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Not reporting is bourgeois

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Interesting presentation on the industry. The author is a bourgeois but the data he presents is comprehensive. Some takeaways:

>Capital investment in game development has grown massively since 2011 (i.e. the year /v/ often claimed that vidya went to shit)

>This culminated in a spike during COVID that's now receding
>Massive growth in the mobile games market is petering out
>Development costs, marketing, licensing, etc. have all made producing games more expensive
>Tremendous rise in the number of new games per year, including from China
>Also lots of competition from social/streaming media
>A plurality of the revenue from game sales goes to big established franchises, across all platforms

The end result looks like a classic crisis of overproduction in the video game industry. Too much capital investment, too many games produced that can be profitably sold to the consumer. All while fixed capital costs have risen dramatically. Thus explains the current round of flopping shit games and industry layoffs/studio closures. The author's suggested 'growth engines' for raising sales start on page 130.
5 posts omitted.

>>41504
This will likely get worse with Trump's tariffs. The Trump administration isn't exactly very pro-gaming.
https://www.latintimes.com/mike-johnson-says-men-need-stop-playing-video-games-all-day-get-work-theyre-draining-580534

>>41557
That's great! If it's true, Trump administration is both killing the immediate profit source in short term, and also modern form of "religion", which will accelerate the radicalization of the mass.

I honestly would like to see those stats,but for itch.io,I assume it's even more drastic and only the games mentioned by a content creator even make any money at all

This is not a crisis of "overproduction" this is just Valve being lazy fat fucks and the worst company in the industry by allowing shovelware to fill up their store

>>41538
>A difficult thing for gaming industry is that not only they need to compete with newly released games, but also with old games. They can mitigate it by psychological manipulation to make players avoid old games,
This psychological manipulation is a key part of the current crisis in out-of-control AAA development costs though. They manipulated consumers to instill values that each game must have "better graphics" than the last, but now that videogame graphics have reached a point of diminishing returns they must spend exponentially more on art for only modest visual improvements. Now AAA can spend 100 million on the art assets alone and still fail to sell due to some non-art-related flaw (like buggy coding, or unappealing designed-by-committee trendchasing gameplay), leading to studio-killing monetary losses.



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The newest expansion for Rain World has released highly flawed. After finishing both the endings I can say I did not like it. It's clear there was passion here but it has come out totally unfinished, they are saying they will release updates to fix it but still it is rushed here. The expansion feels like a collection of modded regions. It is nothing like base game Rain World, which is what I think everyone was hoping for. It's not nearly as good as Downpour either. There are some really cool stuff here but its not enough. Tbh it feels a lot like Yume Nikki in some ways.

So many parts feel unfinished. Lots of the creatures are really dumb and uninteractive, either being literally nothing but a nuisance or only interacting with the player rather than the other creatures. I am talking mainly about the whistling crabs that shock you. Lots of it is cool, and there are some great creatures, but it just feels like it needs more work. Some of the spawning is wack, with the crabs and the moths mainly. In general there are so many bugs, I was glitched out of bounds constantly which I have never experienced before except when making my own mod.

Half of the regions added are from mods. I just don't think this should be acceptable. And most of the time these regions are not even improved, in fact they are made way worse. Badlands lost all of its identity and feels way less cool now. Aether Ridge is chopped up and completely disjointed. But to talk about this I need to bring up the worst part of the mod, the portals. Instead of having a cohesive world connected through karma gates, you just go through portals to get everywhere. This is legitimately deadly for the game.

One of the most important parts of Rain World is the emotion in the level design (qouting a video yeah I know). But moving through the world is an emotional arc on its own. Firstly, the emotional arcs of the modded regions have been ruined by how they've been butchered like this. The mods were all better as mods then they are in this paid expansion. In Coral Caves you descend through layers of coral, into a buried facility, and then into secret dark and flooded caves beneath lit up by beautiful coloured lights. It also lost the little lizard things that used to be there. And don't get me started on Aether Ridge, which has been turned into like 5 different regions. I can't even begin to explain how badly this has affected the region as a whole. The only part that feels fun and Post too long. Click here to view the full text.

>>41337
Only tried rain world once; couldn’t get into it. After reading your post, basically you mean to say that:

• The map is big but it isn’t interconnected intelligently like in the base game
• Bugs are my biggest concern
• the story sucks and doesn’t really matter at all to an expansion that doesn’t matter at all to the game too

Are those your concerns?

>>41338
Bugs are my smallest concern. My biggest concern is that I'm not immersed in the world, the cohesiveness of the world and map is the major thing causing that but I also don't feel like the character I'm playing, unlike base game.

>>41340
Eh. I’d care about that too. After playing new Vegas for so fucking long, I know how bad it feels to be stuck in a map that feels small despite it being technically huge. Maybe mods can fix the map by adding more shortcuts, but who knows.

>>41337
for the rushed release and buggy day one you can thank the publisher, because they pushed the devs to release the DLC as quickly as possible; basically scamming the community with early access without saying it's going to be EA. I would revisit the game one year down the line and it should be much much better. With that said, the new scug is really good. For all it's faults, the watcher definitely brought back novelty to Rain World, the feeling of being lost again and exploring an unfamiliar and strange world. The existing story threads and regions were done to the death, so I don't mind the game trying something crazy and new. Fans that have issues with the new story are just assmad they are getting zero material for their precious precious iterator smut and are creatures of habit imo that would rather revisit the same, tried and tired paths, instead of plunging into the unknown once again. For one, I'm glad they've chosen to completely sideline and avoid 5P and LttM, it was time to let go a long fucking time ago. As for the portals, the decentralized nature of the world when compared to the gate connected regions allows for much bigger diversity in the region design since they don't have to be so tightly knit to fit together, which is again something I welcome. It's clunky for now, sure, but the potential is already evident. The Rot regions (and rot lizards) on the other hand are some of the best rooms/creature designs we've seen so far imo, creepy and scary af. I don't have much issue with the team butchering and reusing some of the modded regions, the authors gave them their consent to do away how they like. As far as the powers of the Watcher go, Downpour is the biggest culprit here, that was the first to throw the original equation into the shitter, with it's marvel-tier capeshit slugcats, so one can hardly complain we're seeing stuff like that again. All in all, I think the DLC is worth (pirating) now already and will only going to get better with continued support, both official and fan made. Limitless possibilities await.

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>>41560
Eh I do disagree with you on the feeling and novelty but it is good at least that they moved away from Five Pebbles because that story was done. Vanilla Rain World was amazing in a way that this just hasn't come close to capturing. I do legitimately love every single base game region and they feel like home, but yeah obviously it needed to move away from that. I think mods like Preservatory and Steaming Edifice were unironically better though.

Anyway I was trying to share some images of my region but it wasn't working on the forum I was using. So here are soom rooms from my new region. Most of them are from when I sucked at level editing but the ones from the secret part of the region look better imo. And yes I did base most of it around water puzzles.



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Hallo Hallo? Can this thread be read? How would your game based on a post global revolution society be like? Fantasize with us comrade

Pic unrelated

Spy thriller game in the style of Alpha Protocol but you play as a communist agent trying to infiltrate a high tech counterrevolutionary conspiracy



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Visual Novel General #1


This general is for the discussion of English-translated Japanese visual novels.
All posting of untranslated visual novels belongs on…oh wait :(
E-celeb shitposting is not allowed.
Kindly use spoiler tags appropriately when discussing plot spoilers to facilitate smooth discussion.

>Having trouble with your VN? Try the following before you ask for tech support:

1. Be in Japanese locale
2. Read the Readme
3. Check https://rentry.org/4chan-vn-help
4. Copy error messages with CTRL+C and paste them with CTRL+V into DeepL
5. Google it

Post too long. Click here to view the full text.
2 posts and 3 image replies omitted.

>>41562
brown always wins

>>41562
dark elf sex

>>41562
Dark elf + uniform - looks a bit too severe

*Poke, poke*
Post something already!

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>>41748
VNs are not really my thing but I'll try to contribute since I might find something that interests me if this takes off

I didn't play many translated Japanese VNs, except for like 4 or 5 chapters of Higurashi which I really enjoyed

However
I did play Katawa Shoujo
Multiple times
And this quirky art hoe is the closest thing I ever had to a real human relationship
It was beautiful
I think I wanna experience it again but at the same time it's like I'm scared of it because I feel I'll get hurt
God I'm lonely



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Discussion of RollerCoaster Tycoon and any similar coaster builders such as Parkitect and Planet Coaster.

OpenRCT2:
https://openrct2.io/


>Amazing Earl stuff (might not be up to date)
http://www.mediafire.com/download/f3jzct5v8kbzdfj/AmazingEarl.zip

>RCT wiki

http://rct.wikia.com/wiki/RollerCoaster_Tycoon_Wiki

—-

If I can get my hands on the original 4chan post, I will provide more in the future such as the /v/ parks pack

>>41374
>If I can get my hands on the original 4chan post
/vr/ is on desuarchive

- - - - - - -


Awesome Downloads:
>OpenRCT2 - Currently the best way to play RollerCoaster Tycoon. We use the latest stable version for multiplayer unless otherwise noted:
https://openrct2.org/downloads

>UCES - includes all objdata files already extracted from each scenario upon loading, and includes tracks:

http://www.mediafire.com/download/7wcrq3xl266d1bj/UCES.zip

>Amazing Earl stuff - adds some custom-made rides and scenery:

Post too long. Click here to view the full text.

>>41426
Thank you, anon

>>41426
>OpenRCT2
holy shit my brother is going to flip, we used to play rct so much back in the day

>>41519
It's amazing. You can even play it multiplayer if you figure out how to port forward.




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Hardcore mode is out edition
Doomed yaoi edition
4chan is kill edition

Link to previous thread: https://boards.4chan.org/vg/thread/521617790
Archive link: https://arch.b4k.dev/vg/thread/521617790

Patch notes: https://kingdomcomerpg.com/en/news/patch-notes-1-2-4

Sir Hans youtube channel: https://m.youtube.com/@LordHansCapon
Don't forget to watch his streams, peasants!
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>>41382
>You say that Kingdom Come Deliverance is ahistorical because of gays and Blacks
<I say the KCD is ahistorical because of the ridiculous haircuts.
Seriously what the fuck is that shit? Are they trying to say people had fades and zoomer haircuts 400 years before the invention of hair clippers?

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>>41529
>>41382
Also look like they're wearing hair gel lmao.

>>41529
>he does not know about the Nocap revolution of 300 A.C.
whack


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>>41711
>Sir Istvan was like… a father to him



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Am I biased and have a strange perception of history, or did games really have a separate subculture and identity around it 15 years ago? Now it's been completely subsumed and merged into the major culture if that time was real. Sure, games were popular then but never to this degree. Same thing with anime. Sometimes I feel this sense of pride and superiority because it's like "I was here first, I've been doing this longer than some other people, so therefore I'm more actual than them when it comes to gaming" or something. Sometimes it's less about a superiority and more like having an in group, an identity, a people I belong to. Everybody wants that, right? I just chose gaming as my group I belong to, and I'm really attached to that. But the thing is if the group has everyone in it, then the concept of the identity disappears. It's hard to explain.

It makes me resentful that one Tumblr post that said that gamer should never have been an identity in the first place, like an outsider who identifies as one personally attacking me.

Everybody's against gamers. Not saying that self identified gamers are oppressed, but serious, we're like the laughing stock of the entire internet.
10 posts and 1 image reply omitted.

>>40668
>Absolutely, gaming used to be a very nerdy thing until those "cinematic" AAA games came along. Games weren't taken seriously until they became like movies, ironic.
I wouldnt put it there, think it was the rise of gta 3 and halo and other bro games, and the aging of the audience into college.

>>41249
I think it had mainstream appeal before then. My normie unc who loves playing sports gave me his old PS1 with his games when I was a kid and his game library was mostly composed of racing games (F1, Ridge Racer) and sports games (FIFA, Tony Hawk, some snowboarding game).

>>40665
This is something I realized when I was in school. Nearly all the guys played video games but it was mainly stuff like GTA or CoD when we talked. Same with anime. Trying to talk to people about anything that wasn't airing on toonami or was super popular online was a crapshoot. Nowadays if someone asks me if I play games I just say something like "I usually just play tetris while listening to a podcast" which isn't a lie.

The absolute worst thing about gaming being so mainstream is having the hear random people's video game shit takes in public.

Apply the dialectic.
Smart phones rise in popularity around 2012.
The majority of internet traffic is from smart phones now.
Everyone carries a computer in their pocket.
That computer has access to App Store games.
That computer connects to the consolidating social media platforms and nothing else.
Culture becomes both increasingly isolating and homogenized.
Corporations realize nerd shit is profitable.
Corporations realize nerd shit is identity through consumption.
Corporations normalize liking nerd shit.
Corporations like selling intellectual property that requires no manufacture.
Nerd shit is no longer nerd shit.
Nerd shit now is the culture.
Everyone knows iron man.
Everyone knows Minecraft.
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New Gamedev thread. This is thread is only for people who have deved something. Don't post in this thread if you're just an idea bro who has never deved anything in their life.

The engines:
>Unreal
>Unity
>Godot
>Cocos
>etc.

Go pickup one of these engines and start deving. My advice is don't ever get too caught up with reinventing the wheel if your goal is gamedev. Even people who want to "develop their own engine" are using a million frameworks. If you're developing a 3D game, you're going to use a preexisting graphics engine instead of developing one yourself because that would be pointless. You are not going to improve on the graphics engines developed by 1000s of engineers smarter than yourself. It's a lot of advanced trigonometry, I foolishly bought a graphics programming book when I was young and dumb and overly ambitious. There's no point to it.

So basically every game engine works fundamentally in the exact same way. The only difference might be more in the realm of performance handling, but unless you're like a computer genius, that's not even relevant to you. Unreal gives you full access to the source code. If you're so smart you can decipher it and modify it to your heart's content. I recommend real. I'm no programming whiz, but what actually counts:GAMEPLAY PROGRAMMING is very intuitive. It's very easy. If you can write out the rules for a board game, you could easily write those same rules out in code. That's how simple and intuitive gameplay programming is.
19 posts and 15 image replies omitted.

>>40815
Far cry 3 also had a slide mechanic that kept the player grounded if they were moving down inclines. You would slide instead of fall if you were sprinting near an incline which kept the movement much more grounded. Crazy to omagine that that shit is rare to find even in modern shooters.

Also far cry 3 also brought a mechanic from far cry 2 too. The game kept people from falling off stairs when sprinting by locking the movement speed whenever the player’s avatar triggered a staircase’s collision. Such old games but they had such good designs.

Wish I could see that level of expertise in modern games more

>>40820
There's a lot of low polly examples out there. My recommendation is just look up each up the areas, and look up the kind of edgeloops suggested.
>head
http://wiki.polycount.com/wiki/FaceTopology
>breasts
>shoulders,
http://wiki.polycount.com/wiki/ShoulderTopology
>elbows, knees
http://wiki.polycount.com/wiki/Limb_Topology
>hands
>feet
everything else between those areas can be straight forward for the most part.


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Got a basic solar system and day/night cycle set up and working together. It uses two separate 3D spaces, one for the main game world and one for space. This was not as complicated as it first seemed. Pics and vids related (time sped way up for demo purposes)

Godot lets almost all of it be handled with node structure and updating rotations of "orbit" nodes that contain the celestial bodies. As for synchronizing the directional "sun" light (and any lights for moons) in the main game world, this is as simple as finding the position of the light source in local space of the cosmos camera (placed on the planet's surface) and having a directional light in the game world point in the opposite direction (the direction the light travels), which is as simple as light.lookat(-sun_position) - at first I tried solving by converting the relative position to a rotation with vector math but then I realized there was already a function for this.

There's a little extra work to do to include things like a sky dome and adjust the visuals according to the angle in the sky, but they're not that complex to work out. It'll probably need a custom shader to look a little better but for a prototype it's pretty satisfactory imo. I also should move a lot of variables and code to a global script so they're easier to access (especially so they can be tied to things like a calendar system and time-based game mechanics).

>>40774
>Unreal
>Unity
>Godot
>Cocos
>etc.
Game Builder Garage on Switch allows me to click together polygonal worlds and it's flexible enough for puzzlers, platformers, racers, whatever. In terms of graphics and sound customizing it got very few choices though. I'm making a 3D-platformer level with N64 complexity.

The software doesn't directly provide higher concepts like pathfinding, but my level's architecture is mostly static, so putting some invisible sensors and triggers into the environment works well enough. Sadly there seems to be no special view mode for revealing invisible sensor stuff while playtesting, instead I have to go into edit mode and manually turn a sensor's visibility on or off.

There is a big tutorial that suggests setting sensors to react to the player character, and that's what I got atm; but I'm thinking about making the sensors instead react to an invisible object around the player that gets bigger when you do noisy actions.

I initially thought it would be elegant to have some logical if-then relations realized directly through physics… But object interactions play out differently on repeated runs (and no, it's not due to variability in user input, I have made sure of that). The physics are so jank that I don't even trust the physics to implement the physics :/ Now I have to use logical fallback solutions to potential physics fuckups: If I wish a big rolling ball to stop in some place after X seconds, I will make sure of that by deleting the ball wherever it may be and teleporting instantly a replica ball into that place.

>>40777
Post too long. Click here to view the full text.



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Remember when game developers would make game worlds feel large by adding multiple entrances, exits, pathways, and secret rooms to their levels while forcing the player to move through all that space rather than just literally making the in game maps larger and add fast travel? I miss that era…
4 posts omitted.

shmups are all awful

Design a lock and key open-world map right fucking now

You don't need to make the game "feel larger" just make the space that exists INTERESTING. One of the worst things about the open world trend has been how boring and samey everything is. