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How's that game going anon? you did vote in the v3jam right?
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>>748682203
The v3jam voting has started. Choose which game mechanic becomes required for the participants and afterwards get a free voting sticker off our site.

https://strawpoll.com/ajnE1lOqAnW

https://thev3expo.com/voted/
>>
>>748682367
Do you exist to just commit crimes against art?

P.S. not voting for shit.
>>
>>748682203
Still refactoring...
>>
>>748682367
Why are people like this...
>>
tuesday threads are bad juju. weekend. has to be weekend. meh.
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quite well
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Few last bugs squashed and final trailer edited for Cliax Codec. Valve just has to approve and then we can officially announce the release date. Hopefully soon GODDAMMIT GABE

And with audio: >>>/wsg/6243496
>>
>>748682203
Made a MVP in a couple of weeks, it's fun and playable but holy fuck am I dreading when I need to make art for it and it not being a bunch of cubes and circles.
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>>748682785
cute, looks like a diorama
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continued to practice on solid surface models
dipping my toes into texture painting
made a 1960s like muscle car
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just a sprite
about a month left
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>>748683516
it's a settings toggle, quite annoying to play with on
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I'm struggling with making an interesting setting but I did get (most) my gameplay systems worked out
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>>748682203
I'm starting over again.
>>
I have too many ideas, and so I start a new project again with a billion ideas in mind and start working on it for a week or two, and then I realize I need to put in even more work because ideas are just ideas and there's billions of edge cases hiding behind each decisions and then I get tired and start a brand new project that has nothing to do with the last one.

I'm currently doing a modern future cops LAPD, and I scopecreepe'd myself into making it a real mechsim with modules and armor systems and all from cockpit view, and then I realize having to go back to base to buy units was just too much of a pain in the fucking ass and was only ok on ps1 because the maps were small as fuck, and so I decided 'yo why not just make it a first person moba/warcraft 3 style game instead' and so now I'm making an RTS that plays itself with two heroes on the board (you and an enemy hero, multiplayer is definitely not planned, yet) where you have to capture neutral camps to gain resource making buildings (like company of heroes), which then allows your commander to build more, all on a huge 8km2 map (since that seems to be around the limit of what godot accepts but this might be overkill, unsure yet).

And I only started working on this one because my last idea was 'yo what if elite dangerous but single player and focused on mining and outlaw shit' and I couldn't get mining just right so I got tired of bashing my head against the wall.

Anyways, next is going to be an horror roguelite FPS where you scavenge derelict ships trying to figure out why you might be the last living human bean.
>>
stop trying to make something unique
make something derivative
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>>748685085
Stop me, faggot
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>>748685053
Mind writing some of them down? I could use some ideas.
>>748685085
Valid approach - to a degree. being unique requires experience and being a good judge of the quality of your ideas, so you don't spend years on quirky chungus flops.
I'd say copy existing games with your own twist on it, elevating mechanics/ideas in a meaningful way. give people more of what they know but it's fresh enough that they don't feel like they played it a hundred times before.
I do this rn.
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>>748682367
What is a setting not fit for horror? Isn't modern horror so schlocky and lame that any literally setting is now a setting fit for horror?
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>>748685271
*literally any
Sorry I had a stroke
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>>748682203
Coming up with ideas for mods I'd like to try and make, to get started trying gamedev. Feel I learn best when I have something specific to pursue.
I have technically modded the code for Sakura Dungeon before, but that's a Renpy game, so publishing it as a mod is a few more steps I might try (since if you decompile a Renpy game, you can change shit without recompiling, that's the one step I'd have to figure out).
>>
>>748685271
Like the movie Buddy or pibby. Almost like educational horror
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>>748685797
Okay but those settings are now being used for horror meaning they are now a setting fit for horror
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>>748685184
>I could use some ideas.
Kinda depends on the type of game you're building or you're interested in, in general the way my ideas come is that there's this game or type of game I love, and then I watch or listen to something that makes me go 'what the fuck this would go so well together' because one fixes the faults of the other (and sometimes vice versa).
>>
>no longer have more than 20 minutes in a day to work on it
>browse /v/ instead
rad
>>
>>748685085
The best way to make something unique nowadays is to throw different shit together and make it work somehow. Nothing new under the sun et al
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>>748685975
They're not meant for horror. They're not "fit"/usual for it.
>>
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Much has changed since our last conversation, and I am interested in sharing:
Finished making Twilight Swamp for the Survivor multiplayer mode. What’s cool about this arena is that it’s one of only two arenas with water in it, and so in order for the water to actually look like water and not some random plane, I added in a water rippling feature where walking through it causes noticeable ripples to appear and a splashing sound to play. Since I want to keep things simple, I did not make the water deep enough for players to swim in since I did not want to open that can of worms yet, but you can at least see and hear when players are lurking in the waters (in the screenshot you can kind of see the ripples made by Lux moving in the waters). I can talk more about Twilight Swamp in another post since it’s an interesting arena.
A major bug that was killing multiplayer has finally been squashed. For some reason, the Mirror framework had a weird bug on older versions of Unity with the latest version where the delay before player spawning in the lobby was proportional to when the player first entered the menu. While this might seem like a non-issue, sitting around making a nickname, changing your character, etc. can cause lobbies to hang themselves. So what I had to do was go into Mirror’s NetworkServer and NetworkClient and modify it such that it only began working AFTER the player initialized a server. This, in turn, allowed lobby creation to go from causing players to wait for minutes to mere milliseconds before they can play.
Additionally, neat pop up messages appear when trying to enter a lobby that hadn’t finished initializing, in addition to things like “The host was disconnected”, “Client forfeited”, and the classic “A generic error has occurred” so the user has some feedback as to why the game didn’t work properly.
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the player can now get gibbed if they get punched hard enough
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Here is an early version of Twilight Swamp (note the bugged timer in the Survivor game mode when there should be no timer). Originally, the arena was designed with a red sky, making it look like the Twilight House from Mario Kart DS. The problem with that is that I already had two arenas with an orange/red sky (Komagus Village, Daimon Spire), with the planned Firestone Ruins being one more arena necessitating a red sky as it is located in a volcanic region. Because of that, the skybox of Twilight Swamp was replaced with a purple one and the lights and water were colored similarly. I know purple is a random choice of skybox color (unless you’re in Quale), but do you know what inspired this change to purple? An episode of Medical Detectives, I kid you not, specifically the title card of the episode “Cement the Case”. It’s a poor imitation, sure, but I think I more or less got it:
https://youtu.be/Prsa1ftnBkY
>>
Here’s a better look at the water rippling effect. I took the Kameo approach and made it a realtime normal map that appears on the water’s surface. I think it looks very good.
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>>748687650
damn that's brutal. i like it
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>>748687650
looks gay
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New item. The round idiots will actually dance and sing near it.
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What a bunch of riggers
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Oh, forgot to mention: I added a “Coin” terrain type for areas like the Fortress Fygoon basement and the Thief map Secret Treasury.
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>netcode completely re-written to modern standards
>no more lock step input requirement
>dead reckoning, host authoritative
>if a player drops, Bob takes over, if they reconnect they continue driving
>rendezvous daemon live at rvz.fatal.racing
>host games, join existing games, server browser, all in the whiplash gui
>dedicated server binary
There are some bugs, but it mostly works now.
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>>748682203
I spent the entire weekend going back and forth with an LLM to try and fix my material shader in unreal (because I have no idea what im doing), It was like 2 communists arguing about economics, iv never been so frustrated in all my game deving years, I think I finally fixed it using a different method, to get the wavy lines, I'm zoning it by depth and then scaling the tri-planar noise map so the warping is consistent across the frame, I need to do some tweaks and fix the TSR though
>>
Im working on a multiplayer shooter. Anyone have experience with implementing client side prediction and reconciliation? I've heard it's very difficult.
>>
progress:
>split NPC's audio and visual perception into their own classes instead of lumping all perception types together
>made ambient sound zones, so in case there is a really loud ambient sound like machinery, NPCs might not react to some distraction/combat sounds
>NPCs can finally perceive stuff thats above them, it used to be that their perception was only the height of their collider, so now if you're climbing a horizontal pipe above an NPC and you're lit up, there's a chance they might see you
>Added triggers for progression style events, like going into a specific room might trigger the target NPC and his guards to walk into the next room and start a meeting or something
working on doing the meetings/dialogue events between NPCs.
Getting filtered by interrupting the conversation and the NPC who investigates walking back and saying something like "...where were we?" and then continuing the dialogue.

