gamedev thread! made any progress during the weekend?
>made any progressno
>>738205646Kill yourself rasko
I made a bunch of cutscenes that I hate doing. Making a game in a genre where people expect story was a mistake
>>738206843what kinda game? visual novel?
>>738207173SRPGPeople who have seen my project have voiced their eagerness to see the story. I'm not against having a story, but I sure don't like writing it.
>>738205646what patreon-like allows rape?
>>738207481the one with the redhead with freckles? If that's the one it looks a lot like Fire Emblem. Do those games have a lot of story?
>>738205646I'd like to add a mini game where you can squirrel fly or paragliding. Has this ever be done in a fun way? 2d horror game btw
>>738207481Fft like?>storyEvery ai can do this just fine
>>738207537subscribestar in general but depends on the whim of the moderators I guess
making dialogue progress
Cooking up light sources on the night filter shader. Probably shouldn't have put the night filter in the demo without it.
Did any of you guys post something for the agdg demo day?If so shill it and I'll try it.
I've made about a week's worth of progress over the last 12 months
>>738207989feels very weird how the light doesn't 100% fuse at the limits of those circles
I've been working on the UI.
>>738208452AI slop, wouldn't touch.
implemented danger zones, so for example if there's a lightning bolt is about to fall (they are invisible on the webm, sorry) you get a warning with those floating circles. Boss itself is going fine, the attacks are implemented and the flow is almost done, just need to get rid of all the jank and polish it up plus adding all the cool effects, sounds and making the arena look kino during the battle
So what is the best way to manage objects and entities in an open world? Split everything in cells with a god object deciding which are active?
I'm making a card game and I thought it would be quite easy but it actually becomes quite intricate if you wanna make everything with best practices
>>738209509that's the kind of game where a well designed code is going to determine if it'll be easy or really hard down the line
>>738207548Yeah, that's right. I didn't expect it to be remembered! FE is practically a visual novel a decent chunk of the time. I'm trying to cut back on main plot line count to put more of it in NPCs you can optionally talk to. My concern is that plot (and characters) really can make people bounce off games in this genre from what I've seen. I have to make something that's at least adequate in that regard or it might get shit on. I think the outline I've got has potential but I'm not sure I can execute it well. That and I find making the scenes themselves tedious, but I added a thing to my engine where I can reset a scene at the click of a key and since I use lua scripting to script abilities and events, I can make changes to the script and re-run the scene without needing to recompile which really helps with the tedium.
>>738205646Demo Day was this weekend.I submitted to that.
>>738209730if you don't want to write it just find someone else, there's no shortage of idea guys. pic of your game? it'd be nice to play an FE like if or engage since the gameplay in those is top tier.
>>738209557Yes, although it's unlikely it will pop off and be expanded upon, thinking about how to make it scale into new mechanics and functionality smoothly is a good exercise
>>738205646I added a basic save-load system for level progress with checkpoints.Reworked the interactions system so that they are more extensible than "push button -> get bacon"Used it to make a trap with a minigame to get free.These traps will be hidden around and you will need to find them to add the blueprints to gallery.Didn't make it in time to make a good level for demo days but w/e, next time for sure.>>738208807How are you setting up this complex boss behavior? I dread the day I need to set up my boss fight using Unity's behavior graph...
>>738208265I kind of just want to remove the night filter all together. As it is now I may settle for reducing the darkness amount and making light sources larger with no flicker.
>>738210226>How are you setting up this complex boss behavior?base enemy IA is basically get in "engage range" -> choose attack -> get in attack range -> do attack -> repeat. What I have for bosses and other more complex normal enemies is a THINK_ACTION and DO_ACTION states that get triggered at specific points of the enemy AI's life cycle. So, for example, THINK_ACTION state could be triggered after the enemy does an attack, of after it's hurt, or after reaching that "engage range" or whatever; then, during THINK_ACTION it evaluates stuff (like distance or angle to player, or what attack or action it just did) and decides to either move to DO_ACTION to do some specific action or just keep rolling with the base AI I described earlier. This allows me to have a generic behavior that always works but being highly customizable at a per-enemy level. There are probably better ways to do this but it works for me lel, it allows me do whatever I want and it's clean enough code-wise>I dread the day I need to set up my boss fight using Unity's behavior graph...I do it all via code, seems easier to me
>>738210013I thought about working with a writer but I figure returns on this project will probably be too small to appeal to one anyway (plus I don't want to share, mwahaha). I ought to power through and maybe grow as a person, even if I bitch about it a lot. I prefer focusing on the gameplay and features, I'm trying to make each map have its own unique thing going on. The game's main gimmick is its "Link" system, each character has their own link ability. When you attack a target with your allies adjacent, you get a damage boost on the first attack plus you get all of those allies' link abilities applied. Sort of like setting up chain attacks in Engage.
>>738210352Possible final form
>>738211671Vision should be a radius
>>738211671wild idea but what if the lighting is per-tile? would that make it easier to blend some sources of light with others?>>738211313love how this is coming along, some of those sprites are really cool
>>738211743Thanks, bro!
i'll share some music from minedevelopment started back up again this year and its in a much healthier statehttps://voca.ro/13tI0AVg9Pqjhttps://voca.ro/1kLrnsUiaxvO
>>738211735The player should never see any skybox area or pop in, the render distance is intended to increase as they zoom out>>738211743I'll have to think on it for a bit, first time I have done lighting in a game
making new backgrounds
>>738212082first one actually dope
>>738212350Very cool but players need some way to stand out more.
Not game but a while ago I made a spritesheet manager plugin for Krita. It lets you mark regions on the canvas and add metadata to them.https://sundee.neocities.org/kritaspritemanager/
>>738212417thanks, game's got a lot of music, there should be an in-game jukebox where you can listen to all of them individuallyhttps://voca.ro/17XEnxIpyJGshttps://voca.ro/1nLEyVr9bDfJ
>>738212614in game there is a white outline around the players now
>>738205646I think this is probably either the last or next to last thing i will make in this level, other than the level boss and that kind of door that go "cla cla cla cla"
I had this webm where I was rendering a larger portion of the map with headless clients running around spamming spells. I thought it might be useful to me as an admin, since we are not just rendering more of the map, but we are also receiving the network updates for a much larger area in view
air blowing
>>738212350>>738213145The completely black characters remind me of Heart of Darkness for some reason.
>>738205646I made it so that the player character can smoothly transition to a lying animation after being ragdolled.>>738209730The whole thing about indies is you can go go against the grain. If you don't want to have a story find a premise for your game that doesn't need one. A poorly implemented feature is worse then not having it at all so if you end up making a halfassed story because you don't want to make one it would be a mistake.
any of you make games without coding? what engine do you guys use?
>>738214380You can use blueprints in unreal engine. However I absolutely do not recommend it if you don't have a good grasp of the basic of writing code. You'll still encounter most of the logical and design challenges of writing software the old fashioned way so knowing at least the basics of something like C#, Java, C++, etc would still help a lot.
>>738212350Outstanding. Thought you published a year ago.
>>738214380Not knowing how to code will fuck you over in the long run.
>>738214380My own.
>>738212905The white outline is hard to see in that map with that background.Also if the enemy is that grey, he also blends in with the background. Could just be a static ss issue
>>738214380>any of you make games without coding? what engine do you guys use?I code and I use Godot. If you don't want to code, I recommend RPG Maker. Back when I was a kid that shit taught me the basis of what an algorihtm is and that knowledge was quite useful once I started to learn to code
>>738205646Has anyone tried the Korean indie stove website?
>>738214887what no, not even on ea on steam yet.>>738215435eh, best I can do. idk what other options to make it clearer
>import model from blockbench before swapping to blender>can't rename the importreeeeAlso giving all of these assets static meshes is a chore!
>>738217135Pretty sure you said last year you'll be on steam in a year. Nvm, looks really good. 10/10Is there a horror movie where no one speaks? Or little conversation? Maybe a movie where the cast wears masks only or has no faves?
>>738216879What?
feedback keeps telling me to add some progression. Planning this blue fire as an upgrade you can buy. Not too hard to implement since it's just a resize/recolor and changing some damage values.
>>738217516earth upgrade planning to be obsidian, have to redraw some rocks but not too much work. Air thinking on doing sonic booms. Water idk what to do. Any suggestions?
>>738217516People like seeing numbers go up.
working on world space UI and object interaction systemhaha i'm gonna kill myself
>>738217584>>738217516The only thing I could think of personally for water would be to make it acidic or blood as a recolor for minimal work, but alternatively you could add stuff like ice tips at the end of the water, or maybe add little fishes insideI don't think any suggestion would fit the feeling of the game though, sorry anon
>>738217135Colours per player. Its straight forward but could help pull away from most backgrounds
finally fixed BOTH the freaking player sprite loading and map transition bugs today
water charge attack, turns the basic water shot into ice shards>>738218105blood might be too much, field would look like a bloody mess and I might have to change the ratings to 18+ game. Acid might work, just like a green recolor with smoke coming off it. Puddles do passive damage. fish might actually be funny but might be too weird of a difference. >>738218215enemy npcs are already different colors.
>>738205646Gonna be quitting my job soon.I will be having a lot of time to make my game finally.
>>738219659>Gonna be quitting my job soondamn I'm jealous
Working on more armor sets and cloths physics. Added Templar set with test physics. Need to get back to animations and focus on the dragon and story boss.
>>738219872cool armor, reminds me of Lords of the Fallen
Revisiting an old concept for a Source engine map based on dreams I often have about being in a weird version of my house that goes on forever with warped versions of houses I've lived or been to
There's (20) spots left in our quickshots segment for /v/3. As a reminder all we're asking for for these is >15 seconds of gameplay >Game status >Shill link >Logo (if available) https://forms.gle/YdspbFT2YJmJHm4A7 and if you want to still do a full trailer send it here: https://forms.gle/eGYdc8ShFzT5kFRNA Both are due in May 23rd. You don't want to miss this one.
