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File: gameengines.jpg (82 KB, 1024x576)
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How's your gamedev going fellas?
>>
>>734880005
I gave up
>>
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Still in the UI coal mines
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>>734880005
Very bad.
Spent a whole day trying to get tail physics to work, but even with AI help, I couldn't get it to work at all.
All I got in the end is something that's close, but buggy.
If I move the tail slowly, it kinda works.
But if it's moved too rapidly, the character joint doesn't respect the limit and breaks (in the end of the video).
It's very frustrating because I just wasted a whole day for nothing, and it doesn't seems like I'm making any progress either.
https://files.catbox.moe/31u4tg.mp4
>>
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Finally got off my ass to add changing settings through the menu. They're also persistent now so it'll always load in the correct settings if you reload/close the browser tab
>>
>>734880514
looks good
>end of video
what kind of situation would cause that? could you just make it rigid or manually animate it for any hectic character animations that would cause that bugging?
I know nothing about animation or IK btw
>>
I got bummed realizing the bulk of the content creation and balancing is ahead of me but I'll churn through it.
>>
>>734880005
Why would you invest to make a game that you'll never be able to sell and if good is only going to be pirated anyway? where do you even sell it on your instagram page? nowdays "indie" games are made with billions of funding by industry veterans (E33)
>>
>>734881775
>creating UI and systems: wow gamedev is fun
>creating the content: wow gamedev is slavery
>>
Is this any better? I redid the face, trying to go for a more old school cartoon vibe.
>>
>>734882171
Yeah I'd say so. Cute.
>>
>>734880514
why would one simulate the physics of a tail? a complete waste of cpu cycles, unless you're making a porn game and simulating a large swinging cock.
>>
>>734882171
I like it
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>>734880514
>unity
https://www.youtube.com/watch?v=8AHdXkzEiE8

Doesn't look to hard to me.
>>
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>>734880005
I think I've realized a mistake in my presentation. The character's face is their main point of emoting during the dialogue, but it is so far from the textbox, the player has actively stop reading to look at it.

Yeah I guess the font might be a little big too.
>>
Been working on a clock tower level. I plan on grinding out hours today after wage slavery shift to finishing it, reconnecting all my scenes, draw up some sprites that I need, and polishing up the scripts and code I got. Hopefully will get another demo up and ready by /v/3
>>
>>734882171
Its better than the zesty idle bj animation you had before. Nicely animated but too bouncy and :DDD for my taste imo
>>
>>734882171
Looks like the avatar of a millenial youtube video game video essayist
>>
>>734882171
Do furry character, easier to market than generic blue clothes guy.
Even salaryman Shi main character was a more interesting MC
>>
>>734881735
what kind of situation would cause that?
Making an action game, so maybe the character just moved too fast or a backflip could easily bug it like that.

>>734882237
Just want to make a cute cat girl character.
And a tail physic would make it stands out.

>>734882357
Seems like he just used a tool for VRC avatar creation, and even then it has the same issue where the tail will fuck up if you move the character too much too sudden.
>>
Nobody boughted my game. I have no choice but to give up.
>>
>>734880294
It ain't flashy, but it's honest work
>>
swimming in tutorial hell
>>
>>734884509
What is your game, anon?
>>
>>734884509
There's a sale starting in a week, participate in that.
>>
>>734884865
Sales capture existing wishlists, you don't really get a huge flux of new interest unless you improve the game, market it, and it's good on a basic level.
>>
>>734884939
Putting your game on sale gives you some extra visibility for a few days.
Also, what do you have to lose?
>>
>>734885073
I'm not him and he cries about lack of sales every thread. maybe it's not bait but replying to him fuels his shitpost drive.
>>
>>734885302
I know, but I think it's also good to remind people to put their games on sale.
A bunch of aggy daggy games could have accumulated additional reviews over the years if they took 2 seconds to set a discount every 4 months.
>>
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>>734880005
Pretty motivated. Started off as a small project but ever since I got a friend of mine involved it's become our next thing to work on. Picrel is the only ingame screenshot I took so far (it's a bit outdated now) but it's a dungeon crawler inspired by Wizardry. Have some wild ideas I'm excited to work on (story, characters, mechanics ect). First 3D project of mine which is exciting also. Right now the biggest obstacle would be marketing, currently researching different avenues and jotting them down. My other projects are either jam games or I just tossed them up on Itch with no fanfare. This project I'd like to get some eyes on so gonna put in some legwork on getting it seen.
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>>734880005
Amazing how the White House makes jokes but /v/ devs don’t have a bone in their body to do the same.
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>Game #1: broke even - reskinning it for higher appeal
>Game #2: working on characters and bosses, I always hate making bosses
>Game #3: working on the art, AI makes the bases, I redraw and edit the crap out of it.

One thing at a time.
Good job to shrimp game on getting visibility! You go man!
>>
>>734880514
add more pieces. Is your character going to move the tail that fast? Of course it will break if you do that
>>
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>>734882727
I see. Well, I originally designed the character as a complete stupid idiot. If you play the demo, I made it so that he doesn't know how to read, and if you interact with a sign, it's just him saying "I don't know what this says. It's probably something like blah blah blah". He's supposed to be a high energy, really stupid character, so I figured the bouncy :DDD look would work.

>>734882893
I don't want to do a furry character.

>>734882796
k

Anyway, this is my other option with completely black eyes, and I personally like it better, but pretty much everyone across the board has said they like the version with the shine to the eye, so, obviously I'm in the minority.
>>
>>734886120
>I don't want to do a furry character.
not that anon but add a furry-ish character like a cat or something as an alternate character they can use and this will massively boost sales. I dunno why, but any sliver of inclusion of furries makes them buy it.
>>
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>>734886279
I plan on having multiple masks that are 3D models that replace the head, as well as accessories that would replace the hands/perhaps a tail or something. The engine for this is already in the game (This is an old picture. These heads will not be in the final, obviously). If a furry wants to play as a furry, by all means, nothing will stop them.
>>
>>734882171
looks good, only thing i'd change is making the inverted hull outlines on the body a consistent width. the arms look separate from the body cus the lines are so much thinner than the torso and legs.