>>748691115
looks good, i learned the hard way that effects like that are much better if they're pretty subtle but still noticeable. too much and it can get really distracting
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>>748682203
I am modeling something for my project
I think my placeholder is good enough.
Still might give the female ones massive fat tits.
Do I shrink the head? or go for a different style of chibi head? Little balls for hands?
>>
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Made a replay feature which is super useful for debugging. Will be even more useful for bug reports when I have some testers.
And it's also kinda cool, going to implement it in the final game somehow.
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doing concept art rn
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>>748692940
very cute
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>>748685975
That just means you have to go further. Make shit up, horror in Roman Empire, horror in crowded areas like metal festival or whatever
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>>748688540
thanks anon
the goal is to be a bit extreme with this game
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>>748687650
>>748694892
Don't forget the 1/64 chance for any head created by gibbing to be thrown straight at the camera regardless of actual physics, like in Half-Life 1.
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>>748695131
i thought about just assigning the camera to follow a gib but i didn't want to deal with the chance of the gib flying somewhere random, so i kept it as is. i think your idea is better, though. i'll try that. thanks anon
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bump
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i'm making a game but i'm crap at balancing
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Setting not fit for horror is in the lead
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>>748697647
>Baba Is You, 3D edition
I can't wait to be filtered even sooner than in the original.
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Added heterochromia
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i finally made my first ever 3d model, now the meme posting an empty blender cube doesnt apply to me
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>>748698829
Congratulation on becoming an actual professional modeler but ... which part of the 3rd world has dices like this?
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quick and dirty jawbreaker model and texture
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>>748699296
probably only inside my mind
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Making a few grass field tracks
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More chakra models
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>>748682203
How are you using AI to help you build you own game anon?
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>>748699917
I also gave the enemy units the ability to act on their own, but they're very simple right now. I also enabled this for the ally units in this webm, so they're auto battling.
>>
>>748699696
>>748699917
peak soul hours
>>
>>748699939
Dunno, how are you?
>>
>>748698438
add gaychromia, chuddie
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>>748700427
Yes! I have been using it a lot to help me understand concepts
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>>748700456
Eat shit rasko
>>
>>748699696
is this the game where you have a shopping cart too? i saved that webm years ago
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>>748699696
Hm, just thought about npcs being hurdles, trying to grab you or slamming their hand against the track, making marbles in range X bounce, strength scaling by distance.
>>748700553
damn, that's uncalled for, I was just making a joke.
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Is anyone else going to be involved in the October Next Fest?
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>>748700613
Nope
>>748700617
I want to throw in a crow looking at the track and make animations for it pecking but it's not simple to have it work well as a mechanic
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>>748699696
based blue man
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>>748700948
Probably not.
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>>748699696
Looking very good Anon. Love the player animations
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I gave a try to a low poly AI model generator but I'm not really satisfied with the results, it makes weird geometry and textures that maybe I could fix myself but the whole point was not having to do that in the first place so I might as well use these models as inspiration and redo them completely myself
>>
>>748701727
On the other hand when the objective is "making weird contraptions that just sit in a corned to look sci-fi" it doesn't do a too bad job but they do look more fake detailed than my own models, mostly because I never got around to do detail passes on them
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i'm experimenting and it's going well
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Doing a big old bug fixing pass for all of everything as a final push towards 1.0's release. Some 43 pages of bugs to go through. I feel like this will be what finally breaks me, honestly.
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>>748702272
>Some 43 pages of bugs to go through
It could be worse, you could be modding another Bethesda game! Ha ho ho... Seriously though, 43 pages?
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Was looking through my files and found this gem from almost a decade ago when I was only just beginning to make 3D models outside of AgentCubes. The Terra Klaeva in the region would influence the design of the Dune Terra Klaevas of Frydar Island; as a matter of fact, the original Terra Klaeva was modeled first, with the dune subspecies being a modified version in both form and color.
>>748699917
>>748700038
That’s cool. I’ve been peeking into your threads on /3/ and following your progress.
>>
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>>748687650
This looks professional
Very atmospheric
>>748701851
All of these are interesting looking.

