles
>>
>>727873841
When you interact with the door the entire room sans floor floats up to let you out.
>>
i know how to code, but I don't know "what" to make. How do y'all come up with ideas?
>>
>>727873884
I did, it sucks. It's like some bullshit from a tablet on my desktop, too many bells and whistles and I find it unintuitive. Some dumb broad or retarded jeet had to have cooked it up.
>>
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>>727873884
I dunno something about this seems sus
>Write down your private thoughts that we totally can't read for reals *wink wink*
>>
>>727874256
How do you not?
>>
I am making a game that is basically a Frankenstein game of lobotomy corporation with some door kickers gameplay mixed in and the staff system from mgs peace walker. I have no idea if it will actually end up being fun but I think it will. Either way I’m having a good time making it.
>>
>>727874256
How many games have you played? Watched any movies lately? You gotta consume creativity to output creativity
To make it into a food analogy, you gotta eat before you can shit
>>
>>727836959
Thread-safe parallel subdivision of triangles is doing my head in. Specifically translating the indices to the unique vertices from a list of all vertices.
>>
>>727874159
The wheels on that train are too large.
Makes the scale of the train smaller.
>>
>>727874256
I'm just making a game I want to play
>>
>>727875085
That's not my art.
>>
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>enter thread
>half of it is a schizo meltie
never change, agdg

wait a minute, this is /v/. what the fuck?
>>
>>727836959
2 years of good progress but have gotten sick of it, fuck gamedev I hate doing it, just like university, I dropped out of that shit too. I am extremely retarded, that much I know
>>
>>727837025
why would I buy this when Vermintide 2 was free and is thousands time better.
>>
>>727875160
You are gay.
>>
>>727875790
see >>727875851
>>
>>727874776
Pretty sure there is a solution that solved this you can pick up and use for free
>>
>>727837025
>Play as Catherina, warrior princess
sounds like woke garbage even if it might not be
>>
>>727876132
The hell am I gonna learn from that?
>>
>>727876614
cris stop
>>
Horribly.
I'm a good for nothing retard that cannot commit to anything. I've abondoned so many projects.

wbu
>>
>>727876714
>I've abondoned so many projects.
This just happens.
I was working on something for years. Just put it on the back burner one day. Then, all of a sudden, I'd not worked on it for years too.
It just be that way.
Scope creep is a hell of a drug and a project assassin.
>>
>>727875851
takes one to know one. wanna kiss about it??
>>
>>727876714
On a more serious note I've been trying to learn how to do multiplayer networking to make a turn based game
>>
>>727876714
I've never been so consistent at learning and doing one thing before. It's my life's calling.
>>
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>>727871241
Looks great. I recommend also adding in the ability to grab and fly with harpies like how you can in God of War III. Since you just have a sword, you could knock them down and grab them like how you can with the goblins which, in turn, causes them to begin flapping wildly before eventually leaving your grasp. I think it could provide some interesting mechanics and allow for some verticality.
>>
>>727837025
UI looks cheap
>>
>>727876878
No, I haven't brushed my teeth yet.
>>
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After almost two months of shader rabbit holes and learning how to use Unity's Render Graph API (7 weeks, give or take), I am finally back to working on my game. Just finished importing all 15 fullscreen shaders I made, and my updated surface shader, and finally the custom URP pipeline I've been building.
So glad I keep a notebook that I write in as I work on things because otherwise I'd be fucked cus I barely remember anything lmao.

>>727859971
Yeah it's all inside of Unity, just a multi pass fullscreen shader.
>>
>>727877137
thanks. I thought of that, it's a mechanic in Dragon's Dogma 2 (although slightly different). Thing is, if I keep adding more mechanics I'll never release jack shit lol, so for now I won't implement that.
>>727878042
loved your trippy shaders, but glad to see you are back at the actual game man. Can't wait to try it and all the games inside it. You even had a dungeon crawler, no?
>notepad
same here lol
>>
Work has kept me busy but I have continued on my JS-in-godot frankenstein. It currently launches a godot 3D scene that includes a plane that launches Chrome which then launches a 3D scene rendered in JS.
>>
>>727878232
True. After all, riding on harpies wasn't a thing in God of War until the third part came out. I must commend you for sticking with your vision and deadlines, though.
Speaking of which, I ought to get back to work on my own project.
>>
>>727879223
>t currently launches a godot 3D scene that includes a plane that launches Chrome
are you browsing this thread from inside your game?
>>
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I need to design more enemies for my game.
>>
>>727880779
my I suggest goblins? most are green, but some can also be red. If you are feeling innovative, you might want to try blue goblins
here's some music to help you decide:
https://www.youtube.com/watch?v=dr2CMlflcEs
>>
>>727880273
No, the game's adblocker blocks captcha, but not 4chan ads for some reason..
>>
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progress: SPOOKland gets a renovation??????
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>>727881147
have you ever considered zooming the camera out a little bit? the game seems fun but I think that would be nice
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>>727857081
>>727857102
>>727857156
>>727859110
thanks, I think it's different enough. The official game seems to be trying to be a competitive fighter, I'm just trying to be casual.
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>>727859806
How am I being a downer? programming and game design are different things. Just because I can draw doesn't mean I can make a good comic book.
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>>727881603
Anyone can learn anything, even more so if they have a habit of studying and learning and already know computer systems. Game design is not a hard subject.
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>>727878232
>You even had a dungeon crawler, no?
yep, it's a king's field sort of thing. the set up is pretty basic, you enter dungeon levels, look for the key to the next level, and fight off monsters along the way