Some progress. Trying to get a playtest out in a few weeks.
>>738220512holy shit I want to BANG this dog
>>738220682You're a cool person, anon
>>738220446I'm trying my hardest to have that bossfight ready for the short trailer>>738220512damn she emptied the whole thing in a moment, what a healthy dog
>>738219590you could also try to bulk up the amount of water significantly instead of a recolor
>>738220512Is this exclusively a pissing fetish game, or is it merely an aspect of a larger experience?Either way share that play test when its ready, I'll be there.
>>738205646>made any progress during the weekend?So much!NPCs now work, with strafing, sideflips, picking up/throwing stuff.I also made a new dwarf character, a new tileset and began working on a new level environment.
>>738221726kino! good job man, love those sideflips
>>738220512Fetish content aside, that is a very nice looking sprite, animated very expressively
where do i start blender studying?
>>738221934start with wanting to make something specific like a person or buildingLook up things like keybindings when you need themLearn as you go
where the fuck do you see wishlists on Steam? It can't be the utm analytics. I don't need to see conversions, just wishlist total
>>738220953Her bladder works very well! (Sometimes too well)>>738221574It's a dating sim/rpg, so not exclusively based around pissing. Demo hopefully by the end of summer>>738221880Thank you, anon. I never was the best artist, but it's nice to hear that the work I've been putting in trying to learn has been worth it.
>>738222031https://partner.steampowered.com/app/details/(your steam game ID here)/
>>738221806Thanks!Here's the new dwarf character I made today
>>738221934making goblins! nah just kidding, I recommend those two:>non-videogame related but great introduction to Blender:https://www.youtube.com/watch?v=sbCW0Cs7aI8>videogame related and engine-agnostic almost up until the end:https://www.youtube.com/watch?v=VasHZZyPpYU&list=WL>>738222050I'm jelly, wish I could pee that well lmao (sad)>>738222164damn he's FAT! nice dwarf man
>>738222050>It's a dating sim/rpgGood luck anon
>>738222221thank you, i will take your advice
>>738219863>damn I'm jealousJealous of what?I'm gonna be broke soon from having no income.And I can't immediately starts working on my game either, I need to work on a portfolio project first and apply for some new jobs before I can start.
>>738222074thanks, it's a pain to navigate
This is the current look (solid color background)
>>738220512So is this like a patreon thing or how does one sell a pee fetish game? I guess steam allows more adult content now
>>738222595And this is how it looks with a gradient. Does it look better this way? I definitely can't do a big fancy background design, because there are a bunch of random visual elements (the sheep are one example, but there are a LOT of others) and I don't want to make it hard to see the notes.
>>738222621That and itch.io. I'm not a huge fan of Patreon porn game grifting, so I'd rather avoid that and actually make the game first.
>>738222297good luck anon! it can be frustrating but once you get the hang of it it can be fun
>>738222221Thank you, gobbodev!Here's some new Spyro-inspired enviroment stuff (very early WIP)
>>738222661If you had to choose, the gradient looks better overall. Even from the thumbnail, the gradient looks a bit more interesting.Easy things you can do with the notes is add another outline but in white. So if the white blends in, theres a black outline. If the black outline would've blended in, theres a white outline. You could tint the ASJK buttons to be the same colour as the notes, or a faded version of that colour just so those all stand out
>>738222809your game looks better than mine. Please stop or I'll have to send my goblins your way!>>738222661I think it looks better! Could you make the transition less obvious? like making the colors be closer to each other, if that makes sense
>>738222917Haha, I don't think so. Your gameplay mechanics look fun as fuck.After all, I begged to make graphics for your game
>>738222661Its hard to say without seeing it moving, but my gut is telling me its better.>>738222715Does itchio allow you to charge for porn/lewd games yet? I know they lifted the full ban, but I don't see any of them charging for their games.>>738222809Slap a spyro skybox on that for a direct sovl infusion
>>738223004thanks anon. Your game looks super cool and you are making very quick progress! maybe we could collaborate in the future? I'm still waiting for you to reach out on X like you said you would btw ( ͡o ͜ʖ ͡o)
>>738223093>Does itchio allow you to charge for porn/lewd games yet? I know they lifted the full ban, but I don't see any of them charging for their games.Oh, I forgot they did that. I suppose I could not include any nudity or anything and it should be fine. Just an innocent game about furry girls falling in love with (you) while they try not to piss themselves :)
>>738223093I actually made one earlier, for testing!>>738223221I'm going all-in on my own project at the moment, but maybe in the future!Aah, yeah, I never got around to making that X account
>>738223495>I suppose I could not include any nudity or anything and it should be fine.Another great loss from the draconian creditcard companies censorship. I'll still await the demo.>>738223505Very nice
>>738205646>made any progresscheck out this sick interact animation
>>738223964SICKwhat's he going to interact with?
>>738223964>stay>shake>good boy!
>>738223964b*dazz bro..
>>738224063Oh man, I mean, what CAN'T he interact with? You name it, he can interact with it. Just look at him interact. Pre-order now for exclusive interact bonuses!
>>738208116i did i made the cut off by like 16 mins towards the end there's a secret easter egg if you click vampy like 50 times on the home menu https://zilants.itch.io/vbe-bunny
>>738223921kek I've been actually going back and forth between making this game a full degenerate eroge, but regardless the demo will be posted here when it's ready.
>>738223505There, slapping some vertex paint on the environment too made it look more Spyro
>>738224438Unity decided to immediately lock the game to exclusive fullscreen at some horrendously low resolution and break 90% of the UI.I decided to carry on and had what I can only call a magical experience playing the only song, unable to tell if the majority of the screen effects were caused by said horrific resolution or were intentional.9/10 would recommend to others.
>>738210226would rape
>>738210226Put this cat in peefag's game >>738220512 and I'll spend all my money
>>738225335yeah its locking it to 720 for some reason lolglad u enjoyed it i think its cuz i made it mostly on osx and today was the first time i tested it on my window 10 rig
>>738224752it really does look just like spyro nice job
>>738212905Eewww
>>738205646i got sidetracked into doing nand2tetris, i finished my ALU and RAM and am learning how to do assembly now
Just downloaded unity Now what?
Been playtesting the demon boss and making small adjustments since I made that post 6 hours ago lmao. I've also taken the chance to improve some of the player's attacks so they are more useful. Very excited about having it done and working
>>738227405make your gameif you want to make a shooter go look up a tutorial and use code from it
>>738223093This is what it looks like in-motion.>>738222876>Easy things you can do with the notes is add another outline but in white.I don't want to have to do that for every single background visual element, so I think I'll just stick with these two colors.Is the text in the upper left readable?
Where’s the full lowpoly customizable asset pack with 100 character models that has 100 prescripted motions and 100 monster packs with all the basic movements like jump/attack/death/spell, all easily customizable. Lol free assets like don’t even exist still, I dunno what I was expecting I guess I just assumed this was AMERICA.
>>738227504Any good resource online for learning all the important stuff?My endgoal is to make a 3d dungeon crawler
>>738228130>3d dungeon crawleras in, grid based? I did that not long ago with Godot + Trenchbroom
>>738220149i have those dreams too
i realised im currently too much of a lazy motherfucker to do any real progress in developing games. I always do like 30-60 minutes of unity making shit move around and have some basic moves, drop it, and then get too distracted by work or university.So i gave up on it, I decided the only way i can currently get closer to my dream of making a game is literally just stockpiling money to commission artists, musicians, programmers and whatever else i might need to help me out. Through monumentally lucky gambles/day trading i managed to get halfway to 6 digits which is already pretty satisfactoryAlso trying to make skilled friends that would be down to work on something if they were paid for it, they would do it for free if it was a real project but i have heard enough stories of failed games to know that people just "doing it for the love of the game" without any cash incentive just ends up going wrong 99% of the time. As it requires no commitment and lets me pretend im actually doing something, im also making a big connected document on Obsidian describring what the game is, how i want the features and plot, how the graphics would be handled, the general plot, how i want enemies/player moveset/healing etc to feel, and the people i am intending to commission and their prices. Also keeping track of anything that might be too ambitious/pricy and how it could be cut without outright downgrading the game(cool program try it out for worldbuilding or writing or planning or studying and etc)
>>738205646I decided to put my main project on hold to put out a small scoped game real quick, try to make some money and decided to use Unity for it. And holy fuck, I have gained new appreciation for the C++ standards committee's insistence on backwards compatibility, Unity fucking sucks, want to use X plugin? Too bad, it only works on Y version of Unity and if you're on a newer version you either have to update it yourself or use something different because Unity's developers don't give a shit about backwards compatibility.At least in C++ when I grab a library I know if I'm on a newer standard than the library specifies, the library will work, there's no such thing as a library just not working on newer versions of C++ anymore.
>>738228709>I decided to put my main project on hold
NEW FEATURE! Debug symbols are now included in nightly development builds and crash dump files will be generated when the game crashes. That means I want you to give them to me when they happen fyi.
>>738206609Raskolnikov here, reveal yourself, coward
>*solves all your coding problems*well, what's your excuse now?
>>738229279buy an ad
I’ve been waiting for 10 days for steam support to approve the steam page for my imsim System Shock horror game and I’m tired bros
dragon now has a standing idle animation and really all I did was move his feet and fold his wings back and closed the "fingers" and slow down his animation.Also, a small ui update but holding down the start button will show or hide the hud text, since i am also updating that too.