you can do it by adjusting normals in view/screen space instead of object space
>>
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Updated a few things for Fygoon's controller. For instance, instead of the crappy raycast call I decided to bite the bullet and use a spherecast to better account for Fygoon's hitbox; now you can be at just the edge of a platform before Fygoon begins to fall. Also, jumping into walls now causes Fygoon to bounce back. Finally, as you can see in this footage, whirling around with a longsword (in this case a Trollglodyte Falcata) will cause the camera to zoom out 40 Below-style to give the player a better view of enemies. Since there has always been a delay between finishing the whirling move and being able to attack again, I made an animation that explains the delay is due to Fygoon getting dizzy and having to ready himself again.
>>
>>734884509
make climbing slop. normies love that stupid shit. all climbing games no matter how ugly and dumb sell like crazy. it's free normiebux.
>>
>>734886279
>>734886489
Mina the Hollower will literally fucking die and prove that furries don't hard carry everything.
>>
>>734885073
>>734885425
Sales don't help nearly as much as you think they do.
>>
>>734886860
>https://store.steampowered.com/app/4440890/Climbing_Simplified/
>>
>>734885957
I think that's enough pieces for a low poly character.
And why would it breaks?
Aren't the limits supposed to "limit" the angle it can twist/turn? Otherwise what's the point of those limits if they can be broken so easily just like that?
>>
>>734886902
Yeah Mina is definitely in deep shit.
>>
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>>734880005
still adding details and little changes to the prologue area. Next up is reworking the player model to make it cooler, making some NPCs and coding a system for cutscenes. I'm looking forward to the later because it's been a while since I coded a new system from scratch and doing something for cutscenes should be fun
>>734882171
I think I prefer the old one. This one looks way too surprised and way too Disney imo. The old one's face was more chill.
Also if you want to make it a more interesting character why not try to define who this dude is? Like for example Mario is a plumber and wears plumber clothes, and Banjo is a bear and wears gay bear shorts.
>>734886813
>camera to zoom out
cool detail! that shit can help a lot
>>
>>734886902
>>734887314
what happened to Mina??
>>
>>734887838
Missed 2025 and moved all the way to Spring 2026. People have none of the excitement they did when they spammed WHERE'S SILKSONG in every direct.
>>
>>734887416
Thanks. The idea came to me a while ago when I was replaying my Lord Drok/Queen Thyra rip-off boss idea and I encountered a glitch where the camera did not enter the combat mode and remained in the explorer mode. The wide angle reminded me of how the camera works in Kameo when using 40 Below (which was where I got the idea for the spinning longsword attack alongside Havoc and Malice from Blood Omen) so the idea lingered in my mind until I decided to finally give it a try after successfully making a more robust player controller. I tell you, it definitely makes for a more interesting experience, but now I need to figure out how to make the camera automatically turn to face the player especially when they're using a Mac trackpad or an Xbox controller.
I need to get this shit done ASAP so I can make a trailer and submit my game to TGS for the lulz.
>>
>>734882171
I hope you don't actually get too discouraged by the responses, most people here probably like more anime inspired designs so yeah take that with a grain of salt.
As for the face, it's fine technically, but not eye catching, but i guess that applies for the character as a whole, if you want my 3 cents on the matter, i think i would add another color somewhere to the character to break the monotony of it
>>
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/v/3 submissions open up THIS SUNDAY! A reminder, there will be two rounds. A main trailer round and a gameplay clip round. More details can be found on the overview here: https://docs.google.com/document/d/1MT78rxUFBo99IHYw7pW84Rc7B9cZWMBlJUKikfWabOw/edit?usp=drivesdk

We are trying to go for a steam event/expo page for the show. So let us know if you plan to participate sooner rather than later since we need to have some time to set that up pending approval. Hope to see you there.
>>
>>734888930
aaaaand the thread's dead.
>>
>>734888761
>I hope you don't actually get too discouraged by the responses, most people here probably like more anime inspired designs so yeah take that with a grain of salt
maybe if the design had an ahoge or something would people like it
>>
>>734882171
I like your project.
he looks like he's just been given an amazing deal on any choice of starter or side for only 15.99 and he wants to let everyone know.
>>734886120
I like this more. his smile looks less generic and more idiotic. I like him better already.
>>
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Finished my Obra Dinn style shader. I decided against using a halftone dots like OD uses, instead I'm using a packed sketches lines style texture (looks like either scribbles, or cross hatches)
I'm gonna spend some time in Substance Designer today and make a bunch more packed textures.

Super happy how it turned out, this was one of the hardest to tweak cus the palette is so limited.
>>
>>734890448
looks dope
>>
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Improving my animation controller, so I can override the upper body. I can holster the harpoon, aim it up & down but can't turn yet.
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>>734890964
>>
Mirrors now reflect Wizard's teleport LoS. This is probably my favorite mechanic overlap from Order of the Sinking Star.
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Demo tomorrow
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>>734890819
thanks! shaders are my favorite way to procrastinate

>>734891258
>>734890964
looks good, what kind of game is it? my first thought is
>outer space whale hunting simulator
>>
>>734880005
I start tomorrow. I told you already!
>>
Trying to gain momentum on it again. Had a couple weeks of work with long as fuck days. Always takes the wind out of my sails.
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>>734880005
The more my real life is crumbling the more my game is thriving and evolving.
Hmm there could be a connection...
>>
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>>734890448
That looks fine on its own, but look up any screencap of obra dinn and it completely mogs your version
Pic rel a random youtube thumbnail
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>>734891464
mainly it's about flying boats and fighting other crews.
but you weren't too far with your guess as I'm planning to add flying whales as my first PvE encounter.
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metal concepts
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Lava coding progress. Screen recorder lags
>>
>>734887416
Is this the game where I and someone else told you the gameplay is weird and undecided what it wants to be? did you change it?
>>
>>734892905
this looks great as always. since you added leaves to reinforce the wind aspect, have you considered other weather effects like rain or time of day?
>>
>>734891779
not trying to do a 1:1 copy of Obra Dinn's style, even said so in my original post...
>>734892032
nice, looking forward to seeing more of it
>>734892905
that fire anim is really smooth
>>
I made a bunch of new characters and monster types
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>>734893171
The water element can make rain for it's mana charge but idk for the entire area. Time of day might mess up the colors so I'm not sure yet. Like the characters are just solid colors so if like it turns darker at night with blue/purple/black some might just disappear. Maybe for another bg though.