The thing holding me back the most was deciding how complex to make each of the mini games, especially with things like power ups, armor, etc. Can't make them too complex cus they aren't the focus of the game, but making them too simple feels like a total waste to add them
Idk, I'm just glad to have taken a break cus now I don't feel stuck. I'm probably gonna keep them relatively simple, that way the only one I really need to update is the twin stick shooter, which I'm turning into a 3D megabonk-like instead of a top-down vampire survivors-like

>notepad
>same here lol
I think they're great, even if I write down really basic notes about things, something about writing instead of typing makes me remember better when I go back to review things
honestly I think everyone should use one
>>
>>727880969
Hmm I'm trying to avoid enemies like orcs and goblins for uhh reasons, I was thinking about golems, ents, wraiths or flying eyeballs.
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>>727881853
you could check out something like UFO 50, I believe they made a good job of having quantity but also the right amount of complexity. Some games were super fun, including their own dungeon crawler, Valbrace
>>727881853
t's easier to remember stuff when it's handwritten, I agree. Also, since writting takes a bit more time I believe you get to think more about what you are writting, kinda like if it was a rubber duck
>>727881989
>golems, ents, wraiths or flying eyeballs
those are cool too. If you want to avoid generic medieval/fantastic stuff you could look at other things like greek mythos. Satyrs are cool and not many games feature them
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>>727875085
Gay anti-imagination and wonder boring realism slop garbage MCU vaginal clot discharge licking MORON.
If you don't think big trains are the coolest shit you've killed the child in your heart.
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>>727837025
I'd never heard of it before now. Did you forget to do marketing for it??
>>727841594
Looks cozy af
>>727853016
Fuck yeah I love it
>>727853832
Harpies look annoying as fuck, if thats what you were going for you nailed it. Is there a long range weapon?
>>727857030
Follow your heart bro
>>727866998
Seconding this >>727870774 actually Cube Root might be better
>>727871985
Not really my kind of game but it looks fun and silly
>>727881147
Hell yeah
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>>727844341
Don't spend it all in 1 place, game dev encompasses more than just art. Unless you have oil prince level of income be careful with that money, throwing money at a product doesn't make it good.
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>>727837025
>Title makes me think its a parody of Citizen Kane, like Citizen Kane 64
>Trailer makes combat look floaty
>3 seconds into the trailer has an extremely janky looking finisher animation
>8 seconds into trailer is what looks like a bug where the player rubberbands?
>Janky looking boss animations

The actual "cutscene" bits of the trailer look alright for the record.

The trailer still says its a work in progress, so it might be best to make a new one with finished game footage.
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If your game has a realistic artstyle no one will play it because people don't want AAA anymore.
If your game has a retro pixel/low poly artstyle, it will get drowned in the thousands of indie games that look the same.
Be different
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>>727882393
>Harpies look annoying as fuck, if thats what you were going for you nailed it.
nice! that was the idea, to have the harpy fucking you up while you try to focus on the ground enemies. She evades a lot, but you can catch her with a jump + strong attack which is fun and satisfying
>Is there a long range weapon?
there'll be a magic bow later in the game. Early on, it's mostly items like throwing knives or bombs
>>
>>727882951
Realistic Low Poly
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>>727866998
Sex Goddess Dungeon Anniversary Edition
You dont have to change anything about your gameplay or anything
>>
>>727837648
It's crazy that random anons can make scrimblos 100x better than indie devs that put out highly polished scrimblo indie games
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>>727882235
I'd love to do something like UFO 50, I loved that game. It's kinda what gave me the idea to include playable videogames in my game instead of just regular mini-game type things, which I have a few of but idr if I've ever shown them here.

Only problem w/ that is I think the game had around 10 people working on it, and a lot of them had tons of experience under their belt. IIRC the devs behind Spelunky and Hotline Miami worked on UFO 50, and even then it took years to make. I have 0 releases under my belt and am by myself lmao