My game's zippo, ciggie(censored for tiktok) annd fictional company logo on that poster.
Made a little mechanism on the zippo tthat explaibs how it self lights, that kinda shit bothers me
Punksquab Games on tiktok/insta/youtube but tiktok is the only one who gets any traffic.
It's not really a normie type game but I know there are guys in here who will like it.
Either it sells or I go waging. I didn't rralize you can get an 11 meter catamaran foe relatively cheap <100k€, after I get it I plan to live/work on it remotely , hopefulyy dev.
I started working on my game for this purpose but turns out I can earn that relatively quickly. Ah well, gotta finish what you start
>>
>>748702725
>Seriously though, 43 pages?
I'm going through every single bit of content in the game and, while nothing has been game-breaking, there's not a single thing where I don't notice either issues or something that needs to be polished (IE more sound cues or similar. That's on top of user reported errors; like I've got one guy who just plowed through all the random missions and reported what didn't work.

The game's too god damn big.
>>
You will NEVER be a 20th century game dev. You will NEVER make a classic. You will make derivative slop FOREVER.
>>
>>748703404
At least I made something
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>>748703354
>not a single thing where I don't notice either issues or something that needs to be polished
Ah, I see. If that's what you mean then yeah, I can believe that. But at least you're almost done, eh?
>>
>>748703454
>But at least you're almost done, eh?
"almost done" is relative. Voice acting, bugtesting, and mod documentation is what's left but
God
Fuck
There's so much of that.
>>
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>>748703258
>He just wants a catamaran
Man, shoot for the stars and get one of these evil-looking BRABUS yachts. I’m planning on getting one and will call it something cool like “Our Basileus’s Ship (OBS) Skaat” and start zipping around on the water and racing people.
>>
>>748682203
If I want the chink and nip audience do I just AI translate the language for those? Or will they get angry? I think for a professional translation it costs like 1k per and I don't think it's worth it for my slop.
>>
>>748704221
Your clientele is very particular about what they consume and will actively reject any “gaijin” influence being imposed on them. Using AI to translate your slop WILL cause them to hate you even more as it shows that you only see them as walking wallets and not people with a culture.
>>
>>748703882
No it has to have a sail so I'm not gas dependant a 100% and needs to have a lot of living room cuz i'll be living on it
This DOES look pretty badassed ngl
>>
>>748704221
They better learn english.
>>
>>748704402
>will actively reject any “gaijin” influence being imposed on them
My game did decently in Japan, so I don't know what you're talking about
>>
if you aren't using AI then you are already so far behind
>>
>>748704525
Show us your far ahead game
>N-no!
>>
>>748703354
Why not have AI do it?
>>
AI is ontologically evil n' shit so I shan't be using it
>>
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>>748704525
Everyone is using AI. It's just that the games that don't disclose it are good at hiding it as they should. The same way all illustrators would trace photographs back then to save time.
>>
I wonder if my childhood dream of being a game developer is realized now that I can and make games, or it only counts when I make money. I mean, I could flop with 0.5$ earned per hour spent. I'd still be a dev. so not very different from earning 0 so far.
You know, my dreams evolved and I desire more but I actually did realize one dream. child me would've been delighted to know.
>>
>>748704614
either you are using ai or you aren't making a game
>>
>>748704767
Still waiting on that webm of your game~
>>
>>748704867
post your non ai game (it doesn't exist so you can't)
>>
>>748704867
No because you will steal it with AI >.<!
>>
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Whole lot of bitching, not a lot of game developing.
>>
>>748704680
Because it's testing for areas that have to be polished, not for stuff that's just incompletable.
>>
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I added QTEs
Yes the bones on the butt are fucked up, I'm working on it
agdg sucks btw
>>
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>>748705663
/agdg/ getting the /g/eet virus was like losing a friend to drug addiction.
>>
>>748705663
>agdg
agdg has become a nest of bots and attracted weirdos - like 4chan in general these days
these threads on /v/ are ten times better than the one in /vg/
i miss the days when agdg was way more civil with a tight knit community of regulars
some guys moved onto bigger things, other imageboards or their switched to being active on social media instead
>>
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Would you guys be interested in testing multiplayer for my game?
>>
Go away fagtroon, No I will not connect my machine to the machine of the cp gore agdg spammer
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>>748706138
No.
>>
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I just did the cover for it.
>>
>>748706219
Go back to /agdg/ and take your AI fellating spam and gay little girl elf game with you.
>>
>>748706347
You’re gonna be missing out.
>>
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>>748706408
gonna be like resident evil 1996
>>
i finally bit the bullet and downloaded Unreal and literally not even 24 hours later the dev of the framework i was going to use tried to kill themselves
>>
>>748706545
You do realise Unreal is for large teams, right?
>>
>>748706608
>You do realise Unreal is for large teams, right?
severe mental retardation
>>
>>748706545
It's all your fault
>>
>>748706475
No I won't.
>>
>>748706698
fuck YOU
>>
>>748682203
Genning assets with AI for my WEG.
>>
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agdg has figured out i am schizophrenic so not good
they are hailing me as the next cris
>>
>>748706771
Yes you are. Your children will be begging for Fygoon merchandise while you will be left with not only an empty wallet but regret for not joining the bandwagon earlier.
>>
>>748686058
Browse v on the pot and work on your stuff when ever you have time. Create all art super fast first before doing what ever else next. I'm in a similar position.
>>
>>748707358
I don't care. You're fucking annoying.
>>
>>748698829
DLSS blender cube
>>
>>748707358
>Fygoon merchandise
lmao, but now I'm trying to think of anyone from here (even just Notch-tier passerby) who actually got any sizeable amount of merch sold.
>>
>>748708068
goblin plushies are in the plans
>>
>>748708068
i commissioned merch of my own OC. does that count
>>
>>748705805
>>748706006
can't even post progress pics on agdg without getting surrounded by weird shit, and nobody cares about the actual development
>>
>>748708068
Betz could sell merch and would probably do pretty well
>>
>>748708172
>does that count
>sizeable amount of merch sold
Private collection and selling 12 customized teacup to grandma don't really count, although it's always cool if you have pics.
>>
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>>748708068
I sold a grand total of 0 stuff at the moment, but rest assured that Fygoon plush toys, subtle t-shirts, and articulated action dolls are in the works.
>>
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>>748708435
>it's always cool if you have pics
Oh right, I do
>>
>>748710989
cute! how did you get it made?
>>
how do you live knowing claude can complete a game in some hours?
>>
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>>748711070
Sent in my design to Budsies. An acquaintance of mine got a plushie of his OC and was happy with it so that's how I heard of them
>>
>>748711132
Because I fundamentally enjoy the act of creation. Why don't you?
>>
>>748711132
A game is not
A good game
no single prompt game has sold well. ai is a tool, not an autowin.
>>
>>748711132
I can complete a game in some hours too? I did a 3-hour jam at one point and made a pretty good thing in that time.
>>
>>748711183
>Budsies
never heard of them, thanks anon!
>>
>>748683667
Looks ok, but there's some bleeding on her right arm, you should clean that up
>>
>>748691115
There needs to be depth perspective, the line in the back wall shouldn't be the same thickness as the front wall
Especially if the floor works like that, you are clashing two styles here
It makes the walls pop too much or muddies the floor
>>
>>748707489
no need to offend me anon
>>
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>>748710989
Dangerously based
>>
You guys better be developing.
>>
>>748711765
yeah that's a good idea
>>
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Which way?
>>
>bug
>add traces
>get an idea of where the bug start
>surround the area with more traces
>no traces get displayed anymore
>bug still visibly there
Well, that's a new one.
>>
>>748719501
You'll figure out that it's the most retarded thing possible in like twenty minutes
>>
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>>748682203
going pretty well. got the blueprints, rotations, nudging, and placement of buildings done. Still obviously needs some refinement, but I'm happy how it turned out. I'd rather mark down any issues and then work on something else because that's more fun.
>>
I'm letting claude slop a game while I work on my actual game.
>>
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Replaced the player's hurt behavior.
Now when the Emi gets hit by projectiles she no longer stops moving and forced out of aiming which greatly improves game feel.
Also now the hurt animation is procedural and reacts to the direction of the projectile's origin.
>>
>>748720360
doubling your unfinished game output, impressive
>>
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Took a break from crunching code and assembled a shiny
A pity we can't upload webms with sound, because the one I generated for this is really juicy
>>
>>748682203
>How's that game going anon?
I think I'm alright for next fest
but the game isn't content complete for release and I have that deadline soon too
>>
>avoid fixing a bug because it seems annoying/bothersome
>months pass
>decide to fix the bug
>takes 5 seconds
why am I like this
>>
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quick prototype I made for a Yandere Simulator inspired simulation game that's been bouncing in my head for a while
probably won't be working on it for now as I have other projects to finish first, but I wanted to see how my programming skills compare to the version I made in 2021
>>
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Finally back in the swing of things, starting with spritework. Idle for the boss of the first area: A smug tomboy wolf girl. You'll race her before you actually fight her.
>>
>>748722624
You're the guy with the monster girl sex RPG, right?
You have a demo?
>>
>>748722803
>You're the guy with the monster girl sex RPG, right?
Yeah
>You have a demo?
No no, not nearly close enough to that. I will release a demo when the first area is complete.
>>
Sup /v/, tourist here. Got a couple of questions.
What do people generally think about human made assets and agentic generated code? Do they not care as long as it is buggy or does it have to be a tightly kept secret? And how does one actually "market" a game?