>>734893514
thanks
>>
I finally get multiplayer in a testable state and all my FUARKING testers are busy why god
>>
>>734894028
my playtesters have been busy for 5 months now
>>
>>734892905
The lava looks the best of all the elements so far I think
>>
>Hey, I'm a contract agent at MJX Creatives, an agency that connects brands with popular creators across India. We currently work with 500+ creators, including some of the top names in the Indian gaming industry like Scout and Mythpat.

>We see strong potential in your project and would love to explore a collaboration opportunity with you. We'd like to schedule a quick meeting with our marketing head to discuss how we can support your brand through influencer-driven campaigns.

>If you're interested, please let me know, I'd be happy to share links to some of the top Indian creators we work with.

>Looking forward to your response.

Is this real and how to respond?
>>
>>734894650
Anything indian is a scam. Everything.
>>
>>734880005
I try to start all the time, and get entirely overwhelmed by which engine/language to start with so I give up immediately. How the fuck do people do this?
>>
>>734894650
They want to sell you impressions. It's only that
1. Indian impressions are near worthless because they never buy anything
2. They will probably just pocket the money and do nothing if you pay them because you can't hold them accountable.
>>
>>734894860
because they are not children.
>>
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>>734892964
doesn't ring a bell. This game is the one with the goblins
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>>734880005
Gonna work on finishing this substage idea. Will be a "smash the targets" like with a more chill weird vibe like YN. Add some little guys to mess around with.
>>
>>734895150
Oh wth it's gobbro. amazing progress, you're pretty good. Do you have prior mapping experience?
>>
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Working on an optional feature; you can persuade spared enemies to join your side. If the enemy is a generic, I apply a random template on them to define things like their stat growths and also randomize a portrait for them. So I've been making a bunch of random pieces. Even if a player doesn't use this feature, it's not a waste, I can use all these portrait pieces for less important NPCs, like say a boss that's only in that one battle.
>>
>>734894650
>Is this real
it's indians.
>how to respond?
just 'dalit' usually works
>>
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>>734880005
Polishing what I can before early access release, gave the widow some racoon eyes. Will need to do a cringe check sometime soon
>>
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Got the system where the camera follows the player when using the longswords with a trackpad and it's great. Gonna tinker with this spinner a bit more at night with a mouse to see how it is and then finally get back to working on a multiplayer version of the character controller; I grabbed ahold of my sister's old MacBook Air just to see if my netcode really works or if it's all a darn LocalHost scam.
Here's Fygoon squashed with no health left.
>>734892032
Add in space pirate dinosaurs as an enemy faction.
>>734887416
The tower with the vortex reminds me of either the cathedral in Dark Eden from Blood Omen or Ganon's Fortress from OoT. Very nice.
>>734892838
Looks interesting, but how would it fit into the elemental loop? If it's based on a mix of earth and fire, then how is it differentiated from lava? I like it, don't get me wrong, but I'm just curious.
>>
>>734894860
Google "what is best engine," find a list, pick one of the top two. Use whatever language it uses and yolo. Getting started is more important than picking the optimal thing. If you do need to switch over, the techniques you learn will still be very useful and you will pick up the other thing in no time.
>>
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>>734894723
>friend is buying car
>jokes to other friend and I that he'll just ignore any ad from Indians
>goes to check out a car, seller is east Asian
>decides to buy, as he smalltalks with the man, asks if anyone else had been looking at the car
>east Asian man says some Indians but he's not considering them because "you know"
>they both laugh
>good car
>>
>>734895693
>Looks interesting, but how would it fit into the elemental loop? If it's based on a mix of earth and fire, then how is it differentiated from lava? I like it, don't get me wrong, but I'm just curious.

It's an evolved Earth element. 4 basic elements have super moves, fire- lava, air-lightning, water-wood, earth- metal

Metal is just going to be the same force stuff I used in Reinbo, you can attract and push the metal ball around by using the super input, holding attack will turn it into a sword for more power
>>
>>734894860
You're giving yourself decision paralysis because you're being indecisive. Pick any engine that you think you can use and just try.
Even if you move on from that engine, you'll be miles ahead of where you are now. This is a skill, putting time and effort into it will make it easier for you.

You wouldn't learn to play the guitar by just looking at it, you'd at the very least give a little go at pulling the strings. You wouldn't learn to draw by asking what pencil to use, you'd try and draw something.
>>
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>>734893514
thanks

>>734895582
what's this?
>>
>>734896013
Oh, that makes sense. I was thinking in terms of a mix-and-match system to make new elements. Dope that you're going to use ReinbĹŤ-like systems in this game as well - I really liked ReinbĹŤ, it was fun.
>>
>>734880005
I finished offloading the visual components of my fog of war and field of vision to the GPU, and now I'm offloading the data components and systems for line of sight.

I'm a beginner making a roguelike, and a lot of the tutorials are really old and give CPU-bound code as examples for things like raycasting.

It's been fun to learn about how to use the engine for such things
>>
>>734880005
I have few ideas but the easiest one to make is Shoot 'em up/bullet hell.
But I wonder if that genra is even worth trying to hit.
>>
>>734896053
>>734895739
Do you honestly feel that experience with C++ or Python would translate to gamemaker or unity, or vice versa? Not being smug, just a genuine question.
>>
>>734895256
lol, thanks anon!
>prior experience
not really, this is my first 3D game. But I've working on it for like 14 months and while this is the first map that I complete I've already spent some time making other maps for it, even if I ended up discarding those
>>734895693
thanks man!
>Ganon's Fortress from OoT
bingo! I was going to make it like in the N64 version, but then I came across this screenshot from the 3DS remake and decided to go that way
>>734895163
trippy and kinda ominous/scary with the eyes following you around. Man I'm not into loli stuff but your game looks very fun even is just judging the player controller
>>
>got a steam notification that a certain /v/dev game just released
>dev thread is up
>no announcement post
You see how niggas forget?
>>
>>734897454
what game?
>>
>>734880005
Been getting my Steam page ready in time for the trailer debut in the VGAs tomorrow. Not expecting a huge bump or anything, but nice to be part of the show.