It'd be cool to organize some sort of game like that with devs from here, but idk how that'd work considering it seems like there's a pretty even split between all the engines and frameworks
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>>727883738
do you have some shelves where you put the game's cartridges or boxes? would be cool. Only thing I missed from UFO 50 was something like that, and maybe game manuals
>It'd be cool to organize some sort of game like that with devs from here
I'd be in for that once I'm done with the 'blins, but yeah not sure how that would work unless everyone uses the same engine
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>>727882989
Nice, how are you designing enemy behavior, you using state machines or behavior trees? Or something else? Enemy behavior looks sleek and very nice
>>
>>727881147
Very neat! Tried giving your game a shoutout but the Twitter gamedev nutriders didn't know what "The 4Chan Fish Game" referred to.
Philistines, the lot of them.
>>727881481
Your game has its own identity: elemental stick figures that harness different elemental abilities that duke it out for whatever reason. Avatar is some preachy story about political turmoil that just so happens to have characters who fight with element-fu. If your game is a "rip-off of Avatar," then so are Ninjago and Kameo and any other media franchise that deals with warriors who fight with elemental magic.
>>727883932
>Manuals
Man, do I love me a good manual. Even when games began to become powerful enough to have fully rendered cutscenes, the humble manual can provide a glimpse into the game's constructed world and its intricacies without being relegated to an annoying info-dump. That's why my game's manual is so beefy: it includes detailed information on the story, characters, weapons, armor sets, items, and enemies because I love reading manuals like those found with games like the original Metroid and Cybermorph.
It's a shame people don't take the time to smell the roses anymore, or in this case the glossy pages of an instruction manual.
>>
>>727881786
it's an art form, knowing the basics of game design 'juice' isn't enough. Just because you know shit like screen shake, coyote time, hit stop, etc doesn't mean you will actually make something fun or even successful. I hope you're not one of those who just watch Game Maker's Toolkit and believes themselves to be an expert.
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>>727836959
changed how walls and floors look so its a bit more moe
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made it so when you resist the enemy grab by pressing the QTE button, both the player and enemy animations speed up for a moment, giving the sense that both are struggling. That's generic for all enemies that might grab you, and for the harpy her feathers fall when you press the button too. I'll add something to the HUD to make it clear that you have to mash a button, probably with a progress bar there as well
>>727883974
it's a generic state machine for all enemies, who can choose between being aggressive (favor going for melee) or defensive (keeping distance and prefering ranged attacks). Flying enemies have their own class that extends from the base one to allow them to fly. And then, all enemies can customize that generic AI by overriding state methods or "hooking up" to certain lifecycle hooks, and that's what will allow me to make enemies feel different from each other. For example the harpy has an evasive manouver that she can do at certain points of the lifecycle
>>727884490
>That's why my game's manual is so beefy
100% based. I love a good manual, specially if it comes with nice art or cool trivia beyond just how the game plays
>>727884583
>so its a bit more moe
you should add a cheat code that allows you to play as Moe Szyslak
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>>727883932
>do you have some shelves where you put the game's cartridges or boxes? would be cool.
yeah, so for the console games they'll appear on the coffee table or book shelf at the apartment level. then you can pick them up and place them into the games console, interact with the TV, and it'll transport you into the game

I'm kinda debating adding DVDs as well, cus the TV can flip through 10 "channels" that each play different videos that are randomly picked each time you load into the apartment.
But adding the DVDs would add a ton to the file size, the current TV channel videos are pretty low resolution, most don't have audio and instead change the background music, and are all under a few minutes in length

But at the same time, a ton of good movies/cartoons recently made it into public domain status so I could technically add them if I wanted to.
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>>727842039
Holy soul
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>>727885176
damn anon that sounds mega cool and, sorry for using the term, comfy as FUCK
do you have to flip through those channels to find the one that displays the videogame like in the good old times? I think for me, it was channel 8
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>>727885123
>you should add a cheat code that allows you to play as Moe Szyslak
I second this.
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>>727885562
mine was channel 3 lol
but nah, as soon as you put a game into the console the TV will be stuck on that til you remove it

that's actually a pretty good idea. maybe I'll make the channels numbered instead of cycling through a random pool of videos, then have one channel is for going into the games
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>>727885123
can you add an animation of him swiping upwards with his arms when he gets picked up? makes it look more like a struggle is happening
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>>727886141
or maybe just kicking his legs more forcefully
>>
How did you guys get good at texturing?
My 3D modeling skills are getting pretty decent but texturing seems impossible to me.

Drawing and rendering is so hard.
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Okay, I am literally having an anxiety attack and experiencing major depression scrolling through this thread. How did so many of you learn and get so good at indie game creation? I feel like I'll forever just be an idea guy and never actually learn how to make something.
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>>727886141
>>727886216
sure! I'll try that. It's true that the animation looks a bit silly right now
>>727886270
>How did you guys get good at texturing?
never did, so I go for simple textures that add more noise than detail. For the scenario I just use free textures or buy them from a pack. Applying textures in Trenchbroom is childs play
>>727886298
>How did so many of you learn and get so good at indie game creation?
never did. It's a matter of practice and getting experience
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>>727886298
just keep doing it. don't get over ambitious and start small
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>>727886298
It takes time for people to learn how to do things, after all, Rome wasn't built in a day.
Keep making games and don't let your ambitions get the better of you.
>>
Currently wondering if it's worth implementing steam cloud saves, game's coming out in a couple days so might be tight getting it to work properly. Also super pissed because there's an ultra rare crash that I can't reproduce and fix
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>>727867972
He doesn't have the time/willpower to work on game, find someone else to help with your game
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>>727886270
I use substance designer for more basic/generic textures. it's not really useful unless you're tiling the textures you're making

for characters and more unique objects, I unwrap them, set up the UV layout, and then paint a very basic "sketch" of the texture directly in blender.
Then I export the UV layout as a transparent png and the texture I painted into krita. From there, I use the sketch + UV as a guide for everything.