>>738229458is it AI generated? Is there rape and other stuff?
>>738229402Codex is better rn desu.
>>738229402t. seething luddite
>>738229670Post your game, AI chad
>>738229458>13 days after submission the ticket is unfrozen>Mridul Amit Dhanju immediately claims the ticket>rolls a dieYour request has been denied for the following reason: "Text in capsule image placed to close to border."
>>738229558No the capsule art was a commission. I’m adding more weapon animations and a banana peel mechanic right now. I’m at a point where I’m a few months I can actually release a demo. The first two levels and opening scene is done and I’m just polishing the shit out of everything now
>>738229815do they seriously check all that shit? i submitted mines for review and im too lazy to finish the rest so i just said eh whatever and ill work on it later
>>738230094yes sar we check everything>rolls a die>adds a "v" at the end of your description textYour request has been denied for the following reason: "Description text."
>>738229458escalate the ticket, say this is time sensitive. they will react accordingly as long as you are respectful.Had similar issues, and it works!
>>738205646vibe coding my own 3d engine right now. it will work similar to unity and uses similar semantics. although vibe coding still isn't that great and I have to manually intervene a lot.
>>738228708>universitygo get an MBA, and recruit from the other programs cheap labor.
>>738229279compared to other LLMs, claude is above the rest by a mile.ChatGPT, gemini and even copilot are retarded and most of the AI logic they use is also retarded.I find myself fighting them instead of getting help.
>>738229793my agents have made hundreds already
>>738205646why do you make this thread everydaythis might as well be a general
Video got very compressed, but you can kinda tell whats going on.You need to survive until you're an adult, you eat to fill the hunger bar and also to get points you'll use to level up for the next generation. If you take too long you'll get old and die.The view distance is super low because thats how it starts, but soon you get to increase it. Now I'm mostly focusing on balancing the game and adding qol features, soon I'll add sounds and some more option menus and release it.
>be an amateur dev even though I have a few years of practice>post game progress that is clearly rough and unpolished.>"this sucks, you have to change this, this sucks, you need to do this or it is shit/slop/assetflip tier garbage [repeats the same talking point 6 times in a reply]Gee, no one here is trying to make, by themselves, with zero help from others, mass effect or elden ring, without the use of assets.
>>738231121There have been times when I've made it blatantly obvious that my game has temporary artwork in it, and yet people still comment upon the artwork as if it were permanent. The average person is too dumb to provide useful feedback.
>>738230767seriously, buy an ad
>>738230607>and recruit from the other programs cheap labor.i dont want randoms, i want nigggas i know are goodsadly good labor for this kind of shit doesnt come cheap. Im already looking to spend like $20000 on the composer at the minimum for example
Have any of you reached out to streamers and gotten them to play your game?
>>738205646How do fundamentals behind static geometry / static meshes work for basic fucking quads? So I upload my vertice and textures to GPU, but each frame only update the translation matrix that's sent to the vertex shader (if need be at that)? I try to find some practical example, but all I see are "tick this box in editor" tutorials for unreal. Is it really so easy nobody even bothers to spell it out, but surely there's a gotcha with uniform bandwidth or some shit.
I want to make a FF7-like, except with purposeful battles instead of just endless randomized battles. I wonder if theres any interest in such a thing.
>>738231853Or use suno
almost done
>>738205646Talk to me: I have no experience coding/deving. I have a background in traditional art and writing. I've had a vision for some time now of making a first person blobber visually similar to Ultima Underworld/Eye of the Beholder but turn-based like Orcs & Elves. I'm not trying to be grand here - just a 20-30min experience more focused on creepy aesthetics and sparse survival combat than some multi-hour adventure.Which development software should I be looking into using?
>>738230883having tons of games is the same as not having a game.
>>738234235Godot
>>738220149Check out House of Leaves, You should have left (that's a movie to check out as well)
I worked a bit on my movement slop game, working on some test levels and running them over and over again to see what parts/mechanics are awkward. I'm still not sure if id like the final levels to be bite sized or part of a larger environment, I've just been having fun fucking around with the physics>>738210872good shit, reminds me of dragons dogma>>738234010trying to make my own animations as an artlet has given me a new found respect for smooth readable animations like this
>>738234373I'm no movementslop expert but that's looking pretty good, good job
you guys use substance painter? Can I separate a mesh into two without having to re-bake the whole scene
>>738205646>>738205646Got my character base finally completed and was able to make 2 characters with it, then fixed a ledge grip bug that took way too fucking long to resolve.
>>738235237erm... isn't the first girl crotch a bit puffy?
>>738228389Been having them since I was a little kid.Staying the night at friend's houses was a constant thing growing up so I've been in lots of different houses.>>738234323I read House of Leaves ages ago, haven't heard of that movie before actually but I guess I'll check it out sometime
>>738235387Yea it is, good looking out. I tweaked the weight painting on the clothing and it looks a bit better, but I think I need to adjust the base crotch underneath and repaint again it for best look
>>738205646Wrote the first case, which is pretty much a stolen item search. I want to escalate the jobs player gets slowly, but at the same time it's a difficult balance between slow burn story and not boring player before creepier cases.
>>738217373>indie steam or egs https://store.onstove.com/en>>738228708You should work 1h every week on it and you'll have your game done by the time you have your degree
>>738229458Is your game rather action or horror
>>738233438Fool, if you rock the ost, you'll be namba wan
>>738237430It’s an immersive sim so I guess it’s about as action or horror as you want it. You can play it as a stealth or action game like Deus Ex. You can play lethal or non lethal. You can specialize a drug mechanic to play it with ranged/melee combat or stealth/agility. You can hack and lockpick and find alternative paths through the levels and get perks. So I guess it can be whatever you want it to be
On a whim I decided to add in the ability for little Joey Fygoon to swim. Since he will have the ability to morph into a swimming powerhouse by means of the Realm Gem of Seatus that gives him the more reptilian swimming style of undulating his body like real monitor lizards, I had to convey a more "novice" style of swimming for this point of time as he can only swim on the surface of water and not dive deep into the depths below. As a result, I modeled the swimming animation on a mix between that of a frog and a human, to give it a more familiar approach than the sleek style of Seatus-morphed Fygoon.
>>738238041Solo? Pretty ambitious. Gonna kickstart? Suggest you get discord and in contact with 1k sub yt fast. Would like to play a new and good game. Id go for system shock 1 clone.
>>738205646Game's almost done, now I need to get to people who like similar games - Obra Dinn, Case of the Golden Idol etc.
>>738238041Looks interesting, hope they approve your steampage soon so I can wishlist it.
I hope.
i got my parkour system working
>>738239239More directional sprites? There are now half a dozen games with this 2.5d look, you shouldn't score last.
>>738229916Yeh
>>738205646>made any progress during the weekend?Day 9 of trying to make my 90IQ brain correctly implement a RadixSort-based parallelized space partition system.This is the last fucking time I convince myself to look up proper optimization techniques instead of jury-rigging shit and be happy with whatever as long as it work well enough.
>>738239419>RadixSort-based parallelized space partitionQue
I’ve worked in a UI interaction system, and am continuing to work on the combat
I wish animation events could carry over
I have no mouth and I must scream
>>738239460>space partitionWhen you do physics engine stuff (collisions, checking which enemies are in range, etc) it's better to split your space in small blocks, this way you only check against what's in the adjacent blocks instead of the entire map. That's space partitioning. There is a ton of very clever ways to do it, thankfully I'm a dumbass so I'm just using a regular grid.>parallelizedMy game is entirely run on the GPU so I can process MOAR stuff. However that mean everything need to work using parallelism - 1 GPU core is *much* shittier than a CPU core, the point of GPU is that you get 2000 to 10000 cores all running the same code with the same data at the same time. So you need to rethink how you process your data, in a way that make it possible for each core to do everything without having to wait for the work of another core to do done.Right I'm in the worst case scenario for parallelization, where *order* matter (the order in which I'm inserting objects in the space partition). Which mean I need to put a very ugly, *VERY* slow instruction that force all cores to stop everything when one of them is writing his object, to avoid several overwriting each other.>radix sortA sorting algo, apparently computer scientists invent new ones whenever they are bored.Radix has the benefit that it can process big-ass arrays by doing a weird as fuck maths on a very small array - small enough that it can fit in a GPU's cache instead of the general VRAM, which mean the "slow instruction that prevent overwriting" mentioned above get to only block a very small portion of the GPU, and is *much* shorter since it's on the cache and not general memory.I *barely* grasp how all parts work, and GPU debugging is a pain since the data aren't on the CPU so you can't just shit out a "Debug.Log", you need to extract the data manually at each step. And even then you get a 1 millions+ array so you better hope you can spot the issues from just looking at a small part of it.
>>738240454That and just trying to cut down on polycount
I have a deadline of next year’s nextfest.
Anybody released a game here?How safe is it to release the game without registering a company?
>>738240760I made two shit games for mobile long ago. Never got any problem outside of them sucking ass and not making any money. And also Google harassing me with a fuckton of mail whenever they change a line in their store's EULA.
>stop drinking for a day>accidently started sruding c++
>>738240760I wouldn’t know
>>738231121My favourite part is when you ask if people are interested in testing a specific feature and they proceed to sperg about how they want to see dragons and crafting mechanics in the game.Nigger please, you're testing movement and how it feels.
>>738240454>check against what's in the adjacent blocks instead of the entire mapGood to know. Explains stuttering in some games.>parallelizedI get the concept. How is this done in the engine? I swear, text input work can't come fast enough. Most of the time I try to figure out where to look for something. It's like 92% of my time goes into that, effectively I could nearly increase my input x10 if I knew how to operate the engine.
>>738240760i released a gamedon't be stupid, register a company
>>738240454>radix sortMissed that one. I'm a mathematician and I'm triggered. Sorting algos usually have a use. Obviously time renders them obsolete, but knowing 20 or so by hard improves your life.>barely graspSkill issue. Every llm is a 120 iq math Chad that can explain it to you in no time. Literally every llm, even a worldbuilding llm. Which I recommend as it always delivers cute drawings to your math problems. Everyone understands pictures, don't they?
>>73823831390% solo. I got a guy doing music and sound effects, another guy doing some UI art, but the models, textures, animation, code, level design, everything else is me. I hired voice actors to play a bunch of roles including Gianni Matragrano too. It plays like the System Shock 1 remake with an aesthetic that looks like Bioshock with some Deus Ex sprinkled in, along with a more traditional survival horror edge. I also have a gore system inspired by Raven Software’s GHOUL system that has dynamic enemy hit detection and gore, so 11 different body parts of the enemies can be torn apart in different ways and there’s about 30 different animations for the enemies reacting to getting hit in different parts of their bodies. I got %90 of the mechanics working and now I’m at a point where all I’ve gotta do is make more levels and polish up the first two to release a demo in a few months. The demo will include about six weapons—I’ve got another 7 coded and animated. Steam page is still under review but you can follow me on YouTube Woebegone Nights. When the steam page gets approved I’m releasing a wishlist trailer I already have prepped.
>>738240760Safe how?Are you referring to be your name being out there? In which case wouldn't your name be in the credits and if not your registered company would be viewable to get your name if someone wanted to anyway.Financially? Depends on local laws, looking up indie devs from your area writing about their experience going with a company will be helpful.
>>738241240Looks neat
>>738227845white outline around the RGBY coloured notes, not the background elements.The text isnt really readable. Its thin, a very similar colour to the bg (could at least be the same dark grey youre using for outlines).It probably also suffers from that UX issue that the players eyes are going to be looking at the ASJK buttons most of the time, and the health bar+score are on the opposite side of the screen. Probably easier to see them if they were under teh wizard
>>738241240Post webms
>>738241240You need reach!
Been trying to make transitions between attacks smoother. It hasn't worked out so far, but I also added a UI for interacting with shit.How're you?
>>738241582https://glossary.infil.net/?t=IASAtransitioning between animations is a meme and makes your combat feel gay like FF15. Just allow the recovery to be canceled (but play out if there's no input).
>>738241160>How is this done in the engine?Depend on the engine. Unity/Godot/Unreal and other modern engines *should* all have that stuff, just with different names and APIs.You have two parallelism path that tend to have very different API and perfs & constraints: CPU parallelism (aka multi-threading) or GPU parallelism (what I'm trying to do).For Unity, CPU parallelism is done with the Job/Burst API, or and GPU parallelism with compute shaders.Both have a fuckton of tutorials on youtube, although Job/Burst tend to be packaged within DOTS&ECS tutorials which is a slightly separate can of worms. Compute shaders are more standardized amongst engine afaik. Although Godot's (if that's the engine you use) system was missing some stuff iirc, since I vaguely remember Acerola's vid on compute shader being 50% about him fixing/extending it.
>>738205646I think my player character finally controls how I want it to so I spent the weekend kind of charting out the overall structure of the game. So now I need to come up with a bunch more enemies and possible bosses. Other than that I dicked around all weekend.
>>738241240>including Gianni Matragrano too.You should kill yourself now.
>>738231221>>738231121>Make prototype>Explain how to play because theres no tutorial and placeholder art>It would really help if you explained how to play and I find it hard to track whats going on with the art>Says some other wanky thing like about balance or something>Nothing else
>>738241247Americans are prone to patent trolling, that's why every developer will tell you to make an LLC.
>>738232654Yes. You didn't ask any further questions, so its hard for anyone to reply to you. Heres generic advice:Its a numbers game. Look up wanderbots blog, he has a template for reaching out to streamers. One of the better things you can do for wishlists.
>>738240816>also Google harassing me with a fuckton of mail whenever they change a line in their store's EULAthey still send us emails all the fucking time even though they took our games off the app store after we gave them documents they needed. they said they were wrong but didn't elaborate on what was wrong. i hate google.
>>738242063Same.My two games got pulled out of the store like fucking 10 years ago, and I still get spammed.I just stopped using that email.
>>738241138I know that feel bro.Its ok to have ideas, but not helpful when you need to know if the core idea is fun in some capacity.
>>738206234this, so much this... instead i've spent all of my free time vibe coding a shitty solution which now calculates my salary for me, because i have a feeling that the management at my job tries to fuck me over at every step
>>738205646Hirdrih Technologic: Avietta, a character returning from Nortubel.In general, NPC's will be a thing in this update.
>>738241692I just started level design without any knowledge of this ata all. My idea was to quickly finish all maps and then reiterate from there. Like the first 1/10 of the game has 3 floors and 15 rooms, so. I just put 15 small rooms there and iterate step by step. Do I have to factor in parallelism at this point? I thought surface and shaders come later?
>>738241373I don't have a lot of webms but here's one from a while ago showing off a drug you can inject into yourself that turns you into a walking thermonuclear warhead and makes you explode, insta-gibbing all nearby enemies or lighting them on fire. drugs in the game work like plasmids in bioshock or derma patches in system shock. there's a bit of postal 2 crammed in there too
>>738224752this activates my neurons
>>738226967Fell asleep, but thanks!>>738243936Fellow Spyro-inspired bro!I love your otherworldly characters and environments. Feels very unique, even if in the style of Spyro graphics.
>>738243936>>738244030What are you using for vertex snapping, by the way?
>>738244127put this into world_position_offset
>>738244030thank you. your inspyro'd level looks very authenticly ps1.portal transition is almost smooth except for the main character and the camera
>>738244848Ah, cool. A vertex shader? I'm using Godot, so I'm not sure how to go about implementing something similar there, but it would be fun to see.>>738245005Really cool!Are you using two different scenes for the portal, or is it just a texture swap?
>>738246828yeh i don't know how you would port this to godot, but most of it is math so it should be doable. as for the portal it all exists within one scene, but 70000 units apart with their own skybox and i basically teleport the player between 2 paralel level-parts
>>738247146Ooh, interesting
https://www.youtube.com/watch?v=NjlCVW_ouL8
>>738237394this makes no sense at all unless i was making an extremely simple tiny gamewhich realistically i should if i want to scale up to a real project but im too lazy for that shit right now
>>738243340>Do I have to factor in parallelism at this point? No. 99% of all games, even the AAA in the modern era, don't bother AT ALL with any parallelism that isn't handled 100% under the hood by the engine (although a few really should have...)If this is your first project definitively don't bother with it.If your game has no performance issues (at least ones that can't be solved any other way) don't bother with it.It effectively give you seemingly infinite computation power, but it's both much harder than non-parallelized programming (especially GPU parallelism) and it's absolutely not needed for the average vidya.I'm only bothering with it because the end project is to be make an RTS with "Battle of the Somme"-tier battles, so I need something that can reach 60FPS despite having half a million NPCs fight another half-million NPCs.Webm related is the old version, using CPU parallelism (with Unity's Burst/Job), it has 60 000 units. The current GPU one is reaching 1 500 000 although it's missing a bunch of the most expensive features the old one has so I will be happy if it end up above 500k.
Swedish town of 55 000 people, Skövde, creates the most indie game copies sold per capita in the world by a huge margin.
>>738248749damn that's fucking impressive
>>738248749Just don't render the graphics and just have the boxes fight, easy.
What learning resources would you recommend to someone who needs to learn basic 3d game development in Unity and/or Unreal by June? I know some basic C++ and Blender but nothing advanced.
>>738211313I'm a shit writer and I don't think I can do the actual making of cutscenes or in-game engine stuff but I'd be happy to write for you (not requesting any compensation), whether it's a bigger story or just a "mini campaign" (like your main game might have no story but there can be a side/small story like some of wesnoth's small campaigns)email: subattomic123@proton.meIf you're not interested no need to email me, but if you are then might as well shoot an email just so we're connected even if nothing's set in stone
>>738247851my beloved
>>738248749>If your game has no performance issues (at least ones that can't be solved any other way) don't bother with it.Right, got it. From a theoretical standpoint it's good to know, but I doubt a 1080 would have any problems with ultra settings.>rtsCan be demanding. What do you think of the cnc generals clone like d0 or tempest and whatnot?>500kThat much?
>>738248780All shit games btw
>>7382487805 nongames, impressivewonder what they'll do next when they actually have to design stuff and not just have whacky physics errors
a work in progress song. does it sound okay, or is it shit? it's supposed to be a theme for a town.https://vocaroo.com/1aNHqRmF8SaO
>>738251056maybe a bit too high bpm. also that intro melody probably shouldn't persist through the entire thing if it doesn't progress at all. other than that the instrumentation and chords sound appropriately villagey
>>738251056Unfortunately a bit of a cacaphony, but keep working and you'll be good. Most people quit at the learning phase.
>>738251056The synth being entirely relegated to the left ear I dislike, the drums are too strong, it's to intense for a town theme, and it's really noisy without much cohesion. Also just because I'm curious, is it for a like winter zone town?I'd keep working on it anon, music is hard and practice makes perfect. And also if you asked me to make something better I absolutely could not, so you're already doing more then a random critical anon.
