How is that game coming along?>What engine do I use?Godot: https://godotengine.org/Unreal: https://www.unrealengine.com/en-USRaylib: https://www.raylib.com/>2DOpenGameArt.>3DSketchfab/OpenGameArt.https://www.fab.com/ (Some may have been made with AI, be sure to check altough that's not a guarantee)>Music/AudioFreesound and OpenGameArt.>But I want to use AII don't judge, go ahead.>2Dhttps://gemini.google.com/ (Nano Banana Pro)https://retrodiffusion.ai/>3Dhttps://3d.hunyuanglobal.com/https://microsoft.github.io/TRELLIS.2/>Music/Audiohttps://suno.com/ (They recently added audio one shot and looping effects)https://elevenlabs.io/ (Voice acting)
The more frequent these threads are, the shitter they are
>>731836926nigger you are going to get these threads banned for being a general.
>>731837037>>731837082If they could ban the shitter spamming axewounds in /vg/ then sure
>>731837082yeah I'm putting this one on ignore, hope this faggot OP gets buttblasted as he so much desires
up
Put in the spurdo variant from my last game in for fun. Fits well, like a punished Spurdo.
there are no good free asset packs for sound effects or just a top down dude sprite
>>731839198https://gdc.sonniss.com/
>be me>working on a 2d multiplayer browser game>using 2d canvas for rendering, everything is working surprisingly well, can even get 60fps>try the game on iOS and suddenly realize that css filters on canvas don't work and things look incorrect>safari ios is a crash happy piece of shit>web audio api needs to rubbed the right way to play music on ios safari>now I'm considering refactoring my renderer to use webGL instead which means the code will be super verbose to do and look exactly the same>I understand they do this on purpose so you make an app for the crapstore>I refuse to make an app, I refuse to give apple 30%I hate Apple so fucking much you can't even imagine.
>>731839480>>try the game on iOS>I hate Appleuh-huh, sure u do
>guy making a classic Resident Evil game template for Godot up and vanished a year agoits ogre
>>731840175Time to switch to Unity
ignore threadwe just had one that ran its course a few hours agokill yourself OP
>>731837082This cringe OP is definitely gonna destroy those threads, so I'll have to support you with a (You).sega
Fixed every issue I found if the falling mechanics (although it's still not complete yet, I haven't implemented crushing, or death in general) and added the ability for entities to carry things on top of them. Next step is victory condition detection and UI.
What makes Unity or Godot a better choice than Unreal for 3D?
>>731839572So I'm not supposed to test my game on different platforms and blindly hope that they work correctly? How retarded are you?
>>731841275If you have to ask, you will never finish your project in Unreal to make a difference.
>>731841275If you have any engine question you can't solve yourself then the answer is pick Unity. No matter the question.Unity is better for beginners, which is way more important than feature X or Y being slightly better/worse in other engines. That is something you can worry about once you aren't trying anymore to figure out the difference between list and arrays.
>>731841275Unreal comes with lots of bloat. Unless you're making a triple a game, I'd stick with unity if doing 3d.
>>731841138Do you have an undo button yet? Probably best to do it from the start.
>>731842667I have been doing that from the start, actually. It works. You can even undo resetting.
>>731842742Nice, yeah that's one of the things that's easy to do if you plan for it from the start.
>>731842885It's not easy the first time. Although I guess this isn't my first implement the command pattern, I also had to do that at university.
>>731842939well yeah that's why it took John Sokoban 10 years to make that
>>731841889This is a weird meme but even the UDK was easier than using unity and I tried both.
>>731843218I get that you are joking, but Braid's time rewind mechanic is a lot more sophisticated than any sokoban's undo, including his own. Which this said, talking about undo make me realize that I could replace my stack of lists of commands with a stack of stacks of commands.
>>731842742I keep seeing the Scott Cawthon logo in your test level design.
I can't even THINK of a game.
>>731839143Looks dope. Is that a custom shader for the crt lines effect you haventhere?