I don't really like using the texture painting in blender, but my models/textures aren't that complex, just ps1-ps2 level, so I don't really need to fuck around with it.
there's an add-on called ucupaint which gives a few more features. or also substance painter or marmoset toolbag, but those each cost $200+ for the full license

really all it takes is practice, or getting good enough to make simple but competent low-poly art and sticking with that style like 90% of the 3D devs here lol
not saying low-poly is a bad thing, you can pretty quickly get to a point where yours has it's own unique qualities and look to it

>>727886298
just do it a lot. gamedev skills are compounding so if you work on it a ton, you'll progress really fast as long as you keep challenging yourself.
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>>727869526
I write down important details, the rest I can forget about
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>>727836959
need to design environment concept art assets for my game, it will be a store interior.
Is Pintrest still full of AI slop, or can I safely use it to search for reference material?
Also, how important is it that a vidya store reflect the personality of the operator?
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>>727876132
You lose 10 bazillion solodev credits if you use someone else's solution
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>>727837025
>>
>>727842948
>>727842275
what happened to the rabbit
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>>727837025
You literally asset flipped a game. You made asset flip: the game. You didnt even hide it. Some of it also looks like ai too but that isn't a problem on its own. And why the title? Is there some correlation to the name and anything with the game? What else should anyone here say? You put so little effort into this shit I mean...
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>>727837025
>i will show you... pain
based. if there was a torrent i'd play it
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I worked on some more music today.
https://vocaroo.com/19CU0avVfxKw
https://vocaroo.com/15RJlNHCMEpS
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>>727857205
>Cool but you need to figure out enemy path finding
I added pathfinding and some other things

>>727872175
>cute, I like that you can put a hat on him
Maybe custom hats could be cool but it's mostly to indicate which class you are.
>you're a wizard harry
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you can do picrel by declaring your vars like this:
>@export var whatever = "shieeet" ## the comment that will be displayed in the editor
pretty cool, took me ages to realize this lol
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>>727869526
I keep it all in my head and if I forget something I just think up something else
>>
Should I just give up and use chat gpt to do the coding for me?
I can do the art, animations and music just fine but coding what I want is a frustrating pain in the ass
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>>727889616
Maybe. The bulk of the code for this is generated >>727889398
But I can hear my fans blowing loudly whenever I play so I know it's unoptimized trash. When I'm happy with the result I'll optimize and fix the code but I know I'm able to because I'm mainly a programmer.
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>>727889398
dont put the enemies on the map. You are getting rid of the cool mistery and feel of danger and instead turning your game into a lawn-mowing sim with frogs
>>
I made a mod for Morrowind 10 years ago ask my for game dev wisdom
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>>727889914
I was thinking of this earlier but it wasn't high on my priority list to fix but I know a game that does put enemies on the minimap and bosses especially. I'm not sure, enemies not, bosses yes?
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>>727890131
if the goal is to find the boss then maybe? maybe you could put it there once only 20% or less of the mobs remain alive. Like "okay dude you killed most of the fucks in this level, here's the boss, go kill it!"
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>>727890231
Yes good idea like older games did. But best way is just to vary between dungeon floors and show all time, 20% mobs dead or never. I'll add it as option.
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learning c# to make a unity game, my god this is the driest read i've ever read. even just one chapter a day is pure hell.

it's totally fine to just skip all the linQ, asp .net and wpf shit that makes up the second half of the book right?
>>
>>727837025
I have no idea what's going on in this game other than the fact that you stab things. The trailer is extremely schizophrenic and there's no sense of what the game is actually about.
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>>727890027
YEAH, UH. WHAT THE FUCK?
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>>727881786
>Game design is not a hard subject.
ideaguy moment
you're cooked.
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Caught in the afterlife
I've gone too far
When sorrow sang softly and sweet
The air was filled with tears
Full of sadness and grief
When sorrow sang softly and sweet
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meh, its crap, maybe couple friends of mine will play it for out of curiosity
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>>727890481
isn't .net on 11 now? you're missing out on a lot of useful additions. one that was added in .net 8 is default implementation of interface members, it's really useful for things that are too much for a standard interface, but you don't want to make it an abstract class.
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>>727874776
Just have AI do that shit
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>>727891114
it's fine, i'm just going to read the changelog announcements for new versions of c# and .net after finishing it.
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>>727891098
its giving
"AI Slop"
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>>727891098
that bright background hurts my eyes
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>>727891242
>>727891326
and those are good things, my target audience is 6-12 year olds.
>>
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>>727891894
megakek, thanks anon
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>>727891894
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got the QTE up and running. I'll try to not abuse this mechanic, but I have to confess I loved the ones on Metal Gear Rising, they added a lot to the feel of the game
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>>727892183
i hate qte so much its unreal
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>>727892232
I understand, and I'll make them easy and more about feeling the danger than actually struggling with it. That said, some games just wouldn't be the same without them.
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>>727892183
If you ever go on to implement a large enemy that tries to maul the player, add in a QTE of the player just prying the jaws open from the inside.
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>>727837025
IMO
>Too much hitstop
>UI looks bare bones
>Lack of overall art direction
To further elaborate on the last one, the game looks like ten different games mushed together.
It doesn't have a distinct identity.
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>>727892183
nothing wrong with good QTEs, people just got tired of them because they were trendy for a while and usually done poorly
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>>727892371
that's a cool idea! QTEs can make a cutscene much more cool
>>727892413
yeah true. I hated them in Dragon's Dogma because instead of pressing a button they made you move the left stick from one end to another, which was almost painful
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>>727889398
Be sure to borrow/inspire from many examples beyond just realm of the mad god. A lot of realm-like attempts and flops out there
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>>727837025