Since most child entertainment is mobile-first trash I am making a co-op roguelike for my kids and myself. The target audience (my wife and kids) love what is already there but I still have a lot of ideas I want to implement.
Now I am thinking about putting it on Steam or the AppStore to make a few bucks off it.
I don't really use social media and haven't been exposed to ads outside of the 4chan banners in the last couple of years.
Anyone got experience with that kinda stuff? I wouldn't mind a cooperation. Depending on a few factors I plan on releasing in spring or summer '27 since it is just a side project.
>>
>>748723401
>least subtle ai corporate marketing shill
>>
>>748723560
Would a shill call you niggerfaggot?
>>
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>>748723793
a shill would specifically call someone niggerfaggot to pretend they are not a shill.
>>
>>748723401
Does it look like total fucking slop? No? Most people don't care. That being said, people who dig through the bargain bin section that is steam new releases DO care and they're one of the ways your game picks up steam.
So unless you get a viral post on those social media, it'll be tough. Post some examples though.
>>
>>748717363
Neck yourself, faggot.
>>
>>748720563
Damage is still weightless. Her head is reacting to a body shot, it looks wrong. With your artstyle you don’t need realism; do a squash-and-stretch wobble, some screenshake, maybe a brief white flash across all her textures. Something to sell “IMPACT” if the animation doesn’t.
>>
>>748711183
I boughteded paperball years ago…it pretty good
>>
>>748722624

animation looks a little quick - maybe like 10% slower
>>
>>748722624
Looking fantastic man but I agree with >>748725782
Just a little bit slower so the sprites can be better appreciated
>>
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>>748725782
>>748725959
not the dev but I fucked with the gif for fun
>>
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>>748724536
Yeah, I gave the player the same white flash the enemies display when hit.
I also ended up giving the procedural flinching animation to the enemies too, now they at least move a little when hit while still being able to play their animations without interruption.
>>
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Asking advice to AI to help me write my game mechanics!!
>>
>>748727454
what the fuck?
>>
>>748727454
Ban turd-worlders.
>>748720563
>>748726650
Go make your own thread, pedophile faggot. You do not belong here.
>>
>>748721671
cat...
>>
>>748721671
I hope the face of this creature will look really nice in the end
>>
>>748726650
Nice
>>
>>748729912
>>
>>748699696
Look at him go
>>
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>>748730045
I'm mostly satisfied with it
>>748729972
...human men...
>>
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I have no idea why I wanted to make this, but I did.
>>
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>>748731437
I think your cat has autism.
>>
>>748731437
Me + her
>>
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Working on them backgrounds.
>>
>>748726650
still would rape!!!
>>
>>748732991
ebin
>>
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>>748732991
Very based
>>
>>748698438
Why did you go from a 2d game to a 3d game?
>>
1)

https://pastebin.com/SUun2xk1
I'm not sure if to keep doing these to prove it can be done and pretty much shoot fish in a barrel in a niche genre and market (which implies I also do marketing which fuck my life I hate wasting time on manually marketing)
(I also hate working alone, don't you guys hate working alone? When I got into artistic shit I thought I was going to work with likeminded people in a team).
2)
I plan on doing a much simpler NSFW game, but it will be part of a gamejam and again barely 20 people will play it.

3)
Or if I should work on a more SFW game instead, try to put some money into it and then just throw it on Newgrounds, Itch and Steam and let it rot there instead.