>>731837107It's unholy, really
>>731839143Extremely well made
How important in horror is the aspect of a weak or frail player character? I dislike games without combat, but if you are a one man army, true dread won't be experienced.One cool feature would be an injury system, but the run would be ruined, if you break a leg early. Mechanics that encourage save summing are always worst design.
>>731845774If you are solo, you can only make retro games imho.
Hello /v/,We at /v/3 are humbly asking one final time for you to vote for a modifier for our World Famous Game Jam.Yesterday the winner was lootboxes by a whopping 80 votes. 80 is a big number, but it's not as big as 100, which is the amount of money you could win in this jam.Today you will be voting on:>Quick Time Events>Magic Meter>Educational ContentVOTE HERE: https://strawpoll.com/XmZRQdwW3gdJAM LINK: https://itch.io/jam/v3jamThis is the final day of voting, the jam itself starts on Sunday. Hope to see you there!
>>731846631Forgot to add that instant or menu healing is really killing the atmosphere. Then again, if you only heal while loading a save, you ruin pacing and encourage to to save scum.
>>731846631I like what Metroid Dread did with the EMMIs. They one shot you, but there's a very tight and RNG dependent window where you can parry them and save yourself. You still feel helpless and you feel that (Metroid) dread but the player still has a little agency.
>>731846796I'm just gonna do all 9 modifiers and make an absolute shitpost game
>>731846680who, me?
Started implementing a weapon system, and decided that the flashlight will change color when player aims. Might make that weapon and tool dependent too, so you can become an angry turret you always wanted to be.>>731839143Oh fug :-DD
>>731846631Resident Evil is my favorite survival horror series. It doesn't matter if you're Beef McGunner when Nemesis comes after you. That too is a matter of selling it, you can see how it works with original characters and in REmake3 Jill just bitches at and mocks Nemesis, signaling that player shouldn't take it seriously either.
>>731846879Exactly what I was hoping for, thx. Very neat. Just watched it, md has 4 animations for grabbing and killing each. They are in dependant from each other, so 16 possibilities. Maybe a continuatous variable works best here? A instakill can be replaced by a high chance of significant injury. Dodge, parry and counter, which one to choose?
Ive been looking for a job as junior gamedev programmer for like almost 3 years now.Everyone tells me my curriculum is good for a junior but nothing. I can't get hired as a junior programmer in other fields either. I'm just applying and collecting rejection messages.
>>731847115Ye
>>731847428Sorry but if you can't be hired with cheap foreigner visa or aren't part of the DEI club, the only real way for you is nepotism or going your own way.
>>731847428Unironically do the /v/3 game jam as a resume project, and just delist it from the jam after so employers don't see 4chan
>>731847409Finally an enjoyer. >re3r jillEwww, ugly. She's very entitled and strong. Recently replayed it and must say I hadn't had any fun.>re best seriesSure, but there are decent clones. Some are criticized very harshly imho, like mute house or the plot of tormented souls 1. Sure, clones are generally weak, but fun nevertheless. I want a horror fantasy setting. Basically how pe2 did it, minus the combat mode, but more rpg elements, like cities or camps, some npc interaction. >>731847428Jr are there to enslave. No one took you and no one will take you.
>>731847524That's true. Working people in the west are basically are nepo cult at this point.
Friends,We are facing a literacy emergency.If you walk outside right now and ask a random adult what the Ship of Theseus is, they will panic. They will think it is a Greek restaurant run by illegal Mexicans. They will tell you they are late for something and hurry off with a red face. This is the society we have built.Educational Content is not about making this jam boring. It is about weaponizing knowledge. It is about forcing people to learn what etymology means while they open a lootbox to mouth-made SFX. It is about discovering a logical fallacy by accident and then immediately dying.This is immersive education.This is how you reach people.Without Educational Content, we are just making noise. With Educational Content, we are doing public service.Vote Educational Content.For literacy.For philosophy.For the unnamed future generations who deserve to know what a fallacy is.Thank you for your cooperation.