looks fine, probably budget for marketing. there's 19,000+ games coming out on steam every year. People don't know your game exists.

rest of the replies is just anons coping.
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>>727892183
for the love of god add in some sort of unlockable that lets you skip the QTE's, or makes them shorter
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a ribbon is something rare
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>>727892723
I could add a buff for that, sure why not. But it won't be often that you are presented with one of those anyway
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>>727837025
>Bad cover art
>Looks like a generic unrela asset flip
>Generic music
>Generic name
>"Work in progress"
>Generic UI
>>
>>727892671
>Be sure to borrow/inspire from many examples beyond just realm of the mad god. A lot of realm-like attempts and flops out there
Haha you realized. I mainly just really liked that game but had some ideas on how to do things different, I think their class system got out of hand and their P2W way, but the game is dying slowly too so I guess they have no choice. To be honest if I could just boot it up on Chrome I would still play that and even then they still have rampant cheating, but I guess it'll only get harder with AI now. I also felt like their dungeons got really repetitive aside from it just being old and the waiting for people to pop bought keys with real money really ruins the game too. Potions now are worthless really and there's no real economy either and sometimes the perma death really sucks, so I don't know if I want to have that but it would neutralize a lot of possible long-term issues like inflation but those things are too far ahead in the future for me to be thinking about for now.

I'm mainly getting the gameplay right and then deviating with inspiration from other games that I like for sure. If you have any other cool games or examples or ideas, feel free too.
>>
>>727892183
I hate QTEs and I'm not ashamed to say I always turn on the corresponding modern accessibility option which is usually "hold to win QTEs".
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>>727892724
Looks nice anon. Looks a bit busy but I assume that's the point
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>>727892183
This looks fun but I would make it take less mashing to break out of it. For something like this that could happen multiple times and interrupt fights, you should be able to break out of it near instant if you smash your face on the controller
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>>727893431
>accessibility option
damn, I just realized I haven't put any of those in my game. Do people really care about that stuff? I don't mind putting an "easy QTEs" option, but all the other stuff like color blind and shit is probably a lot of work...
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>>727837025
You honestly have no marketing sense. You should have leaned into the citizen kane thing and stole its box art composition. Give the game a clear tone of silly / fun high octane combat while parodying self-serious games like dark souls.

Or if you were genuinely trying to make a serious game you should have hard commited to that and leaned into a dark fantasy aesthetic with slower more methodical combat, and picked a title that doesn't sound like a movie parody
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>>727893581
I'll try reducing the button presses from 20 to maybe 12, while having the harpy fly up faster
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continuing work on the dialogue scenes
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>>727893683
The bare minimum is probably full controller rebinding support and difficulty options. The rest I would probably just wait until someone complains.
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>>727836959
i switched to linux so now im in the middle of compiling ue5.7.1 from source. no idea how im gonna package windows games. might end up jumping ship to godot or unity if its too much of a pita
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>>727893876
I only have keyboard rebinding...
don't think I'll add difficulty options either. Maybe an easy-baby modo down the line but balancing multiple difficulties for a long game sounds like a pain
>>
>>727893683
Make an arachnophobic mode that replaces everything with more spiders.
>>
>>727893354
There definitely are a couple out there inspired by realm but have their own unique design ideas, one of those realm/bullet-hell like games had a few items referencing or a nod to realm but I can't remember the name for it unfortunately, but it had its own art style different visually from realm, there was also another game where you play as some wizard entering rooms, more focused on bullet dodging.
I know one game that I did play it's simple sun, see how long you can survive, more close to an arcade like game it's called witchinour: https://store.steampowered.com/app/620900/Witchinour/