>>738225591But it's a cat....>>738225987What an odd fetish to pursue
>>738205646I'm trying to create an OS/Language and game engine at once inspired by smalltalk and lisp.I have no idea where to begin.
proompted water shader
>>738251310>also that intro melody probably shouldn't persist through the entire thing if it doesn't progress at all.i see. i assume just some variation would help fix that problem? i feel one of my biggest problems in music is that i'm too repetitive with my melodies. thanks for the tip though.>>738251447>>738251582>Unfortunately a bit of a cacaphony>it's really noisy without much cohesion.i feared this, but i think you guys are right. this song in particular, i wanted to try experimenting more with more instruments, but it seems i've messed up a little on that department. but i thank you for your critiques anyway. music's something i really want to try and get better at.also>>738251582>Also just because I'm curious, is it for a like winter zone town?nothing's really set in stone 100%, but i'd just say it's a regular old town not really affixed to any biome.
ArtGAWDs mog engineercels so hard in this space
it's been a bit over a year since i released my first game and i'm making a final content update. i'll add a playable skeleton character and some other smaller things, then i'll focus on the space game from here onwards.got a good bit of feedback from demo day i'll get to eventually.
>>738235237You need to add cloth physics or animations or it will look like slop, anon.
>>738229279didn't they kill it last week?
got two new player attack animations: one for the jump attack (it's much simple and faster now) and another for the sky rend skill, the one that does two consecutive upward slashes which now covers a wider area making it easier to hit the target>>738231063based roguelike king>>738233438got any documentation on properly implementing prerendered backgrounds in a game? or is it all just layering? I want to get into that for another project>>738234373that's cool! movement and feedback already seems enough to make it fun to play. Also reminds me of SSB64 target course lel>reminds me of dragons dogmathanks anon! very happy to read that since that's the goal, to make my own DD-esque game>>738241582I guess it depends on the kind of game but on mine an attack has to end before being able to perform the next one, which made transitioning between them very easy and simple (each attack begins where the previous one ended)>>738243740this looks really cool anon. Those types of games must be a ton work>>738243936love that animation man
>>738240454this is why ill never get autistic with the details of gamedevi want to spend my time making gameplay and not fighting a computer
>>738255024Same, blank project, no add ons, just me an empty space of an already built engine.
>>738254895This looks fucking sick please have muliplayer
>>738254269The leaked the whole thing by accident so hopefully the Chinese most likely will make a lighter version you can run locally.
Rate my steam page:https://store.steampowered.com/app/4660070/Destructor2D/Rate my trailer:https://www.youtube.com/watch?v=KmnpzOYB-bMRecently released them.
>>738254895thanks gobbro. boss looks dynamic and fun to play against
>>738254895Backup is already on it's way. You're finished!
>>738255992Looks cool
>>738255992Start with car in a tunnel sfx like this? I think the car sound should be a selling point https://youtu.be/w-xrra6ExBc
>>738207481copy the plot of your favorite mecha anime
>>738234373looks good and it's very readable. cape movement and the after images are nice too
>>738255992The only complaint I have for the steam page is your thumbnail is kinda generic, I'd change that up. Also the thumbnail looks AI generated with the background being a different pixel resolution then the car in the foreground, peoples eye's tend to glaze over if they catch a whiff of AI in any promo-material (even if its not).Trailer looks good, might be a bit long but its front loaded with everything I needed to see so that's alright.
can someone explain why more indies don't use Unreal? I thought it was babbys first engine?
>>738255947chinese made a better version of unity, but I haven't really seen anyone use it in the west, so idk
>>738257502Better how? In which cases will there be an impactful difference?
>>738234373Big GMI aura, only thing it needs it snazzy art
>>738240760a person doxed me on googleplay because i didnt listen to their feedback, zoomers will dig up shit about you if you dont kiss their ass
>>738257164>The only complaint I have for the steam page is your thumbnail is kinda generic, I'd change that up. Also the thumbnail looks AI generated with the background being a different pixel resolution then the car in the foreground, peoples eye's tend to glaze over if they catch a whiff of AI in any promo-material (even if its not).Yes, it's AI generated with Grok. I think it's better than what I could draw.Real artists take $300-500 for Steam capsule set. I don't know if I will gain enough sales because of better capsule to justify this spending. It's risky.Maybe I will try to create the capsule myself.
>>738252009Can't you just download one that actually looks good?
>>738240760What country are you in? Company ownership is public in most countries.
>>738255992+1 to the complain about the thumbnail imageAlso maybe capitalize the bullet points. And maybe you have too many samey screenshots? I'd trim those and only leave the cooler looking ones>>738255918sorry anon but no way I add multiplayer, at least not anytime soon>>738256096thanks! hope it's fun once it's 100% done>>738256581>green blinAAAAAAAAAAAAAA
>>738257203Unreal is for very high end graphics, no? I don't think many small developers are gunning for those types of outcome
>>738257203>Open Unreal>Create new empty project>5 Gb
I am making a lot of progress (survival horror game). But I'm currently trying to solve the conga line problem, and the current solution I landed on is having positional slots around the player. Maybe there's a better way to do it but I don't know of any.
I'm making a point and click and am working on smoothing out user experience. How would you decide if things should interact on click or on click-release?
>>738257841I'd recommend at the absolute bare minimum you work on changing the thumbnail out with something else, its the literal face of your game, the first and many times the only thing people will judge it by.At absolute worse you draw it yourself and it comes out crude and unfaltering, which I would say is about equal to the current AI one to the average person.
>>738205646I learned how to create an FPS system with crouch, jump, moving with Gemini. It kept just giving it to me and I said no I’m asking you to teach me like a teacher would teach. So, it laid out the steps on how to do it. I repeated you aren’t teaching me anything. Tell me why you are doing it and I may have additional questions as to what those new concepts are; it did and I can recreate it. Today I’ll learn how to add a shooting projectile mechanic and then switch back to graphic/level design and scratching simple items off of the excel sheet. I’m not even gonna think about modeling characters until I can understand the full mechanics of movement. Lighting in UE5 is something I’d like to have a grip on before 3D character modeling as well
>>738248884That's already more or less what's going on.Everyone is just a cylinder physics-wise, most attacks (including those melee swipes) are spheres, and at large distance the models DO get replaced by a literal box (pic related is LOD3, the one just before the actual box).New system has less LOD levels and goes harsher on it, compensated (in theory) by a jury-rig LOD fade system to make it less jarring.>>738250308>That much?UEBS2 reach 1 million on my machine, and youtubers with proper gaming rigs make videos with 8+ millions using it. So getting half of its performances for my first attempt with GPU parallelism seems like an okay objective.
>>738257851there are no repos for s&box shaders yet
>>738258534*unflattering I need to trust autocorrect less.
Started last week, I only know art so I'm just focused on making the character designs and learning to use Pixelover to create sprite sheets for the moment, drifting between either a fighting game or a platformer with the sprites being made to be compatible with both in mind
>>738257841do a screenshot of your game with the title name with a pixel font, then commision an artist for it
>>738258138>packaged: 100mbDont make up shit on the internet faglord.
>>738258627Not bad artstyle.Body proportions could use a bit more sexiness but I guess that mostly depend on how much of a coom game you intend this to be.>drifting between either a fighting game or a platformer Platformer would be much simpler AND has more chance of being actually played.Unless you make it a solo-focused fighting game or something.
>>738258226Depend on the action
>>738255992Trailer is not a trailer. Make something a minute or so long.Generally, your page is listing out the features. There's no whimsy. You don't say what the point of the game is, just to smash the cars up? Is it a racing game? Is there any progression like a tournament? It's not really clear.You need to sell people an exciting experience, not a list of dry features.
>>738258880>a solo-focused fighting gameThat's basically just a beat-em-up if you think about it.
>>738259069Red Earth isn't a beat'em'up
>>738255992>https://store.steampowered.com/app/4660070/Destructor2D/terrible trailer, looks more like a tech video, trailer should be 40 seconds long without white text appearing on the screen, steam capsule art is dogshit, the name of the game is also bad.You will NOT receive chocolate
>>738257203Unreal has very steep learning curve. If you're doing something simple, you can stay on blueprints, but you'll likely need C++ and it's not like C# where you can debug the problem quickly because C++ is absolute monster of outdated, yet maintained compatibilities. Even setting up a fucking project in the studio is a headache if you've never done it and it's full of nonsensical dependencies. Testing environment is also horrible. Unreal itself has tons of tools you'll never use and if you don't understand how to optimize or cut them out, your project will suffer. If you want simple, then Godot. If you're willing to learn in more depth, C# is much easier than C++ and code testing and iteration is faster.>>738258093No. Unreal is primarily focused on open world streaming. You can make high end graphics in Unity too, it's about asset quality and lighting/shaders, which Unreal arguably offers out of the box to some degree.
>>738258880i'm not good with intentional coom art, I'm just doing what comes naturally to me>Platformer would be much simpler AND has more chance of being actually played.yeah, this is what I was thinking but I like fighting games more than I like platformers. I guess the alternative would be a boss rush game since I like my hard bullshit like the kingdom hearts data fights. I know Red Earth is also a boss rush game so maybe I should look into it
>see thread made 3 days after the last>oh boy what is going on in here>furfaggotry pissing game>ai slop souls game that looks like ranjeet shit over the screen.>isometric tard shit games>avatarfagging about their dogshit "game">muh omg dragon's dogma xD but single-player, no npc helpers, but the ui is copied from the game so it counts!!>fps trash with trash graphics>rape game oh wowie so edgy!!>faggoon posting 1 update about swimming, dev time 10 years.The visions of grandeur are a fever dream nightmares in here.
