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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
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File: msgk lawyer.jpg (548 KB, 1500x2000)
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amateur game-development general court in session edition

>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-71
Previous: https://itch.io/jam/agdg-demo-day-70

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads: >>>/vg/agdg
Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
https://igwiki.lyci.de/wiki/WebM

>Previous Thread
>>582398735
>Engine-dev Sister Thread
>>>/g/109857154
>Bant Sister Thread
>>>/bant/25002293
>>
progress anchor
>>
Call me crazy but I chose to make my Steam game in TypeScript+Bun. The reason is because I tried making my game's prototype in Unity, Bevy+Rust, and raw C# and raw C++. The problem with all those is compile times quickly get outrageous, and iteration speed slows to a crawl.

But with TypeScript even a fuckhuge project compiles nearly instantly. The result can be put on Steam and simultaneously be a native browser game. Rust may be 5x faster, but there are other bottlenecks to consider in a game such as GPU/etc that ultimately mean your final game will not be 5x slower just because you chose TS, though it could end up 2-3x slower. But that doesn't matter for most games because as long as you can get your type of game running above the target framerate on the target hardware, you have already won.
>>
>>582511580
as long as you're comfortable with the language and the result is what you imagined I would say any problems with language selection are only from other programmers, as long as it's optimized there's no problems
I never enjoyed those "my language is superior" discussions, even if I have my own personal preference
>>
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why isn't (you)'re game capsule multi-lingual?
>https://store.steampowered.com/app/4525180/____Angel_Zero/
>>
>>582512306
wait zankoku in the japanese title??? what is he doing?
>>
>>582512997
is the english version the original?
I didn't even realise capsules could have different langauges until I saw the anon post the english capsule
>>
>>582512997
honestly I'm okay with zankoku but using 零(れい/rei) instead of zero for a title seems like a bad idea
something like
ゼロ|残酷な天使
zero | zankoku na tensi
would have been way nicer in my opinion
>>
>>>/wsg/6242172
>>
>>582512306
never add that awful
>thing simulator 20--
music to your storepage videos
it's absolutely awful
>>
Hey fellas I'm the guy who did the art for the Mortan steam capsule
Hire me
>>
>>582514745
post portfolio
>>
>>582514890
I didn't think this larp through...
>>
Hey chat, I am the artist behind the megabonk capsule, hire me for $3000 for megabonk levels of success.
>>
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>>582511394
>>
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this game went viral two weeks ago
https://store.steampowered.com/app/3814960/miniopolis/
a miniature clone was released a day ago
https://placeholders.itch.io/tiny-brutalism
brutal
>>
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this is what a good capsule looks like
>https://store.steampowered.com/app/3394770/_/
hire pro voice actors for your video games
>>582515706
where's the progress?
>>
>>582515740
after the needle in the haystack thing I now fully understand why Lucas Pope refuses to talk about his new game
>>
>>582515740
>https://store.steampowered.com/app/3814960/miniopolis/
aren't the effects kind of overwhelming though?
after a while it would feel really unpleasant to me at least
talking about the store page video
though I only watched 10 seconds or so
>>
>>582516181
I couldn't stand 3 seconds of that. are the children wrong?
>>
>>582515740
aren't these all clones of that island town game, townscaper?
>>
>>582516653
yep, but being reproduced way faster now, lol, AI OP
>>
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>>582515740
Oh now you believe me aggy daggy? Ideas are valuable aren't they and keeping them secret is in fact best.
>>
>>582516786
this was my intuition years ago when i began making games, it has only been strengthened as time progresses
my next intuition? that game design only matters for retention, not acquisition, if you want people to be interested in your game, it's better to tell them about the lore and worldbuilding of your game, if the fantasy is appealing enough, they will adapt to whatever gameplay your game has, as long as it has smooth onboarding
much to consider about this
>>
>>582516896
examples?
>>
>>582516896
>that game design only matters for retention, not acquisition
I agree
but I also disagree about that being an absolute fact
acquisition might happen based on someone seeing a video or hearing about the game design quality
for example, last thread we talked about beamng
there's no lore or worldbuilding in that game
>>
>>582516949
pokemon, boring games with cool fantasy
>catch wild monsters, train them to become strong, use them to become the champion
is way more cooloer than
>turn based rpg
first example off the top of my head, incremental games are pretty boring in general but the successful ones have cool themes, like tower wizard or click and conquer

>>582517037
yes this is true, my only cope is that the game piggybacks off of real lore and worldbuilding, people love cars in real life and to be able to play a game that complex about driving and modifying cars satisfies their desires to interact with cars further
my claim is more for fantasy games, not realistic simulators
for fantasy games it's hard to sell them on mechanics alone, there needs to be some sort of story or role for the player or lore or worldbuilding that makes people look at it and say "that's a cool experience, i want to partake in it" rather than "that combat systems looks fun and the party management seems cool, i'll try it out"
but for realistic sim games the world is already built, the real world, so the mechanics become the selling point
yeah it's not an absolute statement for all games you're right
>>
>>582511394
Me on the front left.
>proggy
Finally found out why certain data was not getting saved. All I needed was to push certain data. It was quite simple but I had to jump through scripts to find where I needed to do this.



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