There's better polished examples though but I can't remember the other two realm-like games that branch away from realm.
>>
>>727894014
Difficulty settings are a long conversation to have but generally when designing an easy mode, you just... don't design it lol, they're not going to engage with the mechanics meaningfully anyway so just halve health and damage values across the board and be done with it. You probably don't even need a hard mode if you don't feel like it. I only played DD2 but I remember it only had a casual and normal mode.
>>
>>727892183
what happens if she tries to fly you over a cliff?
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>>727894068
how about a goblinpohic mode that replaces everything with goblins? even the player
>>727894363
>when designing an easy mode, you just... don't design it lol
yeah agree! that's what I thought about the easy mode: just cut all damage in half and call it a day. If I were to make a hard mode I'll put more effort into it, and I'd do it the DOOM way: same numbers, just different enemy and item placements. I think that approach is great because it makes the game more replayable
>>727894568
you fall and respawn near the cliff where you falled from with less life. If you only have 1 life-point when falling, you die. Basically the Zelda approach. I don't like when I die just from falling from somewhere, feels unfair some times. Webrel shows it.
>>
>>727894014
Don't add an easy mode, add a hard mode for gamers.
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>>727894942
You can do that too. It will cut down on the assets that need to be made.
>>
>>727894195
I know which one you mean but I forgot the name too, thanks for the link I took some inspiration out of it. But my ideas were mainly just like have a dungeon level be a platformer with gravity or defend a room like get closed in, survival mode or just fun things like this per dungeon level and have like maybe a shield spell or something like from MOBA or endless possibilities as long as it's fun. Maybe I shouldn't stick to a 4 item equipment either, inventory was always cramped in Realm and I increased obviously. Maybe I could use a Minecraft like or MMORPG style inventory or quick actions, I'm just throwing ideas out I have at the moment. I'm also still on the fence whether it should be a single player, co-op with 4 players or full multiplayer game. I have to consider scope obviously.
>>
>>727886298
>How did so many of you learn and get so good at indie game creation?
Your first mistake is assuming all the advice is given from Anons who actually finished a game and sold it. It's all /v/irgins spouting bullshit.
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>>727886298
Nobody is perfect, if you find the motivation you will learn it fast
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thanks for all the feedback, good night and wish you a lot of progress
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>>727836959
It's going alright, I'm currently messing around with random modifiers and controller support
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>>727886298
>How did so many of you learn and get so good at indie game creation?
I'm just here to dunk on rasko for fun.
>>
>>727881786
you're right, it's not a hard subject. so get to it.
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>>727891894
let me introduce you an old friend of mine
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>>727896167
The determinant of your matrix is zero which means your scalar values are bad.
>>
>>727890481
>a .NET book to learn C# for vidya
NGMI
just unironically do some shit like Head First C#, or more directly, Unity in Action, if you're doing a book.

Or find a decent udemy course
>>
>>727895051
nothing wrong about sticking to one game it mainly borrows influence from, it's just realm has its trappings and issues, some good, some bad but you can learn from what you dislike about it to not accidentally trap yourself in with your game, it helps playing a variety of other things to find easier time figuring out what designs you do like and want out of your game.
>>
>>727897160
Yes fair and I'm very opionated about the things I dislike and want to change and improve upon so I think that's alright, I think the main issue surrounding Realm is also that the players have been used to a particular type of gameplay and don't like change so with how long it's been out it's hard to make changes without gamers just throwing a fit, which is where new games can innovate. I'm thinking of making it either a co-op game on Steam or just a MMO type game but the latter would be hard to monetize and I think people would appreciate a one time fee of like a few bucks on Steam too for a done game
>>
>>727894942
>I don't like when I die just from falling from somewhere, feels unfair some times. Webrel shows it.
what about some movement techniques to bring yourself back up? Stabbing your sword into the cliff side or something
>>
>>727836959
I made a new audio track for the game.
https://vocaroo.com/110J73LrGzhP
>>
After seeing a lot of these demos and gameplay snippets I feel really good about my game.
>>
Is this one less spammed and culty than /agdg/?
>>
>>727900845
For the most part. You'll get an odd retard like >>727851865 every now and again, but telling him to fuck off is enough to scare him away.
>>
>>727900845
We had a thread Thursday last week, it went mainly and mostly normal. This one just a few days after the end of the last? It is terrible. This unfortunately is the norm now. It all ends up being a fygoon suck off party where people rage about him, troll, pay attention to him, give him positive points about his balloon art, acting like adult barney, literally everyone else ignores him but a select few and even me bringing this up is the negative thing I hate.
But it is miiiiiiiiiiiiles better than /agdg/ that place is fucked.
>>
>>727900845
agdg is healing
schizos are mainly in /v/ threads now
>>
>>727842039
This shit is fire fr
>>
>>727873995
It's also a gay romance story
>>
>>727837025
I'm just piling in here, not sure if you would even still be here.
but look at fight knight, it has a similar theming and quirkness it seems like.
but the presence of custom art elevates it immensely.
your game does look good, and I do feel like some of your qualities comes out, especially in the kinematics, but other than that this feel too unreal assety, you need to put more of your identity in the game. The environments look good, I assume that's your best skill, am I right? maybe go even further with the environments and make them more distinct and unique, they look pretty generic
>>
>>727902229
His assets are Paragon rips. Low effort shouldn't be rewarded.
>>
>>727837648
>>727842275
>>727842948
So uhhh male or female? Asking on behalf of...myself. The blink made me think female but now I think it's a dude...
>>
>>727903125
they/them with a tight pussy :)
>>
>>727849303
based Zukowski poster. you should do run down on other anons game pages
>>
So airstrip angel got an update, that's neat.
>>
So coom shit angel's dev got arrested for csam, that's neat.
>>
>>727903608
Post game
>>
>>727903267
Post game
>>
>>727903861
You know where it is
>>
>>727903608
This you
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Ohhhhhhhhhhhhhhh so this is where /agdg/ posts now, no wonder I couldn't find much of the games anymore.

>>727884583
Feels way too bright, maybe tune the brightness down a notch?
>>
>>727904023
They raided this thread and sometimes create grifter threads. Beware.
>>
>>727904485
meds
>>
>>727888095
You can try asking /ic/ for some in their reference threads.
Or you can look at 3d models of stores. That's what I usually do.
I don't think they have them for commercial buildings, but you could see if there's 3d tours of stores.
If none those work out you can always look at concept art from games.
>>
>>727894961
>>727894014
hard mode in action games requires harder enemy AI(probably built in flags rather than new scripts), tweaking timings of animations and stuff like that, to make them riskier.
I respect goblindev but being realistic about his skill level, the main thing hard mode would do is make everything tankier. not fun.
>>
>>727900605
>https://vocaroo.com/110J73LrGzhP
what's it gonna be for
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>>727868243
im a prince / bowie level music bro
hes just getting high and wasting time
u HAVE to ditch him
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finished earth combo
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>>727868243
>When he can work, his music is definitely good.
well how can you say that
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>>727907302
speed up it like 25% and it will look a lot better
anyway nice work man
>>
>>727907302
noice, I wanna play pixel Avatar.
>>
>>727841594
This kinda reminds me of that one KeepOut browser game from middle school
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>>727853054
anon this game is the cutest thing ever when you finish it i'll buy it even if you set the price tag to $6,000,000
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>>727837025
This is honestly hilarious, /v/'s lack of noticing just makes it even funnier.
>obvious asset flip with hilariously awful animations
>accidentally included a screen timer in the trailer
>attacks blatantly stolen from souls
>everything floaty, obvious jank on display
This is some Wiseau level shit, I'm honestly impressed that you somehow managed to make the graphics(when absolutely nothing is moving) look so good.
>>
>If I let players change window size they can do it during the upgrade menu which has to take window size into account when positioning tooltips
fuck this gay shit.
>>
>>727910468
as long as it only breaks the tooltip currently opened and the next one works again nobody will complain.
>>
>>727911401
I guess I'm just frustrated because uidev doesn't feel like making progress.
>>
>>727912051
use claude to handle ui? why are you wasting your time if you don't enjoy it?
>>
aislop can't solve everything and doesn't know the structure of my project. it sure can show me the right direction but connecting the pieces is up to me.
>why waste your time if you don't enjoy it
you don't imprint the knowledge in your brain if you just copy paste. Doing is a big part of learning.
>>
then don't whine?
>>
>>727837380
If I told you that youd just rip off the game im planning on making.
>>
Minigames are the perfect excuse to experiment and learn some new stuff
>>
>>727913226
no
>>
How long do you solo devs spend with placeholder assets before committing to the time of building shit for the final product?

I'm still learning/doing foundation work on all of the shit I want in my game, but I am slowly approaching the point where the dummy model with basic bitch animations I'm using will need replacing with something more specific my gameplay so I can fine tune the look and feel of it. I think I hate texturing assets more than anything, simply because that's what tends to breathe life into the style of choice.
>>
>>727914209
While prototyping I need to make sure that I can find a good artstyle that I can create. I would not start serious work on any game before knowing that I can do the art for it.
(This would be one room, a character or few, demonstration, not full scale)
>>
>>727881147
Is there a camera shake intensity option? It's a little intense for my tastes in the webm, but that could also be due to the framerate you captured it at.
>>
>>727914209
Until I’m basically done implementing the main gameplay mechanics
So near the end of an alpha build I guess
>>
>>727914312
I'm definitely doing a vertical slice when it comes to making the environment and matching the character with it. My biggest issue there would just be in shader shit, since I have no experience with those outside of Blender's approach, which I don't get an equivalent of out-of-the-box with Unity.

Ideally I'd hit half of the visual level of Hi-Fi Rush (cell shaded w/ PBR workflow for detailing/lighting), but the devs of that did a lot of custom shader compositing work to get it looking as squeaky clean as it does for a UE4 title.
>>
How do you guys decide what graphics card(s) to optimize for your title?
>>
I caved and used pure unedited gpt code to make a* pathfinding, and it worked first try after linking my systems and a debug viewer. Now I gotta make the units. Should be fun, just health, damage, speed etc.
>>
>>727914898
>"Does it look like a toaster should run it: Yes/No"
I have my old Ive Bridge rig with a 460GTX in it still kicking around, which is my "If this can run 720p/60fps, I'm good" benchmark. Biggest headache for me will just not being lazy with texture compression on the low/medium settings, since that card only has 768mb VRAM to it.
>>
>>727914898
>Can it run on the steam deck on min?
>Can it run on the steam machine on medium-low?
>>
does anyone know if there is a way to recolor an image in html5 without iterating through every pixel?
>>
>>727901076
>click /agdg/
>notice an avatarfag within first 10 posts
>close /agdg/
>>
Wish you /agdg/ fags would understand you aren't welcome here, this isn't your second home, fuck off back to your cesspit.
>>
So where are the amazing AI games I keep hearing you guys gush about?
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>>727890481
holy shit dude what are you doing
of course everything is dry, you have zero programming knowledge. no shit linq seems pointless when you can't imagine a situation you've run into before where this would save you time