>>734891390
Very nice. Can't remember if you mentioned this in previous threads, but you doing this for learning, or are you planning to make a full OotSS-style sokoban? Cool stuff either way.
>>
>>734897325
I don't know his exact situation, but he sounds like he's new to programming if he's wondering about language and the like. Learning the most basic programming concepts, playing around with some variables, if statements, loops, all to make something happen is something that will entirely translate. As long as he gets started, those walls of it seeming intimidating and unapproachable will come down.
>>
>>734882436
I would unironically just take a look at any high effort rpg maker h game because that is the exact style they all have to do (low res pixel art assets with high res dialogue portraits). Usually the dialogue box spans the whole width of the screen with some transparency and they put the portrait behind it. Like a visual novel.
>>
>>734897325
Programming is a tool, it's like different screwdrivers or different hammer weights. There's some differences but the general skills you learn to use them are applicable.

The only thing that really changes between languages is one thing. Does it handle memory management for you or do you have to handle it yourself? That's the one difference.

The language is the easiest part of programming, it's literally just syntax.
>>
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>>734897434
Thanks, Want it to give off a similar feeling like that with the stages and game overall. Will also have a more normal default outfit (in picrel) once I'm out of the beginning dev phase.
>>
>>734896301
It's an interrogation game

pretty damn good collisions
>>
>>734897923
>but you doing this for learning
Learning. Plus it's something to do at work when I don't have any tasks to do.
>>
>>734897923
Which game?
>>
I'm thinking about making a game sometime this year but I doubt I'll get very far by myself. Who wants to team up with me? Expect no benefits other than the satisfaction of having helped.
>>
>>734899053
Slide game.
Been a while since my last DD (64) so very possible I am forgotten. Been slowly working on features though.
>>
>>734899509
jesus christ be specific we all only have a few strengths and cant just say "oh yeah ONE LAST JOB COUNT ME IN" to the vaguest open ended shit ever
>>
>>734899749
I don't even know myself. I've never made a game in my life and know absolutely nothing about it.
>>
Rate the APPEAL of those two concepts:

>muscle training stealth action, meme, humorous
>horror job simulator in an elevator with papers please-style ruleset
>>
>>734899696
Nice! You outta double dip and send it to >>734888930 as well. WGAMI
>>
>>734899917
0 appeal for both
>>
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>>734888930
Huh I asked if we could do this a few threads ago and you said no, is this still true?
>>
>game you're making the spiritual successor to releases a sequel.
>>
>>734900063
post your idea, tough (idea)guy.
>>
>>734900236
>m-my ideas a-a-a-are shit huh???? give me yours p-p-p-p-p-please
no
>>
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>>734880005

https://snowbox9.itch.io/hentai-fighter-demo

Doing OK, I wish I had more assets for my levels but my coding is almost complete.
I plan on sharing an updated improved demo with more gameplay.
At this point I get no enjoyment so I like to ragebait people.
I probably won't get an audience or wishlists. But now I can prove to the developer of yomi hustle that I'm better at drawing than him.
>>
>>734898556
oh nice! very cool character designs
>>
>>734900284
That's right, I knew you didn't have a shred of a creative idea in you :)
>>
>>734899917
Elevators have untapped potential for games with the fact that you wait around in a stylish room and then appear on a new level. Imagine if you combined the two ideas into a procedural game where you have to decide the best way to train your muscles in-between floors so you can be stronger for the challenge of the next floor and can secure more stuff to exercise with. Humor coming from the ridiculous scenario and the absurd weight the elevator will end up carrying.
>>
>>734899917
both of these ideas are bad but you inadvertently gave me a really good idea so thank you.
>>
>>734900121
I thought you were asking if you could send the same game to both sections. They have to be two different games by the same dev.
>>
>>734900423
Kk thanks for clarifying!
>>
>>734900403
hang yourself gpt user
>>
>>734900325
Reading this page seems like you are mentally touched in some way and I hope youre actually just having a laugh and are okay in reality
>>
>>734900325
sauce on that image?
>>
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Added explosive barrels.
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>>734900532
I use chatgpt regularly but that was an idea I came up all on my own. No need to tell us that you are uncreative enough you view creativity as a sign of AI use.
>>
>>734900736
My bad but you type like a chatbot.
>>
>>734900820
Not enough em dashes
>>
>>734900403
Thanks, I'm stealing your elevator idea and I'm being serious.
>>
>>734900931
>>734900409
It's time to stop giving ideaguys theft anxiety anon. You keep the theft to yourself so you can continue to harvest their ideas off threads. if they're all scared away you'll have nobody to steal from.
>>
>>734900820
It is a phenomenon and I almost mentioned it. I'm not sure how true it is but supposedly people are starting to type like AI more. I assume it is due to the sort of mirroring anyone starts doing when talking to something too long. LLMs also make it easy to type and read at length in a time when many have stopped regularly reading anything else.
>>
>>734900728
Very cute
>>
>>734882171
It looks better.
Gotta be honest, it still looks bad. I said so about a year (or maybe two?) ago but didn't repeat it because some other guy kept ragging you about it.
I still fucking hate it. But it's better.
Godspeed though.
>>
>>734885680
>White House makes jokes
That war is indeed a good joke.
>>
>>734901519
Ngl I want to shit on it every time I see it but dont for the same reason lol, he already gets enough of that criticism almost every time
>>
>>734886902
Mina's design is shit. It's the most anti-horny possible thing they could have done with a mouse, of fucking course the furfags won't carry it.
Doesn't help that the game is plain "meh" and look like one genre but is actually another, ensuring the target audience will miss it while a good chunk of those not missing it will be pissed off when it's not actually what it look like on the cover.

Furfaggotry can save your ass, but it's not godmode either.
>>
Why don't most gamedev resources focus on asset creation? It is what you'll be spending a lot of your time doing and most of the super popular games are ones with appealing art with actual gameplay being secondary.
>>
I haven't worked on my game in like a week because I've been sick but last time I worked on it I finally finished the basic bones of the combat system, which I'm glad about. I still need to add a lot more to it to make it actually unique and fun, but it's actually at a point now that it feels like an actual game, even if it is a very simple one, so I'm glad about that.
>>
>>734901993
Because asset creation is art, not gamedev.
There's some game specifics such as retopology and whatever but it's an art field.
>>
>>734901120
if you're building a house out of cow poop and reeds, it's not theft if I decide I'd like to make a house out of baked clay. I simply have dignity.
>>
>>734894650
If you send anything but "no bobs no vagene fuck off" you're losing money AND izzat.
>>
>>734894650
>india
>creator
That's a known scam. They just want a few hundred free keys to resell afterward. You won't get any view from them.
>>
i'm kinda confused about procedural terrain and whether or not i should bother with it over just importing heightmaps
>>
>>734894650
Do it and become Prester John with your army of jeets
>>
>>734901937
Everything BUT the character design looks solid so I figure "whatever it's just me". It just looks so much like a caricature.