>>731847630Yeah RE is just my personal favorite, plenty of other good stuff out there too. Related to original question, Silent Hills also had combat without taking away from the atmosphere. The only game I can think of where I actually think that combat took away from (and devs seemed to agree) was the first Penumbra. As soon as I killed the hostile thing in the game I encountered, the rest of them became a puzzle of how to kill them rather than being scary. Of course I could've choose to go non-lethal to avoid it, but that's a different discussion I think.
>>731846631The 2 most important elements for a horror game, in my opinion, are>having stakes for losing>skirting the edge of deathFor the first one, you have things like fixed save points or even consumable save items, the further away you are from your last save, the scarier every threat becomes, because losing means going back. It's why bite-sized games like Slender, FNAF, etc. are so effective as horror games. Progress builds up (pages, minutes, etc.) and losing means losing all of that progress.For the second, the goal is to always keep the player feeling that death is close, but also giving them some room for error. If there is combat, the player should always be worrying "how much closer to death will this encounter make me?". This also applies to rationing ammo or tools.
>>>/wsg/6082348My game has a very goofy and silly story. I'm thinking I should go with a "cartoony" art style, because a realistic art style might clash with the type of humor in my game. In the webm linked above, some of the artwork in the gameplay state is final, but obviously all the cutscene artwork is still temporary. My artist is currently working to replace the temporary cutscene artwork, and she sent me pic related. It looks really good on its own, but I'm just not sure if it matches well with the rest of the art, or the game's humor. Anybody have any input?
>>731849768She also sent me this, as an example of what the two human characters might look like with a more "cartoony" art style.
I want to fuck this ugly faggot in the ass
>>731846958>Permadeath arcade game where you bet money on if you can complete a QTE, then spend your winnings on lootboxes at a shop with a well endowed shopkeeper who tells you rhyming animal facts to fill up your magic meter all while mouth sounds play
>>731847792Combat alone is fine, its>>731847906>skirting the edge of deathDread and danger are needed. Stakes for losing goes without asking.>consumable save itemsYeah, but maybe save state for leaving the game, else it's bit strange to play. Maybe at the cost of a bit health or a small debuff.>room for error and yet death is everywhere>how much closer to deathI'd rather have space ammo, similar to sh4. Ammo should pack a punch, not like the peestool in re, basically worthless. Rather having here and there an unused bullet that can be used as trump card.>rationingEven if it means softlock, your goddamn fault, shouldn't hand out bullets like candy. Few and far items in-between, but items are actually useful and literal game changers, unlike re4 or dead space, where enemies are pinata for everything you could ever desire, be it jewels, gold or shotgun shells.
>>731850257>>731850257Can use his mouth, in that case they are interchangeable.
>>731846796I joined, but I can guarantee I will forget about it and will be playing video games instead of making some mspaint art tier game in unity
>>731854243>I will be too busy consuming to add something to the world
>>731846796I predict that you will get four entries and they will all range from unplayable to awful
>>731846796>lootboxes wonare you not even gonna ponder the fact that it had 2 votes vs 15 yesterday and now it shot up by this much, which might imply rigged votes?and I say this as the guy who wanted lootboxes to win yesterday
>>731854704Ponder it? I'm well aware it got rigged but even if I remove an insane amount of votes it still wins. It won regardless of it being rigged or not
>join game dev's discord server>leave feedback message>no response>messages sent by others after you got hearts>leave discord serverFuck this guy, game is good, but this kind of shit makes me want to download your shit for free
What are some things you love / hate in fantasy settings?>loveEverything is new and that alone is magicalInteresting magic systemsNew races and their relationship to humans>despise It's always the medieval cookie cutter fantasy, in a bad waySamey worlds where you can't even distinguish themAlways the same few fantasy weapons and spells, like long word and firevall
>>731841275I asked the question in the last thread or so and I agree to the other anon who said for you it's pointless. Pick what you like. Must say, it's the best answer I got. While there are plenty of differences, none of them do matter to you in your current stage. I know plenty random stuff about either engine, can't say it has any use to me. I choose godot btw
>>731855151people always flee to medieval because have you seen how shit things are in real life right now? and it will only get worseI no longer look forward to the futureanyway if your game lets me date a non human I'll buy it