if you've read enough to know what an int, for loop, and array[] is, you don't need more to make a game. make a game, THEN read the book
or go read C# player's guide, that's a book that makes you use the concepts in projects as you go, which helps them stick
>>
>>727837025
As someone who actually loves this type of game, I'll answer:
>ONE fucking enemy
Apart from the slop and jank seen in the trailers, this is just massively offensive. Why would I pay for something with ONE simple enemy?
Are you genuinely retarded?
>>
>>727837025
assetflip with broken physics and buggy graphics?
goty 2025
>>
>>727915887
that's a funny story actually, I wrote that agdg is healing, f*goon read that and decided to drive-by with his shiposts. I guess he really can't stand being a laughing stock and needs to drag everybody else down.
>>
>>727914898
if you're not AAA how could you possibly run into a GPU limitation? you don't sound like someone whose game will feature ray-tracing so wtf are you doing, man?
>>
How the fuck does Godot have no native 3d terrain system still? Unity & UE both do and they're both good enough for 90% of indie dev's needs.
It's so much fucking extra work exporting one from Blender and having to chop it up into sections to LoD for keeping the scene polycount sane.
>>
>>727917590
have you tried checking if there are any plugins that work for your use case?
this one doesn't seem half bad https://github.com/TokisanGames/Terrain3D
>>
>>727917590
>>727918479
That plugin is the "native" solution. If enabling a plugin is too much work you might want to rethink that 3d game you're making and stick to pong
>>
>>727906661
Trailer
https://www.youtube.com/watch?v=l1Z4H4V2O3A
>>
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Simple bobbing animation through sine and cosine functions
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>>727892676
bet you did not look at the gameplay at all it looks like shit
worse than a free game you'd find on itch.io
>>
>>727917590
Godot is meant to be barebones.
Instead of having native terrain solutions that they have to keep working between versions, they leave it up to the community. The downside is you don't have anything really, you have the editor, graphics rendering, sound and a handful of basic tools.

If you're spending that much time with Blender and for some reason don't want to use a Godot plugin why aren't you writing a script for chopping it up or looking for a Blender plugin that does it?

I shit on Godot constantly but this is the one area where Juan is actually properly managing the project.
>>
>>727914898
I've always been a fan of low requirements, recently I've been targeting the SteamDeck in handheld. My graphics aren't anything big and fancy so I'm targeting stable 60fps on the Deck with as much battery life as I can, I'd be willing to go 45fps.
The Deck is an easy cheap target and it's much easier for users to compare their hardware to the Deck than whatever hardware you decide to target.

>>727917371
You still need to pick and choose what is going to be your recommended hardware.
You build a machine and "target" it with your own parameters for how it is you're recommending it.

AAA games, especially by studios owned by Xbox like to use the recommended machine as playing on medium preset at an unstable 60fps.

Personally I think Steam should make note of what the developers intended target is when mentioning specs. You could very easily make your recommended specs really low and just clarify that your "recommended experience" is playing on low at 20fps.
>>
>>727914898
My game will run on Windows 98 tier PCs
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is there a market for prehistoric games?
I'm not talking about Dinosaurs.
made this model for a test... the texture was just projected on from a picture
>>
>>727919785
>prehistoric games
That's not a game genre, that's a setting.
I think the setting is something people want, it's just no game has ever actually captured the market properly.
Personally I think the setting can't fit the medium of video games, it's like a medieval MMO where the world is player made, good combat, player economy and so on. It's just not possible to make enjoyable because video games just don't do the fantasy justice.
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>>727919785
Fix your weight painting man.
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>>727919785
>is there a market for prehistoric games?
Of course, it's-
>I'm not talking about Dinosaurs.
Then no, unless you are doing weird shit with the weird early parts like precambrian's fauna - but then you would get a much bigger audience rewriting them as SciFi aliens.

Non-weird, non-dinosaur ancient animals have next to no appeal by themselves, at least to the average audience.
What type of game do you intend to do? If you decide to proceed with that setting, your game will need to stand entirely by itself.
>>
>>727919785
conan the barbarian is pre historic
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>>727919136
nice, making stuff bouncy is important for giving life to a game
>>
>>727903217
I would if anyone wants me to, Its very satisfying, I messed up my own steam launch a few years back so it feels good to help others learn from my mistakes.
>>
>>727919627
recommended specs are an interesting topic but I don't see that in the previous question, which was about optimization. recommended specs can be chosen for any game without doing optimization.
>>
>>727921625
>I messed up my own steam launch a few years back so it feels good to help others learn from my mistakes.
What was your game and what were your mistakes?



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