4) Maybe I'll do a really good Minecraft mod for free to show off all the modders how much they fucked up by trying to turn Minecraft into Terraria when you actually should have aimed for much simpler things that feel right at home in Minecraft.
>>
>>748732780
love your drawing
>>
>>748691807
new progress:
>hit backspace on all of my NPC awareness/perception
>had a problem where they would not forget about audio sources, and would only respond to sounds despite seeing the player
>if an audio source started to play and then stopped, the NPC awareness would continue to "build" up until the audio source's score was high enough to react
:(
working on re-implementing my backups from when things were working. fuck lol. I want this shit working so I can start to post gameplay webms

>>748732991
nice
>>748726650
>>748720563
your games come a pretty long way since the last time i saw it, keep it up anon!
>>
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>>748682203
My main artist says he essentially needs help so I think i'll probably need someone else doing most of the work for the monsters in my monster rancher clone game.
I'm still working on it, it's just going really slow because i'm not getting any real support outside of my own will, so yeah i'll keep pushing.
Here's a webm of the combat so far.
>>
>>748736384
Nice animations.
>>
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been working on prototyping first person interactivity
trying to recreate a similar level to amnesia/penumbra
however the difficulty is that i'm adapting it to controller so I guess we'll see how people react to it when i throw together a playtest map
feels pretty fun to flick doors open/closed atm though
have to split this into 2 parts
>>
>>748736384
i'm not judging, just noticed that the animations have that jagged lines in them, so i think they're scaled down.
how does one remove those and make the lines look smoother? anti aliasing?
>>
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>>748736853
and part 2, levers and cranks
>>
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For my last game I posted a thread mid-development saying I'd take one anon's suggestion for a monster and add it to the game. I really want to do the same for the sequel at some point but I hesitate to in today's 4chan climate. I definitely might, though.
Anyway I'm rather fond of this sprite I made today; I feel like it's one of my better designs for some reason
>>
>>748682203
i was going to start on my game today, but then things came up
>>
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>>748737090
forgot i had one more
first spell implemented, helps with puzzle solving and reaching items the player can't normally
it's mage hand
>>
>>748732991
I can already tell that gondola is AI generated.
>>
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working on making better 3d models...this is my nth iteration of basic humanoids. This time i think they're good enough, yet to be textured and I'm going to leave the limbs segmented so I can skip weight painting because I hate it. Each mesh will be sub-1000 tris(probably around 750) without clothing, weapons, or accessories. Once they are workable I can actually start using them in my game instead of cubes
>>
>>748737179
I'd call it paiñata because it's begging for sweet release.
>>
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i spent almost 3 years of my life working on a Blue Archive fangame and while i love this game to death, fangames are lowkey a waste of time and im dropping it after this year is over unless i manage to somehow start making a ton of money off it
>>
>>748737458
fukken lol
I might actually use that, thanks anon
>>
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>>748737545
>>
>>748737545
>fangames are lowkey a waste of time
Pretty much my opinion, one should carve their own path first. The intellectual property you want to pay homage to isn't going anywhere, but your life is.
>>
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>>748737402
lel I guess you're a bad judge then because I made a game with him in it over 3 years ago.
>>
>>748738162
yeah. it was pretty fun to be able to work on something without spending time designing characters and animating them though, because those are my weakest skillsets out of everything involved in gamedev
>>
>>748732928
You better not do this when I start posting my characters.
>>
>>748739248
Let's find out
>>
I'm depressed as shit. I feel useless
>>
>>748739779
That feeling happens. The energy will come back. I'm sure there are things you can do.
>>
https://www.youtube.com/shorts/Xi_RcDIHbLk
i made my own soundfont
i think it sounds kool
>>
>>748727454
>rape mechanics
Don't forget to ask /tg/ about F.A.T.A.L.
iirc that game had "accidental anal rape" as one of its most marketed a combat feature.
>>
>>748741804
That is pretty cool!
>>
>>748731928
I have no idea what's going on exactly, but I really want the green screen to be in the fucking middle.
>>
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>>748732991
You nailed the old 2D-in-3D style. Might make the main path a bit more centered on the road tho.
>>
>>748699696
GOTTA GO FAST
>>
>tfw AI slopping my game across 20 free accounts and 10 different AI providers so I can just freeload off of free tokens and water.
I'm the reason AI companies are going bankrupt btw.
>>
>>748743948
the beta AVOID USING AI AND THEY WILL GO BANKRUPT
the chad USE AI AND THEY WILL GO BANKRUP
>>
>>748743948
keep it up broski get it while you still can
>>
>Work on multiplayer mode
>This eats up 4 months and delays the game even further
What a joke of a game
>>
>>748737450
mgs schizo..?!
>>
>>748741058
Yeah right.... Nobody loves me anyways
>>
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>>748744646
>Networking
Welcome to hell
>>
>>748745793
go and find the inner child
>>
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It's a small radioactivity/contamination survey simulator, still need to input the proper values, the numbers shown on the video are exaggerated for demonstration purposes, still gotta work in many aspects, the ion chamber is halfway done, planning on adding other instruments.
>>
>>748705663
This was a porn game all along?
>>
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Settings not fit for horror has won the first day vote!
>>
>>748749173
It's over...
>>
>>748736384
Hentai game, right?
>>
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Day two of the v3jam vote has started! You'll be voting today on game mechanics.

https://strawpoll.com/xVg718jbzyr
>>
>>748732991
this looks really good, the only thing that stands out are the repeating trees, if you added 1-2 more and flipped some of them it'd be amazing
>>
>>748749261
Where's the pregnancy mechanic option
>>
>>748749261
I wish you would give up and die when it comes your crimes against aesthetics.
>>
>>748749646
No one suggested it!
>>748749780
I wish you'd stop whining but here we both are
>>
>>748749958
I'm not the one posting ugly pictures though.
>>
>>748749958
Have you tried applying yourself and getting better?
>>
>>748749261
oh shit my stupid suggestion got top 3 (everything can be charged)
>>
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I wish someone told me earlier about LIFO stacks for interface programming. Could have saved me so much fucking time, man.
>>
>>748717363
Stfu filthy indian
>>
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>>748711765
>>748719091

I have to fade to floor outlines out otherwise they start glitching out, im going for an old Simpsons look so the lines need to stay the same thickness, this is just a test map at the moment im going to see what works and want doesn't might just have to minimize how many long floor sections I have
>>
>>748750495
If you're going for that cartoon look you could just simplify some stuff. Like the bolts in the back wall? Just don't draw them from too far away.
>>
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>quit being a SWE 5 years ago
>kinda want to get back into the groove but for gamedev instead this time
>everyone so busy jerking off about if ai is bad or good that I can barely find shit about how you're actually supposed to use it
>>
>>748750412
what the hell were you doing before
>>
>>748750530
ignore the bolts I just haven't set up the fade out correctly on them yet, I think most of the time your not going to see the floor at that distance because the level is going to be split up into rooms and corridors, I could quite easy just shift the corridors as well to avoid long floor stretches
>>
>>748750561
If you have to ask then you arent good enough yet
>>
>>748750184
>>748750216
>One minute in-between posts
>>748750254
Yeah a couple of the other production members thought it'd be funny to have that in. The idea of charging every mundane action could make for some funny shit
>>
>>748750561
for code you can use it just don't be too open and vocal about it

for art and other assets you're absolutely not allowed to use it
and by that I mean you can use it just make sure they look good like normal assets (which is hard and does require skill in making those assets) and don't be too open and vocal about it
>>
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>>748750680
Ah, OK. I think long floor stretches are doable, just gotta simplify it and get rid of the details.
>>
>>748749070
Porn is optional, suggestive content stays
>>
>>748750745
Yeah I'm talking about code, but I mean more like, what's the technical process? Surely it's not just hitting up your boy chatgpt to ask him to implement a targeting system and then copy pasting the whole thing, hoping it works in the context of your project which has dozens of files and tens of thousands of lines of code
>>
>>748751634
claude's the go-to one
you can either explain what you want to achieve while pasting relevant code snippets, or install claude code which will have access to your code (and everything else on your PC I believe) so it'll look up dependencies and whatever it needs
as a unity dev with like 10 years of experience, the code it shits out tends to be not ideal and it'll usually benefit from you tidying it up a bit (either yourself or by telling it to what to fix), obviously this is where knowledge pays off
there is also shit like skills or writing your own guidelines that I've admittedly not fucked around with, but basically you could tell it how you like your code, your preferred naming conventions, etc. to tailor your experience, or to save on tokens by cutting out needless bullshit (tokens are like mana for using it)

worth looking around for proompting guides too, like telling it it's okay to ask questions helps a ton in improving the results
>>
>>748751634
>Surely it's not just hitting up your boy chatgpt to ask him to implement a targeting system
It's exactly like that, except you give it access to your local files and it copy pastes stuff without your participation.
You need to be exact in your requests, or it will just put out a noodle coded prototype
>>
There will be a showcase to coincide with the start of the AGDG Steam festival. Submit trailers/clips for your games through the form. You don't need to be part of the fest or have a steam page to send stuff:

https://forms.gle/9xXokfBodjEE4W5M6
>>
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>>748741997
That's where the wheel goes, silly.
Okay so, you're right that I could do better here, the reason for this setup was that it was at first made for another jeep-like vehicle with a turret, so that you could keep driving with shooting, but this is a big boy cannon so it needs to deploy, I could probably fuck with the camera to focus on the green screen while deployed, it would make it easier for long range sniping, I was mostly just interested to see whether it'd be jarring to me/people to have the turret on a screen next to you.

Maybe I could have the turret screen on the top side and leave only a small strip in front for direction? But then you might not be able to easily spot any chopper/plane strafing your ass, mmmh...

I'm mostly experimenting and fucking around either way because I want more vehicular combat games, and as a general rule I'm going in with the thought 'I'm not standardizing anything, I want vehicles to play and feel completely differently from one another, your car and a tank doesn't feel the same, a drone commander type vehicle doesn't feel the same, if it's using six legs instead of two then it should feel completely different than a bipedal walker'

Right now I have 7 different vehicles, names are TBD:
Warden: future cop LAPD X-1 alpha fantasy, bipedal walker that can turn into a hovercraft, walker is easier to control and aim with, hover is going to be to travel over longer distance. Mid range meant to come in, shoot things, get out, the 'default' experience.
Bulwark: Big boy, 4 legs, has a siege mode that allows for lower recoil, more armor, slower. Mechwarrior autism with more daka, more boom.
>>
>>748753389
Lancer/Kestrel: Armored-core fantasy, boosting and dashing around, one was made to go up, the other was meant to move fast laterally, but it doesn't make much sense for them to be separated? I think? Balance isn't that important, but just having a jet pack or being able to boost around doesn't feel like it's 'enough', or maybe I'll find a gimmick to give them.
Recluse: I was going in with the idea of making a spider, but now it's closer and closer to a tachikoma (gits), six legs, harpoon/grappling hook, walks on walls, has a railgun/long rifle for longer range engagements, fragile but very nimble.
Jackal: Small fast jeep with a turret on top, suspension hop to jump over small gaps (I'm planning on having different planets to fight on, some might have lower gravity to make things fun)
Verdict: The one in the first mp4, 'what if modern day big bertha/gustav cannon on wheels', slower than the jackal, not as good in close range, has to deploy to shoot the big gun (flak or mortar ammo).
>>
>>748753440
Now I'd also really want to add a flyer but it'd be way too much of a pain to balance (or it'd feel too slow), so I'm thinking I might instead make it a drone mothership style vehicle where you could switch between your drones to go kamikaze some shit, TBD.
A scorpion (same manufacturer as the recluse, keep it insect-like), just a recluse but much slower, more armored, and one big ass plasma slug lobber tail, maybe?
And a bike, I'd love for a much smaller faster nimbler vehicle but... how the fuck do I explain the pilot surviving any shot? I'm going in with the mechwarrior style structural integrity for each components + armor on top (armor is shield health, structure is real health), maybe I could have some sort of... energy shield that the player would have to manage and get out of dodge if it goes down or become minced meat?

Fuck I'm thinking of new shit to add as I'm writing this, and there's no way I'll have the energy to balance it all, it's all so tiring.
>>
>>748749261
What did rasko do for you guys to ban him from the show? Must have been some heinous shit.
>>
>>748749261
How the fuck does this work? Do you have to use all the modifiers that won the vote? Or do you just choose 1 of them???
>>
>>748753873
You have to work with the winners from each category
Last time the winners of the modifier votes were QTEs, Lootboxes and Mouthmade SFX
>>
>>748754468
So you need to work with all the winners from the categories?
>>
>>748753389
>I want more vehicular combat games
>I want vehicles to play and feel completely differently from one another, your car and a tank doesn't feel the same, a drone commander type vehicle doesn't feel the same, if it's using six legs instead of two then it should feel completely different than a bipedal walker
My most played vehicular games is Crossout so I can relate to that, but you seem to be going to a more milsim vibe instead of goofy arcade so I'm really not the target audience.
Still, good luck with your project.

>add a flyer but it'd be way too much of a pain to balance
Hovercraft with limited "jumping" and gliding?
That's probably the closest you can get of having both the "death come from above" fantasy without the vehicle effectively ignoring 90% of the game's rules.
(Don't copy the ones from Crossout, that was a disaster).
>>
>>748754535
Yes, as well as the overall theme, which gets revealed when the jam starts.
The theme last time was "Long and hard"

https://itch.io/jam/v3jam/entries
These were the games that got submitted

I expect there to be some FIERCE competition this time, I'm not even sure if I'll submit.
>>
>>748754769
I see. Thank you. You should bro it'll be fun
>>
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>>748754680
>milsim
Well I don't think it'll be that deep because I'm not even going to reach mechwarrior level of sim, at the end of the day it's still going to be a RTS slapped on top and you're playing the hero, so I can't afford to have the player worry too much about all the systems in his mech like heat or fuel or whatever the hell, it's more of a moba experience where you help your AI fight the enemy AI, or really warcraft 3 but you only play your hero (and it's a mech and you're in first person).
And the idea isn't that you'll have to learn to play all the mechs, you can just pick one you like and play only that one, I'm not trying to make it more than a fun little project.

>crossout
The only reason I never tried crossout (but wanted to) is because I already invested too much in war thunder and I really don't want another game where I'll spend hundreds or thousands of $, fuck that shit, I'd rather not even try it out.

>Glider
Oh no, now I want to add a komet, maybe it could use solid boosters that you can't even turn off or lower the output, you'd just have to do your shit at breakneck speed and then try to get back to base without crashing after a couple minutes of fuel use....
Or maybe I could make it a drone and have the kamikaze aspect part of the gameplay too once you're out of ordnance/ammo?

This would be interesting, maybe even fun, and it's not too much of a problem since I wasn't really planning multiplayer, but it wasn't crossed off the list yet and this DEFINITELY wouldn't be fun to fight against.
I'll have to think about it.
>>
When is enough good enough?
When do you stop trying to make better texture or better model? I've spent so much time already.
>>
>>748753478
Why would you not ban him from any de/v/-adjacent community? He's started of shit with plenty of people who simply don't want him there.
>>
>>748755282
Good enough when it gets the idea across and isn't visually offensive
Perfectionism is a trap that will have you spinning in circles working on a single asset for way too long
Good enough takes your ass down the road to Finishedville
>>
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>>748755401
>visually offensive

is this visually offensive or good enough?
>>
>>748755535
yes, but I need to be able to blow his head off
>>
>>748755585
wait.. yes to which?
>>
>>748755659
yeah
>>
>>748755535
Good enough isn't something you seek external validation on
It's something you feel deep inside
It's when you're sick and tired of working on this shit and it fucking works but it isn't the best but fuck it good enough
>>
>>748755680
so it is both visually offensive and also good enough?
that sounds like i need work more on it >>748755759
>>
>>748755803
I was mostly fucking with you senpai, but here's the gist:
Nobody gives as much of a fuck about it as you will, that's it, that's the big secret.
A model on its own is nothing, this is nothing, what you showed here is nothing, it's a model, what does it look like in movement? What's the perspective from the player? Can you zoom in on it or not? Is it just a little pixel in the background or is it a character you can interact with? What about the general vibe of the game, are you trying to do low poly? Do you want details? How important are details to you and to the audience you're trying to target? Are you trying to dethrone god of war or are you trying to make a new ps1 style medal of honor?

I don't fucking know bro, nobody knows, but I think the main point is that you shouldn't be focusing on this unless you know you should be focusing on it, you got shit to do, the game isn't going to be just one character, if this guy is an enemy you shoot at, more than likely most people will spend about 4 seconds of their time looking at him and his model, and that's on top of everything else going on on the screen so his focus isn't even going to be on the model alone.
You got shit to do, move it.
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>>748755535
It really depends on how you texture it.
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>>748755535
literally can't make any judgements without any sort of texture/additional modelwork, don't know what you're expecting to get from a post like this
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>>748750780
Its the problem of taking a 2d style and making it work in movable 3d (while not understand the maths)
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>>748754769
I'm hoping there isn't a bunch of AIbros that try to join. We will be knocking down for obvious AI art usage.
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>>748755229
>I already invested too much in war thunder
Also played that one a bit, they are nothing in common beyond being about steelboxes.
Crossout's fun is more in the Lego aspect, both about shooting shit off the ennemy, and spending 12 hours moving one small plate of steel back and forth trying to get it to protect your gun(s) as much as possible without fucking up said gun's range of movement too much.

>I'll spend hundreds or thousands of $, fuck that shit, I'd rather not even try it out.
Never paid anything for it. Then again I consider that F2P are only fun when not paying.
Fair enough tho, more time for dev'ing.

>flyer
>you're out of ordnance/ammo
Warzone 2100 and C&C (probably many others RTS) solved flyer's OPness by having them carry *very* little ammo.
So even if there is no air defense they can't just ass-rape half the army instantly... and low level of air defense are enough to make flyers just trade 1-for-1: they get to blow their load and rape one small/medium target, and then get shoot down somewhere on the return trip.

>RTS slapped on top and you're playing the hero
>or really warcraft 3 but you only play your hero
Tell me more about the RTS part. Does it have base building, groups you can order around (even just a la Star Wars Commando?), or you just mean some war is going on?
Also, did you play Dungeon Keeper? That RTS had a spell that made you possess one of your unit and fight directly in FPS mode. Was "quite" cheesy on extremely tanky unit like Dragons, as you could just fucking stroll into the ennemy base and slowly destroy their base. Also useful to manually push enemy troops on the wrong side of lava using a unit with wind/cyclones speed, or to scout the entire enemy base using a unit with extreme speed boosts (shut down really fast by traps and locked doors tho).
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>>748756213
was only just expecting feedback on the mesh itself, the silhouette etc.
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>>748755535
Your sharp edges bro???
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>>748757456
the model is around 650 triangles, and I haven't optimized it yet because I need to see how it deforms. but sharp edges are expected at extreme poses yeah, unless i segment the limbs
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I wish that I knew what I was doing
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>>748757241
>Little ammo
It's one way to do it, but would that be fun?
Taking off, going there, dropping your bombs and shooting your guns for 10 seconds, then going back home to rearm... over and over again.
Maybe here and there, but would it be good enough for a whole match?

Which leads us to your second point, which is something I thought about since it's basically battlezone (which also inspired this, to some extent), where the player is actually a pilot that can requisition his vehicles, but it's a 'real' RTS game where they have to order everything and build everything; which is fun for a bit but it's pretty much a chore more often than that, which is why I decided to go with the commander AI doing most of the base building and unit micro, and the player can just do his thing and influence it (aka yes, I want to have some sort of squad system to get a few guys to follow you around and/or be able to give them simple orders).
But that's going to be tricky to find exactly how frustrating it is to leave it all to the AI vs wanting to do it all yourself, so either I make the AI deterministic enough where it'll always do 'about the same thing' so player can learn and know how to play with it, or I might end up going too far to the battlezone micro where the player is expected to spend half the match actually telling the AI what to do, which isn't something I want to do here because it's not a top down RTS, moving around takes time.

I could potentially make an infantry mode and give the player ways to get access to the different mechs, maybe even just on respawn you can chose a different mech, then you could have a more fun roster such as 'right now I need that fast little rocket to fuck the AI up' and then 'okay now I need the big boy to defend', but that kinda changes the game a lot where you don't even have to think about what mech to pick, you just go in.
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>>748757964
I honestly haven't even decided whether to keep it full 'sandbox' (aka the custom mode you have in RTS games) or have a full blown campaign, in which case then I could probably have a selection of maps to go through, player could buy different units to make up his deck/roster (and different mechs on standby)...
I kinda like that idea, fuck me, I guess I might do that then.


Either way the idea is that the commander builds things, the maps are divided in sectors (company of heroes like), where they're protected by neutral camps by default (warcraft 3 style), you kill them, the small ones you can handle on your own, the bigger ones are way harder so you want to designate them as targets for your AI commander, and he'll prioritize that and send a squad your way to help you with that garrison.
Then once you fucked them, your infantry guys capture the sector and it gives you and the AI commander resources, which you can then use to upgrade things and he can build things.
I don't want the player to spend too much time building things so I'll probably limit what he can build to frontline defenses like turrets and whatnot, and he won't exactly build them but designate them to be built by engineers (the villagers/peons).

I got so much shit to do, holy fuck
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>>748757550
I mean the gun so the shading isn't fucked up
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>>748758291
Oh, well I'm planning to use vertex lighting so I am not sure how normals will play into that yet. Any ideas?
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How can I improve my shit?
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>>748758519
5000 hours to mastery
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>>748750579
I had like 10 individual checks to deal with incompatible window inputs.
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>>748756548
Lol Miguel your dox got leaked on Kiwi, it's over. If your neighbour isn't knocking on your door saying he got paid $500 to whoop your ass then 4channers are dumb.
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>>748682203
I’m realizing Astra/Claude isn’t as helpful for making games as I thought and I might as well do this shit myself -_-
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>>748761779
For coding is great. For the rest it's useless if you are actually doing unique stuff or anything that is out of their training data.
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>>748761926
Even the coding is broken or horribly inefficient.
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>>748762071
It is and you have to be extremely specific + being on Max.
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>>748682203
Slowly making a robot master to have all components of the level, so i can have a complete (but very buggy) level and fix all of em.
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>>748761703
Who the FUCK is Miguel?
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>>748682410
>crimes against art
fucking kek

do you have any idea what a pretentious wanker you sound like?
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Not a DAY goes by that some slimy fuck tries to slide into my DMs pretending to be interested in my game in order to sell me a service
Do you guys engage with them? I assume anybody who DMs me immediately after joining my server is a scammer lol
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>>748763829
I wish I had someone to DM me about my game.
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>>748764316
Even if they're only pretending to be interested and are trying to sell you shit?
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>>748763829
I'm immediatelly tell them I'm not looking to hire anyone, but yes, those people do exist.
I guess printing money during covid and AI place those people out of jobs.
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>>748764415
Yes totally real person who isn't trying to sell me something, I bet you really are interested in how development is going.
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I hate outdated Blender tutorials that solve my problem but the method doesn't exist anymore
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>>748764415
I just want to be noticed.
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>>748764926
Get a steam page up and link your game's discord on there. Then have fun getting scammed I guess lmao
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>>748722324
Did you use AI?
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It's close!
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>>748734107
KILL YOURSELF
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>>748758175
Any Twitter/Youtube/etc to follow your stuff?
RTS projects are kinda rare here.
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>>748764705
>but the method doesn't exist anymore
Or the key shortcut got changed from Ctrl+Up+I+AltGr to Shit+Up+I+F5, but good luck finding the one patch note line on the entire internet mentioning it.
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>>748737545
I mean, seems like you got super far. Why drop it?
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>>748737545
>fangames are lowkey a waste of time
not if it's touhou. Maybe you could re-skin the game to be a touhou game
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>>748734107
LOVE YOURSELF
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>>748736472
>>748736924
Glad you guys like the animations, but we'll probably axe them for still images.
Artist stated that it's too much to do this for 30+ mons, and he's not working on moar right now.
I'll have to start basically going back to making sprite based shit till he gets his shtit together.
Here's what I managed with the idea of Orc Tyson.
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dunno what just happened but the left click button on my stylus pen stopped working
guess i'll shop for a wheel mouse now instead as well as a new stylus pen
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>>748737545
>>748738162
Nobody knew who he was until he put on the Megaman label.
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>>748766807
good to see gobdev here
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>>748767624
I'm always around anon. I've been a bit sick those past few days so I've been posting less. My steam frame will arrive soon so expect some VR goblins in the near future
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>>748762418
Damn, you're still chipping away at this? Respect
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>>748763829
No, but I get constant e-mails like "let us market your shit" or "send me keys, trust me bro I'm a streamer/curator/whatever". I typically ignore those unless they keep sending fucking e-mails, at which point I politely but firmly tell them "no". It's annoying how they never get the damn hint.
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>>748768314
Yep.
Found some time to work on it.
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>>748699917
>>748699696
>>748705663
gimme names, I want to wishlist
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>>748763829
I've only had one, not even scammers are interested in muh game



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