Well, enough about that. Glad I'm not the only sensible person. And towards the dev: you can't please everyone.
Don't try to please me. I'm not the target audience.
>>
>>734902140
so then im shit out of luck when my model topology is breaking the animations when imported to an engine
because its art not gamedev

or having to recreate all the shaders i used in blender to an engine
or figuring out why the texture UV is all fucked up once imported to a game
or creating your model in such a manner where the animation tree blends in engine dont look completely retarded or even how to setup so animations can be driven by the tree instead of hard coding timers
>>
>>734902787
A lot of these things are rather simple once explained but there is like no good tutorial explaining them so you just have to collect the information over time. At least we have AI now to gather information for us, but of course it kind of struggles with both conceptualizing and explaining something as visual and complex as 3D assets.
>>
>>734902497
what kind of terrain are you trying to generate? I've had a lot of fun doing stuff with wave function collapse, drunkard walk, etc.
>>
>>734900371
Thanks, glad to hear it.
>>
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i wanna make an apple tree object the player can shake to get some free apples as a daily, but finding tree models is impossible
>>
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>>734900403
>>734899917
>horror
>elevator
Arai-san Mansion? https://imgur.com/gallery/kemono-friends-arai-san-mansion-gkjZDQk
The elevator is pretty central that horror series, and there is even a fully-suicidal exploration team trying to map all floor combinations in it.
Can't really be used directly as an IP, but ready it might give you idea & concepts.
>>
>>734903920
I see the speedtree splash screen on almost every AAA game nowadays, the specific tree model market probably isnt doing that great as a result lol
>>
>>734903920
Just look up a blender tutorial. Dynamic trees can be made in like 5 minutes. For a realistic look, just steal wood and leaves from an image online or outside your house. I can guarantee you it will look better than that.
>>
>>734904121
This would make for a pretty interesting game
>>
>>734904950
yeah, most studios just pay for speedtree, pretty expensive in the long run

>>734905005
i don't use unlicensed images, and making them look good is gonna take too much of my time
>>
>ctrl+f "(You)"
>zero results
Please reply to my post so I have the motivation to continue devving!! I need attention and motivation to keep me going in this tough game dev lifestyle!!
>>
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>>734904121
>https://imgur.com/gallery/kemono-friends-arai-san-mansion-gkjZDQk
Thank for the link. I remember seeing an image similar to picrel one with hopscotch instead. Will help with some some level inspirations.
>>
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>>734893586
nice gobber
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>>734880005
The more I finish up mechanics the closer I get to art and actual content. Feeling scared but not paralyzed. Mechanics will be done one way or another, the rest... oh well we will see when we get there. Like Rocky I don't need to win, I just need to not lose too much.
>>
>>734905293
Just do it, utter shit blows up and makes random guys millions every week. There is no reason not to make games to give yourself a chance.
>>
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still trying to get my lightmaps to look neat enough
>>
I really need to control my ADHD because I keep jumping between projects and ideas I have. Even my friends that know programming dunk on me for it.
>>734885795
She looks like she has consensual, tantric sex with men.
>>734893586
Cool gobb.
>>
>>734907656
baked lighting takes forever to set up. can you increase the resolution for the lightmap in Godot?
doing that and also making sure mesh UVs are solid are the first two things I'd try.
>>
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>>734907851
yeah it has options for supersampling and texel scale. I've been able to clear out most of the artifacts and weird stuff, now it's just a matter of polish. Also I have the feel like my dynamic entities don't react how they should to the light probes, like they are more bright than the environment or something, like in picrel with how the lever is way brighter than the wall it's placed in
>>
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>>734908208
also the lightmap baker in Godot is the biggest turd ever or what. It crashes quite often
>>
I want to make a game like terraria or starbound but I'm not smart enough to do the block stuff. How important is that really? It seems to be more tedious grunt work than the core gameplay. If I want to do a space exploration stuff is it better to actually make a world you interact with rather than a world you have to dig through?
>>
lmao how do I make a character stand up from a desk? here i just played the animation and then activated the navhmesh agent component
https://files.catbox.moe/4ct61z.webm
>>
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It going well.
>>
>>734901120
Yeah, the price of trolling.
>>734900931
Nodev and nobrain. Cool. Suits you, I reckon.
>>
>>734908208
that happens in Unity too, what I've found that helps is
>increase probe density especially in dark areas
>make albedo textures a little brighter (sounds backwards but it did help make things closer in brightness to what I wanted)
>for indoor lights, instead of increasing intensity to make brighter, increase the indirect multiplier
>uncheck Remove Ringing in lightmap settings
also since its dynamic, it could be getting your regular direct lighting, so things like the Directional/Main Light, environment lights (skybox light), and stuff like that will just be added on top of the light from the probes
>>734908294
can you pick CPU or GPU when baking? sometimes huge scenes bake better on CPU. at least in Unity, GPU is way faster but can get messed up if things are complex or there's too much to get baked.

man I wanna get baked now.
>>
>>734909130
I think you'd just make a block system and have all blocks refer to it and just use different stats and tiles. Then you'd make a grid that they'd all be placed on and either learn some generation techniques or hand build a world (or even combine both).
>>
>>734895163
reminds me of Gex
>>
>>734905293
i will play your game, but only if you finish it
>>
project lead decided we need to move from discord onto some fuckass open source platform for communication, what a piece of shit it is
>>
>>734909935
I'm wondering if it's even worth doing though. Like unlike Minecraft where everything is made of blocks, terraia/starbound they have actual sprite objects and such.
>>
>>734910485
why?
>>
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metal ball
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>>734910812
he's kinda schizo
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>>734910862
peglin clone? love it
>>
>>734910862
:0
>>
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>>734880005
Here's some rough combat, everything is so basic I need to prioritize texturing the enemies and doing animations.
I'm not sure what to do about flying enemies if i give the player a melee attack, so right now it's all ranged.
Currently working on art for the steam store page.
>>
>>734911094
what if he throws the sword like a boomerang, so ground and nearby enemies have a higher chance of being struck twice or in quick succession, and it can still be used on far away enemies or flying ones
>>
>>734910862
It is actually the elusive orb of swirling cum
>>
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>>734909446
I ended up making the lever light be static. Might look weird once it's activated but for now it's good enough. I also removed the probes that are added automatically and only rely on those I place manually, near lights or where light changes. Seems a bit better now.
>can you pick CPU or GPU when baking?
don't think so. I think it's the combination of large area + having a lot of it on a single mesh. Shit crashes the moment I try to use supersampling or a lower texel scale but oh well, it's not the end of the world
>man I wanna get baked now
me too. Later tonight :]
>>
>>734911094
looking cool. For flying enemies you could give your sword dude special attacks and one or two of them be dedicated to attack what's above of him
also damn, I really want to make something with shooting
>>
>>734910514
Things have models in minecraft too yknow, what do you think a bed or cow looks like... both types of games have the same distinction of tiles vs objects
>>
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>i can draw well
>i can code well
>i have plenty free time
>i am completely, utterly unmotivated
How do i escape this hell and just fucking make shit
>>
After one week I now have 37 wishlists. Hopefully I will gain some momentum when I get a trailer in.
Once I'm satisfied with the trailer, I will contact every outlet and channel I can to get it featured.
Then my goal is to get a playtest live at the end of the month.
>>
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metal ball to sword
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>>734911760
I know I meant like the world and the building stuff. Minecraft is much more focused on tiles I think
>>
>>734911830
I think it'd be best to make an X account and post about the game maybe even translated into multiple languages using something like Deepl. This would give billions of potential customers to see it.
>>
>>734911789
Take a walk. See places. Read a book that interests you. Then rip off that book and turn it into a video game.
Or think of a video game you liked the story of, but has a particular part that always annoyed you. Now ask yourself, how would you have rewritten that part? Base your story on that. Then think of a video game you enjoyed playing, except for one part that annoyed you. How would you have changed that part? Make that your gameplay.
>>
>>734911789
Same way you pick up any hobby that isnt just easy media consumption... if you start scrolling the /v/ catalog for the 89154285312th time on a friday night and seriously consciously think to yourself "This is a good use of my time" then thats a you problem
>>
>>734912000
I already did, but nobody is seeing any post even with hashtags. I don't think twitter is viable for self promotion unless you already have an audience
>>
>>734912110
You need a viral post. Remember, you're not posting for other devs, you're posting for randos. You need flashy lights, not technical stuff. You CAN show technical stuff but only if you dumb down the explanation so the normalfags can feel like they get it.
>>
>>734912110
>>734912207
Just post dumb, barely related memes until one gets popular. Even big movie companies do this nowadays.
>>
>>734911898
You're trying to do this for profit, right?
then you need to gauge interest.
prototype-put it up-advertise.
if nobody is interested it's dead in the water.
making content for a game nobody wants is sunk cost fallacy.
there's an avatar fighting game in the works, yours will have to be level based to have a chance.
>>
>>734912292
who gaf
>>
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>>734912396
based
>>
>>734900728
Put a fuse on the skull
>>
>>734912396
Hello? Based department? I found the guy you've been looking for. The most based man in the world is a /v/ dev from 4chan.
>>
>>734911228
>>734911734
To deal with flying enemies, it basically comes down to:
1. every attack is ranged
2. every character has at least one locked ranged skill
3. some over the top jump or teleport attack like in RoR2
4. flying enemies land
>>
I really wonder if you are making a game in Unity, if it would be better to try to get your game onto mobile. Phones can run so much nowadays and the mobile market is dominating. There are many ways you could adapt controls to mobile that wouldn't be too uncomfortable + many people likely have extensions to play like a controller or will be willing to get one if it causes them displeasure. Other than giving access to a wider audience, mobile also is more permissive of content and has more unique monetization options.
>>
>>734912804
do people actually buy mobile games
>>
>be 3d artist
>maybe I should ty making a game
>can only think of making ace combat type game with very complicated physics based controller
What is my problem?
>>
>>734912804
Just put a warning that the game needs a controller for best experience? high-end phones now are much faster than even those handheld PCs like the steam deck. You could make a solid game on phone if you wanted.