>>738259032>Trailer is not a trailer. Make something a minute or so long.ok. Which parts should I keep in the short trailer, what should I throw away?>You don't say what the point of the game is, just to smash the cars up? Is it a racing game? Is there any progression like a tournament? It's not really clear.Yes I will have to describe it better. It is a racing game but more than just racing, it has open world Highway mode and it has demolition derby, and I plan drifting mode and maybe more modes.>>738259231>terrible trailer, looks more like a tech video, trailer should be 40 seconds long without white text appearing on the screenWhat should I put in the short trailer, what should I remove?>steam capsule art is dogshitYes, it's AI slop. I will try to replace it.>the name of the game is also bad.Are you sure? I thought it describes that game has destruction and that it's a 2D game.
>>738259786>What should I put in the short trailer, what should I remove?Remove everything really as you shouldn't be releasing this yet.>Are you sure? I thought it describes that game has destruction and that it's a 2D game.Look, you have built a birds eye view 2d driving simulation program but you haven't made a game yet, you should take what you have and use it to actually make the game, that is how you receive chocolate
>>738258948When I said conga line I meant moving to the player's position and attacking. If all AI agents focus directly on the player all the time, they can end in a conga line which looks very artificial and makes for a bad gameplay experience.
>>738259786One big issue with the trailer is the pacing, there's many clips that start to early before the action, or linger on to far after its stopped.The entire segment beginning with "Highway Driving" and ending with "Trucks and Tricks" should be condensed down to under a minute, if not less. One scene that should entirely be removed is the "highway driving" cut where the car isn't even moving.I also wouldn't really include the "Camera?!" section in the trailer, feels kinda needless for a feature that's not a major selling point.
>>738259325>>738259069>That's basically just a beat-em-upSorta but not really.I remember playing Tekken 3 Survival and Street mode over and over. Meanwhile the few Beat-em-up I played, I just finished and never booted again. Proper fighting games' combat is much better - it's just too bad they lean so hard on PvP content-wise.The-Fighting-Game-That-Can't-Be-Named-On-/v/ apparently also did cool shit with its single player campaign/story mode, although it's still sitting in my backlog so can't confirm if it's fun fans being fans or if it's actually that good.
>>738259618why do you enter the thread if thats gonna be your reaction?
>>738258627I like the green-hair one. She would fit a less serious Darkest Dungeon type of game. The other one is fine, but random NPC fine perhaps. Maybe it's a bad take but I think you were more confident with the brownie.
>>738260702Because you fags need a reality check
>>738260702don't reply to bait
Can a single person make a game better than Payday 3 or Killing Floor 3?
>>738260949stardew valley is better than both of those, so yes
>>738260949yeah
>>738260949don't look up what the team size was for KF1
>>738240760are you in the USA? my answer is only for US:>if you form an LLC and are the only person employed by the LLC, then tax entities such as the IRS will treat you and the LLC as the same business entityso in terms of taxes, you will pay the same or more by making a companyyou can do "Doing Business As" which for tax purposes will give the same protection as an LLC>you're worried about legal action taken against your game/studio/whatever you releasedthis is the only part where LLCs are better than DBA because the LLC will form a legal separation between you, the person, and you, the business entity.only way, imo, it's worth it (for USA), is if:>you set up the LLC in a state with no income tax and good business taxesyou'll still pay state taxes on your personal income>you want to avoid getting suedthis is only an issue if you think you're breaking copyright laws. you might be, but unless its brazenly breaking the law or gets insanely popular, you won't notice.imo its better to set up the LLC after the fact. It's not free and it takes time. Setting it up before you make or release anything is simply one of those things reddit tier devs do to waste time while tricking themselves into thinking they're making progress.Same with a website, don't waste your time or money purchasing a domain and building a site if you haven't released anything yet.also, again only for US, depending on the state where you register your LLC, it might actually become easier to get doxxed.I have an LLC (for something other than game dev) that is filed outside of my state and if somebody looks up the LLC trying to find my personal info, they will instead find the company I paid to set up and manage my LLC. This isn't true for every state, if I set up within the state where I reside, my full name and residential address would become public information.
>>738260393>Remove everything really as you shouldn't be releasing this yet.What do I need to add to the game to get a certification to release the trailer?>Look, you have built a birds eye view 2d driving simulation program but you haven't made a game yet, you should take what you have and use it to actually make the game, that is how you receive chocolateThe game is not made yet, this is why it's not for sale. This is the first trailer, to build some fans and wishlists on Steam.>>738260670>One big issue with the trailer is the pacing, there's many clips that start to early before the action, or linger on to far after its stopped.ok
>>738261216>The game is not made yet, this is why it's not for sale. This is the first trailer, to build some fans and wishlists on Steam.what I am saying is this is not the game you should be trying to release, you should be taking the work that you've done and be building it into a different game, im not saying you need to make a new version of gta1/2 but you could do so much more with the tech you have made, add story, characters level design mission design etc that way you can give the game a better name thus more sales thus maybe perhaps chocolate
>>738260706>Maybe it's a bad take but I think you were more confident with the brownie.Nah that's completely fair, she actually had some details removed since I wanted this project to be on the simpler side since I'm working alone at the moment, each little thing could add up on the animation so the detail is mostly focused on the weapons since thats what they fight withI checked out Red Earth and saw that they used rasterized CG for the weapons though, which Pixelover does support 3D, and I've also been meaning to learn blockbench...
>>738241681I meant in terms of momentum, not animations
>>738260949A single guy made Minecraft. So yes.
>>738258627fuck, my game had a catgirl with an axethat's gonna set me back a month to avoid a lawsuit...
I’m so depressed
>>738251897>But it's a cat....oh, nevermind then. I didn't notice it was a kemonigger
>>738262419same, only rape would cheer me up but it's illegal for nice people like meI blame the jews
>>738262391give her a second axe
>>738262419That's the spirit!
>>738262419go catch some sun anon, we weren't designed to spend all fucking day in front of the computer. Best wishes
>>738262419Quick, get into music and write your masterpiece!Rik Schaffer wrote his best shit by far when fully depressed.Chop-chop!
>>738259618>not mentionedI'm glad you liked my game! :D
>>738261881>what I am saying is this is not the game you should be trying to release, you should be taking the work that you've done and be building it into a different game, im not saying you need to make a new version of gta1/2 but you could do so much more with the tech you have made, add story, characters level design mission design etc that way you can give the game a better name thus more sales thus maybe perhaps chocolateI started this game as gta 1 like game with city and stuff. But now I want to downscale for first game and release a racing game (but with a highway mode). Then I want to release city game with missions, as a sequel to this game.
>>738259618Go back to /agdg/
>>738261216The other anon is right I think. It is technically a video game but it's really more a proof of concept of certain features rather than a video game. A complete game is experience. You don't have that yet. An experience would be adding pedestrians and attracting cops with various wanted levels. Or being forced to deliver a package in a time that forces you to drive recklessly, with many dangerous situations, like road stops. The main character could be a sprite of discount Jason Statham saying "the president's daughter ordered a Barstucks coffee" or something stupid that reframes the reckless driving. Or something completely different that's yours.
>>738262258Less is more. That's why I like the brownie more. Look at Crash Bandicoot.
>>738263571Drab brown and green is a fugly color scheme
>>738262951It’s because I’m not good enough
>>738262712that would mean I'm guilty
>>738263676nobody is until they are. Try again and again man, don't throw in the towel so easily, and think that the phrase "practice makes perfect" is there for a reason!
>>738263571> Look at Crash Bandicoot.Caught you mirin', gayboi.
>>738263912Look, I have been desperately trying to figure out what made DMC or Ninja Gaiden combat so smooth
>>738264061well that's not exactly an easy task, you shouldn't feel sad for having trouble figuring that shit out. Just try and think how many DMC clones we got during the PS2 era (a ton) and how many were truly memorable classics (not many)
Today marks the official 1 year anniversary of when I started working on Bingo Betty. I don't have any good new wbms to post but I will soon!
>>738264215I just don’t know what it is they did.
>>738263456I plan to add career/story mode. With varied game modes, racing, drifting, carnage etc.
>>738264268if I were you I'd start emulating those games and recording a playthough, but not just playing normally but doing basic stuff like normal attacks and jumps and recording them on multiple angles. I did that with Dragon's Dogma and I think it helped me a lot in making the combat feel (kinda) good
>>738264061I can't speak for Ninja Gaiden but I'm a big fan of DMC in how you press the button and you do the thing you wanted to do immediately and quicklyacceleration and fast animations with quick chaining and cancelling also plays a huge part, just play DMC2 and then play 1 or 3 afterwards and you can immediately feel the difference just in the controls. it also intuitively teaches player intentionality (ie mash less) by having delay combos which look cool so you want to do them, and it starts feeling more focused like that
>>738264359You are thinking in mechanics but games are sold on experience.
>>738264616I actually have delay combos.
>>738264616>>738264702>delay combosI love that shit in games
>>738264702if you have a demo or something i would love to give it a try if you want feedback
>>738264743It’s on DD 68
>>738264843a name would be nice
>>738263314there's no point doing that at all, skip the first "game" and go straight to the 2nd.
>>738265294A demonstration
>>738264359There's nothing in the trailer or steam page that talked about story etc this is what I'm trying to get at, you cant release a game like this onto steam and expect any success, its needs an identity
>>738265482there's definitely the beginning of something here for sure but far too early to say anything about it honestly. im sure you're aware that the screenshake is far too high and the movement is awkward
>>738265440>there's no point doing that at all, skip the first "game" and go straight to the 2nd.I want to split into two games because:1. The first game, racing game, is easier and faster to be made.2. I want to gain some experience, followers, learn.It is possible to sell 2D racing game, one game named Ultimate Racing 2D is pretty successful.>>738265720I didn't show story/career mode in the trailer because it's not yet implemented. In the second trailer and demo on Steam Next Fest, career will be implemented.
