a thread about the gaming of devs
I worked on the game today
i dont know how to sprite art
I did some headless client testing for larger client counts earlier. Now just messing around with normal client chaos testing. I'd do a webm but it would probably instantly be over size limit so here is a compressed jpg.
>>736177340Start small. 16x16.>but i need MOREThen you don't want to make sprite art. You want to make art art.
I have zero ideas
>>736177340As a non artist I found it much easier to make decent pixel art by setting some limitations. I decided to go for a late NES style. You can make some great looking art this way by limiting yourself to a palette, a number of colors per sprite, etc. A real artist would know what to do if given more freedom, but working in those constraints really helps a lot with forcing my art into a consistent style.
>>736176542RT scopes and semi-procedural sights... they're accurate, but need some manual tweaks
For headless clients I can give them a set of specific actions or let them do random movement and spells. I probably won't extend much more to that, maybe some basic actions like trading, etc.
>>736178425I always use a limited palette for game art. Highly detailed art is beyond the scope of anyone posting here.
Best way to share gameplay with audio? I have an update but it's mainly on the audio side.
>>736180145new mechanic showcase demo as well
>>736180145post it on >>>/wsg/ and quote it here
>>736180312Thank you>>>/wsg/6120977
I shall fuck every shitter in this thread tooRotfl
I have decided to completely restart development to remove all of the nonsensical "hardcore" filth and create the story of Joey Fygoon as I intended back in elementary school (now with 100% more anachronistic nazis and communists to kill).Witness: Joey.
I'm taking a rest today, but from tomorrow til Monday I'll be devving a lot since I'll be off work. Goals until then are to finish some stuff I have in progress, redesign the player character so he looks cooler and finallt create a system to cook cutscenes in a way that's fun and flows nice
>>736176542Anyone here have a good resource for learning how "goal" based enemy/NPC AI's are designed and programmed? I've started things with a state based system, but most competent game AI's seem to blend multiple styles for something sorta dynamic.
>>736178613hmhmh, looking good anon, will this have different playable factions, or will you be playing as the same group for the duration of the game?
>>736176542Made some progress on the pipes finally just need to sort out the system for switching the pipes to the right assets and water drips
doing some background tedious work while I wait for a payment to go through to use for some more assets.
>>736182686I hope you use that to make a questline where goblins deliver every part with an unskippable musical number
>>736184883you jest, but I love the idea lol
>>736176542Doing a title screen. Demo's in good shape, so now I've gotta trudge through art/polish stuff and set up a steam page soon.
Spent the last few days optimizing my collision system. I got my quadtree implementation working, and the performance is much improved. I can only handle around 300 enemies before it goes below 60 FPS. Not as much as I would've hoped, but should be plenty for now considering that it's running on a single thread and there's other little bits that I could probably squeeze performance out of.>>736177340Do this >>736177453I'm sticking to 8x8 for awhile, mind you I still can't draw but there's not much room for error at this size.>>736177407That's sick, how many can the server handle?>>736178613Nice turret toss, what sort of game is this? Like ARMA?
how do I make an expedition-like?
Actual spellcard this time
>>736187437holy shit it's the captcha girl
>>736187437try making it a lil bit shorter and think it'd be perfect
having some alignment issues
>>736187886better hide that thing, Star Fox is on your way
>>736187886Wait a minute that's just Motocross Madness 2.
>>736188520yes i've reverse engineered all the file formats so i can make a virtual mount for it in a modern game engine
>>736188750that's very cool anon
>>736188446>No! Hit the brakes!
>>736189758yeah it's really neat being able to see the maps like this, especially how the map repeats over and over, i never noticed when i was a kid
>>736189969without fog the map looks really strange
>>736187229Thanks anon. Players or projectiles? Earlier I must have been casting over 30k A* projectiles actively and still had plenty of head room. There is no exact number here though, we can raise the budget/limits/priority per entity type in the simulation and we can spin up workers on demand, which I mostly plan to use for instancing on servers. I can also change the player movement to be purely grid based to help scale further.