But regardless, the problem is that phonefags are notorious cheapskates. Either you put ads up the ass or nickel and dime people with in-app purchases. Up front purchases just don't work.
>>
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>>734912207
>You need a viral post
>>
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>>734912650
don't forget
5. flying enemies expose themselves by nearing ground level before attacking, being vulnerable for a short period of time
>>
>>734903067
was thinking of a variety of stuff, archipelagos to mountain ranges, rolling hills, mesas, honeycomb interweaving or stoneroots, reefs, riverlands, i just dunno how to encode that into a generator using noise functions i guess. probably not possible.
>>
>>734912943
If you were an art account that would be great, and you would quickly slot yourself along with the other pixel art accounts that get consistent engagement. Your income would then be either commissions or Twitter money from engagement.
But you're a dev. People see art, but no game. The animations are in a vacuum. Show some cool fights instead. Or at least show the animations in-game, just let them have context.
>>
>>734912943
Average person is a retard who needs links to actually check something out.
>>
>>734911789
Get medication/performance enhancing drugs
>>
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>>734912292
>there's an avatar fighting game in the works, yours will have to be level based to have a chance
that one is just competitive style fgc type fighter, mine is more casual
>>
>>734912927
>Make game free or 5 bucks (honestly easy to get with the Google rewards app)
>Banner ad on title screen and in pause menu
>Fullscreen ads occasionally when dying (maybe with a timer to prevent someone from getting frustrated if they die repeatedly)
>Able to purchase ads away for a cheap price that will add up over multiple people
>DLC that costs money
I think this could be done without feeling too tacky.
>>
Anyone here ever make a procedurally generated dungeon in Godot before? I'd like to make something in line with Spike Chunsofts games.
>>
>>734880005
Created my game and played it all the way through in my head. Pretty good, I'd say.
>>
>>734882171
Looks pretty cheap, but at least better than the horrid creature you had
>>
>>734913818
Unironically puts you ahead of 80% of game developers
>>
>>734913681
know nothing about that shit you talk about but I'd do this:
>generate level as an array
>3D level is a GridMap
>each array value corresponds to a position of the GridMap
>????
>PROFIT
>>
>>734913928
Should of specified 2d top down dungeon crawler, but I'd imagine it works very similar.
>>
>>734880005
Motivation has been completely shot. Sort of in a bad situation regardless. Spent the last few months applying to jobs and didn't get a single one. Other than a few technical things I know the only thing I really know how to do is gamedev, but I don't know what to do with my life now. And relying on gamedev for anything feels dangerous.
>>
>>734914028
Develop shovelware based off trends to start making money until you have enough to support yourself and then make the stuff you're actually passionate about. Alternatively, shill an idea Kickstarter to some retards and then sit on the fat stack of money while you make whatever you want at your own pace because your rabid parasocial fanbase will make a million excuses for why a solo dev working without extra expense needs that much money and why an indie game takes years. Don't even need to actually finish the game and can just disappear with the money.
>>
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>>734914008
it's the same yes. I did one of those a few years ago but on Game Maker:
>https://tintodev.itch.io/pacos-quest-tbd
Followed this doc for the level generation:
>https://anderoonies.github.io/2020/03/17/brogue-generation.html
I had premade rooms, simple random square rooms and cellular automata-generated rooms, which are great for caves, forests and whatnot. I recommend giving that a read, it's interesting
>>
>>734913057
true but the problem with landing or even getting near the ground is some of the flying enemies are quite big, so they don't fit
>>
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>>734913681
There's already a tile system in godot that works nicely. You just need to find or create the right algorithms to generate interesting dungeons.
>>734914319
>Brogue
Love that game. Any tips for the cellular automata generated rooms? I also assume there's a second pass to add stuff to the dungeon after generating geometry like item placements and whatnot?
>>
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Another song concept for my post-grunge/nu metal game
https://vocaroo.com/1k1AuxxZRwFj
>>
>>734915035
>Any tips for the cellular automata generated rooms?
nothing that comes to mind. Maybe do it like this?
>check available space
>determine cellular room size based on that
>generate the room and place it
it was a long time ago but I don't remember doing anything special
> I also assume there's a second pass
yeah I remember doing that for things like closed doors and the placement of the key that opens it. If you start working on it I could try and dig up the code for Paco's Quest in case you need me to answer some specifics. The level generation wasn't perfect nor super well done but it worked pretty well, and had things like chests, lakes, bridges and loops
>>
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>>734914319
Gobbodev, I began trying to put something together (with an AI assistant)!
It works, somehow!
>>
>>734915473
cool stuff! amazing that you've been able to set that up without knowing how to code and just using AI. Keep at it! But try to understand the code, you might end up learning thanks to this!
Also damn your skelefrog looks super cool, one day I'll make models as cool as yours... maybe in a few years haha
>>
>>734915593
Thanks!
Yeah, it's been a lot of back and forth to just squash bugs, but I'm amazed it even runs. Kind of scary how good AIs have become. I'm not sure I'm learning much more than the Godot UI and node systems, though. I should probably make a bit more effort to understand the code too.
I think your game looks very charming as it is, though. It will definitely find an audience (me).
>>
>>734915473
Gumdrop transformation is groundbreaking
>>
>>734915248
>loops
by loops you mean this part right?
>https://anderoonies.github.io/2020/04/07/brogue-generation-2.html
What I understand from this is that it's just creating a door connection if two rooms are close enough right?
>Bridges
Did you also implement a mechanic where you could "fall" into the next level? That was a Brogue thing.
>>
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When I'm not working on this, I'm either playing Vidya or drawing concept art for the gallery ''Bucket List'' (going well so far)
https://files.catbox.moe/d0uzh3.png
>>
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>>734913681
A bit outdated, but this helped be procedurally generate tilemaps a long time ago.
https://medium.com/pumpkinbox-blog/procedural-map-generation-with-godot-part-1-1b4e78191e90

Binary Space Partitioning, or BSP, dungeon generation

https://youtu.be/Pj4owFPH1Hw

>>734915035
Here's a roguebasin article on generating caves using cellular automata in a 2D array, it should carry over pretty easily to godot's tilemap node.

https://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels

video related is so old, I ought to revisit it.

>>734916327
Cute.
>>
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finished ball to sword
>>
>>734916327
Did you study Undertale and Deltarune's art? This looks surprisingly in line with the style of those games.
>>
>>734917071
Yeah pretty much
>>
>>734915830
keep at it and you'll end up learning. Even if it's all mumbo-jumbo at least try giving it a read, some of it might not make sense but some of it might do. Keep at it man!
>>734916208
yeah! but the thing with the loops is not just adding doors, but making it so there's more than one way to any specific position. That way if you have to backtrack you can do so following a different route, which makes for less boring gameplay I believe
>"fall" into the next level?
no I didn't have that. My dungeons were just 1 level ^^u
>>
>>734917063
But why
>>
>>734884509
link it and I will buy
>>
>>734914253
>Develop shovelware
Not sure what a good idea for shovelware is. Maybe a simulator game?
>>
>>734917063
>Blender default cube if it was a sphere
>>
>>734917547
charged attack. Regular just throws ball, charge turns it into a sword before throwing
>>
>>734885680
People get doxxed for making fun of fat furries you shouldn't tempt fate like that
>>
>>734885680
Why doesn't the US government have videogames made like how the EU has Dustborn and Canada and China have an assortment of games? Imagine your tax dollars being used to make a free hyper realistic raghead shooter that you can play for free. Everyone would win in this scenario.
>>
>>734880005
Just been adding some basic debug type features so I can more easily test situations further down the line, stuff like being able to make an NPC path to where I click.
I haven't written any real documentation on the debugging and testing environments my game will need, so I should honestly do that it feels like a really big missing piece of my development puzzle.
>>
I did fuckall today, fuck.
Pray for me so I do some work tomorrow.
>>
>>734920552
Anon tomorrow is the weekend. No work until Monday big guy
>>
>>734920552
I'll work tomorrow for you as I don't have sabbath
>>
>>734920552
Ok.
>>
>>734921040
Dude, you're not talking to fucking Walter. He's not going to be complaining about how he shouldn't even be talking on the phone because it's shomer shabbos, he'll be fine.
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>>734921939
Consume the cum chalice.
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>>734922073
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>>734920552
Do 10 minutes of work today
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>>734880005
Getting pretty close to having the internal logic of my class and combat system done. Fleshed out working versions of the 10 current classes.

Currently using makeshift command line graphics to test everything in an interactive state. Essentially going to take it as far as I possibly can as an ASCII game before involving artists or graphics programming. After I make my complete command line game I will add my anime graphics.
>>
He will teach you how to make game for beer (probably)
>>
>>734912943
This is why I post my progress only inside my game with the HUD up and everything even if I have to fake it. Because it needs to look like a video game and not an art post
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>>734923615
How do you make sure people know you are making a game instead of just posting screenshots?
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>>734894860
>Any engine
>Any language
There. Language literally doesn't matter. The only thing that would make you pick a particular engine is if you know exactly what type of game you want to make and there is a specific engine tailored to make that type of game. And you don't seem like the type to have a well-defined vision, so I wouldn't worry about engines.
>>
>>734913264
not only possible but there is a lot of reference material out there. depending on what you're using I've seen plenty of tutorials for things like WFC in 2d and 3d. half the fun of dwarf fortress is generating new worlds
>>
>>734924652
Like they think it's someone else's game or they think it's just a mockup? I don't think both are that likely if you present your content well, but it doesnt even matter that much in the end because if the game looks cool to them then naturally they'll look at the replies or your profile for more info
>>
>>734895421
Pretty neat.
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>>734923054
did you make this?
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>>734925337
Yeah, like a hundred times so far
>>
>>734925418
It looks great, I like both styles. I'm making a little traditional roguelike, I'd be really happy if my stuff turned out looking like this guy
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>>734925573
Just got to find a style for your game
>>
>>734925760
It's been more challenging than I thought getting into the creative aspect of things. It's easy for me to work on game systems and code, but I've only recently begun how to be more productive with the creative side. I tend to lapse into daydreaming and not much gets done.
>>
>>734918841
https://en.wikipedia.org/wiki/America's_Army
>>
Made some progress today, Still have some more sprites and enemy objects to make / insert into the levels.
https://jumpshare.com/s/uDIa0tu4lTUJph5BTYcI
>>
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Small proggy.
Added a compass. Right now it always points north relative to the camera's forward direction.
I'm planning on making it point towards the gates when I eventually add those.
>>
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I didn't do shit this week
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>>734926452
correct me if i'm wrong, but i don't think that actually points north relative to the camera. when the camera turns left, the compass should point right as the offset.
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>>734926667
Oh, yeah you are right. Thanks. I'm gonna fix it quick.
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>>734926570
The week is not over yet.
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Bump
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Does endlessly redrawing the same character model sheet with progressively sluttier clothing using only your laptop trackpad because you're scared to open blender and start on modeling count as devving?
I swear I'm cursed tho, every time I get in the mood to make game, a piece of hardware breaks. This time it's my mouse's rmb.
>>
>>734911094
Give him the ability to jump and hit flying enemies. Maybe even a dash that can be aimed upwards like Magik in Marvel Rivals.
>>
>>734928467
The idea of this being drawn with only a trackpad makes me feel pain.
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>>734928530
Lel it's kinda like fingerpainting after a while. You just get a brush with heaps of scatter, and set the opacity to max 75%, then scribble away. Id be fucked if I tried to do it with colour though!
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>>734928467
No
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>>734928467
are you making a porn game?
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>>734885795
>working on the art, AI makes the bases, I redraw and edit the crap out of it
Kill yourself.
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>>734885795
>working on the art, AI makes the bases, I redraw and edit the crap out of it
Live yourself.
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>>734926452
what about making the compass an actual compass? Your game looks really pretty, it's a shame for players to have to keep looking upwards at a compass instead of just enjoying the scene

Like Ghost of Tsushima has a guiding wind system that has wind flowing to the direction you're supposed to go.

If you just need something always pointing North why not have a North Star? Just a bright star right in the sky that is always north?
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>>734928467
>hes still alive
godspeed anon
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>>734928970
Nah, I just like drawing naked chicks lel
>>
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spinning
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>>734931168
It's spinning, true.
>>
So the two options if you want money are survivorslike or friendslop if you can figure out multiplayer?
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Chugging along.
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>>734931945
How do you find the determination to make so many assets?
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>>734931168
>>734931945
your stuff looks great guys, how long did it take you?
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>>734930010
I don't know, I don't think the compass looks that distracting. I quite dig it.
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>>734932057
Buy them and do customisation edits. If you want to 1MA it's the only realistic option for a reasonable development cycle.

>>734932068
Going on 16 months now, part time. I'm doing my PhD at the same time, full time. The plan was to finish a game in a year, but that didn't happen.

If nothing gets in the way, I'll have a demo on steam in 2 months.
>>
>>734932208
I can tell you've put a lot of effort into it, hopefully it's something that is relaxing to work on when school is stressful. Keep it up!
>>
>>734932068
few minutes for the spinning, it's just rotation and cleaning up
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>>734932314
I appreciate the kind words. Good luck on your own journey.
>>
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before
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>>734933014
after
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rust as a despawn
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>>734933136
needs more brown. it looks like it's glowing red-hot.
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>>734933053
>full sail
>sparing clouds agust
>rusty anchor on the reef
fucking SOVL
>>
>>734933369
The artist is insanely talented. She whipped that whole scene together in a matter of minutes. I'm very lucky I was able to hire her.
The cloud on the left is directly underneath the clock, which might be a problem. It's also a mirror image of the one on the right, which feels kinda awkward IMO, so I might have her change it.
>>
>>734933550
Will you have a few different levels? I'm already thinking of stuff like a sunken ship, or some scuba divers, or sunset palms. Man. I hope you finish this
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>>734933598
Yes, the plan is for about 15 or so levels. I'm thinking most will use those same rocks, but the seaweed, anchor, etc. will all change between levels.
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>>734933184
>>
>>734895163
Always like seeing your game
>>734898556
I like your blonde tomboy OC
>>734928164
Would this be a real stage lol
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>>734933053
small guy, big fish
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Been heavily refining what I have with the combat. Gonna try to incorporate enemy juggling and better stun states next
>>
>>734934458
better
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>>734897454
Panic Floor coming out is nice
but why did the dev use game maker 8?
>>
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metal magnetic pulling
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>>734897454
Ah
>>
chivalry devs need LOTR license and make chiv 2 but lotr

ubisoft needs fallout ip to make a far cry styled fallout game

someone needs to make a anime live service game like all the isekai animes



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