>>738266194The movement is awkward innnn what way? I know it’s awkward but I can’t put my finger on it
>>738266484the main issue is that the movement isnt camera relative, sort of. you have it right in that when the character is standing still, pressing one movement key will send them in the appropriate direction, but the player's movement axis doesn't update at all when the camera shifts, so I have to reach a full stop again to change to a direction I actually wantedplay the DMC games again and keep in mind what I said about pressing buttons to do what I wanted immediately. there should not be multiple steps to do an action unless its part of a chain combo
sound - https://i.4cdn.org/wsg/1777994643444677.webmsomething I've been working on the last couple of days as practice. asked someone on agdg for a stupid idea. hoping to finish it in a couple more days.i added police and tank enemies today anyway
>>738266327Fake it if you can. That stuff doesnt need to be fully implemented for a trailer. And then you can announce the game with a trailer with some stuff in it
>>738266717Do you mean when you're already moving? Like, if the camera curves you want the player to follow the direction of the camera?Or do you mean that all movement keys should operate on a separate axis if that makes any sense.
>>738267194>Like, if the camera curves you want the player to follow the direction of the camera?thisif im holding left then i want the character to continue moving left relative to my visionif I need to adjust my movement for whatever reason then at least I'll always know what direction to press towards
>>738266327>The first game, racing game, is easier and faster to be made.But for what reason?>I want to gain some experience, followers, learn.Steam really isn't the place for that, that's what itch.io is for.>It is possible to sell 2D racing game, one game named Ultimate Racing 2D is pretty successful.I have no idea why that game (the sequel) has been successful, the 1st was released in 2018 which was a very different time for Steam, it doesn't mean you will have the same success, Im not saying you cant release a 2d racing game, you just cant release one without any identity, it will get swallowed by the algo.>I didn't show story/career mode in the trailer because it's not yet implemented. In the second trailer and demo on Steam Next Fest, career will be implementedthen you launched the steam page to soon
Cross-posting from the adgd thread, because I like all the dev threads.Finished the base geo for a new boss. UV Mapping was a bit of a pain because of manually doing tri > quad (yes I know, but I need to retain tris for the lower poly look).
>>738267425is that a liver
A game doing well is not luck
>>738229548This is my last update for a while. It is really bad I know but I am working on a flame attack for him, he will probably put his front claws on the ground so it doesnt look too janky but I have a ways to go. The fighters are easy compared to manually tweaking ik bones in blender, but at least I have that to help. I miss 3dsmax but im getting use to blender.Keep up the good work anons the games in here look good.
>>738267415>But for what reason?1. To gain cash to invest into next game.2. To gain some fans, followers, that will buy the next game.>Steam really isn't the place for that, that's what itch.io is for.But you can't get money on there, everybody buys games on Steam.>I have no idea why that game (the sequel) has been successful, the 1st was released in 2018 which was a very different time for Steam, it doesn't mean you will have the same success, Im not saying you cant release a 2d racing game, you just cant release one without any identity, it will get swallowed by the algo.Yes, the first was in 2018 but sequel was just few years ago and it sold even more than the first. Now the guy is working on a 2D rally game if I remember correctly.Also I don't need big success with this game, just some, it's just a step that I want before making the city game with missions (GTA).>then you launched the steam page to soonZuckowski said to release steam page as early as possible. I will do what he orders me to.
>>738205646I honestly think I just want to artdev for someone else at this point. But the issue is most programmer's have boring ideas or are just idea guys who can't program.Maybe I'll just make a bunch of art assets, put them into a portfolio and start applying for AA or indie studios.
somebody should make a game like miitopia except the characters can have sex like baldurs gate
>>738267425Also gamma corrected the wall and roof textures for the mine. Now it looks properly dark and not washed out.The issue was some arcane bullshit with how tif files do brightness, so when I imported to engine, even if I flipped into srgb space, it was borked. Had to convert into jpg format and then convert to srgb in engine for it to take. And fix about a half dozen material texture interpreters.>>738267459Yes. It's to ensure you can drink heavily more safely while playing the game. (it's a heart, but I like your spirit!)
>>738267257Anon that's gonna be a problem. I specifically designed it to not do that via caching each movement vector, and reason why it's like that is specifically so the player can "Sail" through sudden camera changes, such as the deadzone, without having to re-adjust.
>>738268112>>738267425You're the man who mastered the art of 2000s graphics. Teach me your ways
>>738268498i'm also aware that DMC1 and 3 do something similar but you can also yank it out mid-movement fairly easily
finished ice shards
>>738267813>To gain cash to invest into next game.>But you can't get money on there, everybody buys games on Steam.Most games on steam make no money because they aren't good enough, I know this first hand (picrel) You have to really go all out to have any success these days.>Zuckowski said to release steam page as early as possible. I will do what he orders me to.I think you're misunderstanding what he means by that, he doesn't mean "get the page up asap even if its crap" he means when you have enough gameplay to make a good trailer and have gotten/made good capsule art.
>>738268582How?
>>738269034play the games...
>>738266719Lovely Stompy
>>738269091I mean like on a programming level. I can't really wrap my head around how the hell you'd do that. You can't both cache your vectors AND have movement always follow the camera
>>738269231couldn't you interpolate between the movement relative to the old camera and the new camera? i did that for a fixed camera prototype i was working on and it felt good
>>738268823>I think you're misunderstanding what he means by that, he doesn't mean "get the page up asap even if its crap" he means when you have enough gameplay to make a good trailer and have gotten/made good capsule art.I didn't know this. But I can replace trailer and capsule art in the future.
>>738269471I'm not sure
>>738258546Games with 8+ million units?
>>738269546try it
>>738269231>You can't both cache your vectors AND have movement always follow the camerayes you can
>>738241240Too ambitious for solo dev..and you hired a giotranny too, I hope he didn't charge an arm and a leg. I believe it when I see it official and I'm sure word will spread around regardless. Good luck and hope you succeed regardless.
>>738269840>Too ambitious for solo devGood. More devs should be ambitious.
>>738269816What would you have to do?
>>738269546have two variables for the old camera and the new, calculate the player movement direction for both and gradually blend from the old to the new once you change camera.basically when the camera changes the player keeps moving in the same direction and by the time they've registered what movement input they need to change to it has already blended over to it so it feels seamless
>>738269479true, but people are being shown your steam page right now and they might only see it once
>>738270104My cameras work on a rail
>tfw when I had a panic attack at the grocery store and now i dont want to devand the reason is very embarrassing not related to game dev..
>>738270820When you have an anxiety disorder a panic attack can be triggered by anything.That's why it's a disorder.It's normal to feel anxiety when exposed to certain things otherwise.
remember to check your posture often
>>738269901Idk. Ambition is one thing, but as far as I understand it's one of the number one causes for unfinished and abandoned projects. Obviously it depends on the person but it's like trying to win a fight with a bear, few can do it, and more chances than not you are not the few who can.
>>738270946i wish i had the disorders lol. it was just from seeing a girl buying chicken nuggets and feeling depressed from>at store, in chicken freezer>looking at the cutlets of thighs/breast>girl is also at the chicken freezer except looking at nuggets>super pretty and wearing a flannel shirt and also shirt about yu yu hakusho>she looks at me and smiles>and i look back and am like :)>then she asks me if i can reach for her (im 1.89m so people do this often at me)>its chicken nuggetsi could have said "did you know that these can be made much better from scratch?? ive been to culinary school and i can teach it to you, and even teach you how you can make sweet+sour sauces"but i didntshe said thanks and then i said your welcome, and then i got anxious and turned around then left. i didnt even buy chicken so now how can i eat dinner tonight.id imagine her life would be better eating homemade chicken nuggets, because then she can reach it herself without asking for help from me. but the ingredient for sweet+sour is high up so i would still have to help her with that...so yeah. now im anxious. im hungry. and last thread i even said>i'll have a webm nex thread! (this thread)which i dont have yet. so not only am i disappointing myself, my parents, i am now also disappointing my 4chan dev frens.
>>738271621Work on something.That usually helps.
>>738271584There's ambition coming from previous experience and then there's ambition coming from not knowing what it really takes to finish a game. The second is most common
>>738271752i'll try that yeah. i bought salami and bread rolls so i'll eat those instead of chicken, that way i wont be feeling hungry and can dev. even if i bought the chicken cooking it would bring back the bad memory from today.
>>738271621You defintely have some sort of disorder. Get over your childish fantasy and do some devving, obsessing over innocuous interactions with cute girls in public is not good for your mental health.
>>738232786at least in my amateur understanding the easiest ways are combing all quads into one mesh (set the VBO up for streaming if they're not static)or instanced drawing using only the position/texture as instance data (then you multiply the position by the view/projection matrices in the shader). if you need to rotate/scale the quad you'll need to use a matrix though
>>738269718Yep.https://youtu.be/mAFqWtTeix8?t=226
>>738271621>i could have said "did you know that these can be made much better from scratch?? ive been to culinary school and i can teach it to you, and even teach you how you can make sweet+sour sauces"that's creepy as fuck dude and way too forward, doesn't matter how attractive you are.
>>738272035not an obsession just a funny story i'll feel embarrassed from until i eat. since hungry and anxious are the same feeling, it'll go away once i give my stomach something to do.
>>738272692its worked in the past when i met my last gf except it was in another section and at a different store.
>panic attack because of chicken nuggets
>>738271621put needles in your toe joints
>>738273446I'm not american so I don't use injections or pills to solve things like anxiety. I ate my salami and some bread roll, and looked at birds in my yard when i was eating it, now I feel ok.>>738273295its not from the nuggets, its from that people here are eating foods that a depressed person would prepare for themselves. she is carrying the coldness from the chicken freezer into her meal, when meals should be prepared with warmth and care.
>>738274679You sound like a kissless virgin, anon. Women can tell you excude this aura. You and I know she would have called you a freak if you said any of this to her.
>>738275938Yeah bro you should've been nuggetmaxxing but you got chicken mogged and now you are a poultrycel.Shut the fuck up, faggot. 4chan is 18 and up.
>>738266719Pretty good work anon.
>>738266719that's some very cool shit for having being done in a few days>>738267774cool dragon! must be hard to animate, but you got this man
>>738274679>its not from the nuggets, its from that people here are eating foods that a depressed person would prepare for themselves. she is carrying the coldness from the chicken freezer into her meal, when meals should be prepared with warmth and care.You are a Stephen King character. Pretty cool reply. Definitely a high power level but we need more of this sort of autistic individuality.
How to make a game more profitable by several multiple times: Develop during a shorter period
>>738277858Productivity hack that they don't want you to know about: work faster!
>>738277858learn to type fast.
>>738277858develop a tulpa to help you with game design
>>738279260AMYCALM THE FUCK DOWN, AMYGET A HOLD OF YOURSELF
Strange thread. I'd give this one a 6.5/10.
>>738210226I've spent the whole day in Blender. What do you think, needs correction?
>>738280462Correct it by making the animal look more like a cool animal and not whatever that is.
>>738266194And yet, you still haven't called out the biggest problem:The combat, AKA the whole point, feels like shit
>>738206234-_-
I was going through a spat of making basically no progress at all a few weeks ago and I was very disappointed in myself, but I'm getting back to it a bit now. Still slow, but better than it was.
>>738280239Earlier this thread inspired me to take a stroll over to agdg to see how it was holding up. I dont know how people manage it over there, in comparison this thread is a 10/10.>>738280462I think it looks good anon, only thing that stands out to me is that her leg armor perfectly forms to her feet, and that looks kinda weird.Damn cat, needs correction...
>>738207481That S had better not stand for that I think it stands for
magic missiles is a boring attack and I'm trying to fix that by making them be homing projectiles. Not forever ofc, just for a few seconds after being shot>>738280462she's cute. She looks like she's balding a bit, I'd move her hairline forward a little bit. But it might just be me.
>>738207537It's not raep if it's allowed you retard.
>>738280462Unlike the other anon, I like the face.seems odd you didn't go all in on the digigrade legs, so it just looks like someone standing on tip toes. Also animal toes are usually sloped. the two on the inside are longer/further outDunno if its done or not, but the leg armour looks really basic.
>>738267425Lmao, you fucking suck
>>738280967What do you think the S stands for?
>>738281708You kidding
diggy diggy hole diggy hole
>>738281753Somalian.
>>738212905Good lord, please reconsider. Your art is amazing, but that white outline fucks up your entire aesthetic.Have you considered making the pixel size/line width of the outline the same size as the ones used for the player? Or have the character itself be a different/brighter color?
>>738229279My problem is not coding, is making assets.
>>738212905Your outline pixels are smaller than the rest of the game's pixels
>>738229279Lies. Hasn't done that
>Keep thinking about the game design>Don't want to work on the gameWhy am I born as an idea guy?
i want to make a low poly bf:bc2-like game, but with bots/co-op. do you think there is a market for that now?
>>738285950https://youtu.be/-Io4Y4aBP8s?t=99
>>738286420Do what you must
>>738286420I dont care if there is a market or not for my game. I am making a game I want to play and will play for a while, that I find fun.
>>738286561What should I do then?Stop enjoying life so I won't get small quick succession of dopamine rushes?
>>738264247Good luck anon
>>738212082Really like the second track, Recently played Mohrta been listening to their ost a lot really like the MIDI with some more modern music blend like you have in the second track.
>>738280462I'll give her some correction
I can't stop focusing on combat refinements
>>738289391that's good
>>738289546Yeah right
>>738291202yeah
>>738291276As if. Look at this pile of rancid horseshit
>>738291321your shit seems to work, might just be a matter of making the vertical camera movement smoother and improving the animation transitions. You are making progress, don't give up!
>>738291654What's wrong with the vertical camera?
>>738291742I'd try lerping that movement, would feel smoother
>>738291871Yeah but that sounds a tad less functional
>>738291931not if you lerp it fast! as long as it doesn't "fall behind" it'll probably feel fine. As always, when in doubt, go and play some DMC and see how that one manages the camera
>>738291958The point I'm making is that my shit DOESN'T work.It's got some real fucking issues.
>>738292245>It's got some real fucking issuesmake a list of those and start fixing them one by one. If I were you I'd forget about the sword, make sure movement and camera feel fucking perfect and then move on with the combat stuff.Your posts make me think you feel insecure about it but you've been making progress man, so don't be so hard on yourself and get to it! NOTHING starts looking cool and fun right from the get go, but if you take it easy and slow while putting in the effort (like I'm sure you've been doing) you'll end up having something cool that's not a broken piece of shit at all. I'm going to bed, good luck man!
>>738292485I doubt it
>>738292635we all doubt ourselves sometimes, it's normal since we are noobs learning a craft. Think how fucking cool is that you are making a game, and think how cool it'll be once you have it working like you want it to
Imagine an Oregon Trail game but instead it's like whatever else is interesting idk. Seems easy as fuck to code and do art for
>>738292838I am not okayyyyy
>>738211671I've been thinking about making an iso game. What engine is this?
>>738293919I believe he made his own, the YGG Engine
>>738205646Ive procrastinated since October last year, but I feel like that impulse is fading.I know people will like my game and itl be popular, I just need to make it
>>738293413anon I've been posting goblins non-stop for more than a year, so not being okay isn't a valid excuse
>>738269840Well, all the game mechanics are essentially 90% done and coded and bug-free. Took about 13 months. I just have to add a perk system and iron out a few bugs and everything I've described is fully implemented, so it's already done. It's just a matter of actually building the rest of the levels and making new enemies and whatnot. It's been shockingly inexpensive to hire voice actors. I've hired probably about 10 different voice actors to voice enemies, audio diaries, etc.
>>738294849How did you do it so fast?
I feel like I can imagine a world where I can design and implement the mechanics of my game because I feel like I've made pretty okay progress with that since I started, but asset creation and art feels so beyond me. I feel like it would be generous to say my drawings look like a child did them.
>>738295825maybe try 3D low poly? It's easier than drawing
>>738295520Not being married or having kids or a social life, and also working as an overnight security guard full time so I can gamedev at work
>>738296027I gamedev all the time as well, but I'm nowhere near this in 3 months
is AI music any good? Can anyone actually tell? What site do you guys use?
coin
>>738297745Money
>>738288606Your animations are absolutely on point. Top notch.However, the characters themselves look like ass, and the totality of the game really suffers from it. Please consider actually giving them some interesting features.
>>738293156It's called a visual novel with RPG elements, Anon.And yes, it is.
>>738297745The fifth element, gold.With terrifying powers such as:>bribing the judges before the duel>paying 12 masters of lesser elements to do most of the fighting for you>acquiring a gun>not caring about fighting since you already got all the bitchesTruly, he who master gold bending is to be feared.
>>738293156Kind of wanna do something like this but in space, it probably already exists
>>738298618Heh
>>738292485IDK, it's just that combat feels so fucking wrong but the problem is I'm not particularly sure what steps I should even take to fix them. How did they do things in Ninja Gaiden?
>>738299761Start by analyzing what actually happens in the games you wantbemulate. Don't just think about it, actually look at it and observe. Was that a stutter? Was that a flash? Did this move curve or rotate the motion somehow? Did the action freeze for a moment?Right now, it just looks like shit is flopping about with no sense of weight or contact.Then again, I fucking hate comboslop, so I wouldn't even like it if you nailed it perfectly.
>>738299934>wantbemulate*want to emulate
>>738298654Oregon Trail in space is just FTL
>>738296883>is ai music any goodit's ok>can anyone actually tellyesplenty of public domain music you can find online and less bitching tbqh
>>738301184>public domain musicnta but what places would you recommend to look for free music?
>>738301239https://opengameart.org/https://modarchive.org/index.php?request=view_by_license&query=publicdomainhttps://freemusicarchive.orghttps://archive.org/search?query=licenseurl%3A*publicdomain*&and%5B%5D=mediatype%3A%22audio%22
>>738301364thanks anon
>>738301364>https://archive.org/search?query=licenseurl%3A*publicdomain*&and%5B%5D=mediatype%3A%22audio%22Clever girl
>>738288606Great, can you use the diamond as currency
>>738299934That's a vibe thing, not a programming thing.Also>Slop>One of the hardest game genres
>>738255992A Reckless Drivin' fan? Here? In 2026?https://youtu.be/c7Jh154-wq4?si=rioKyAQed7TJOqRV&t=227
>>738293156Oregon trail but it's a political campaign. and instead of the hunting mini game, it's a counter-sniper minigame stopping would be assassins.
>>738302149>One of the hardest game genresLmao
>>738302906To make
>>738207481I don't get this, I love SRPG but detest the story which I click through as fast as possible
I hate my life
>>738304549
>>738304549i woke up on the wrong side of the bed and felt like saying a slur, my life is definitely much worse than yours and you should appreciate what you have instead of lamenting what could be
Nobody bought my lonely game,Zero reviews taunt me in shame.I finished the build and felt so proud,But the silence is heavy, cold, and loud.The wishlist count is close to naught,The only fan must be a bot.I fixed the bugs and made it fun,But the total sales are exactly none.The download counter refuses to creep,So I'll close my laptop and go to sleep.
>>738305341nice poem chatgpt
>>738230883>hundredsCan you post one?
>>738305341post your game and I will tell you why it's shit.
>>738304824butter!!!!!!!!!!!!!!1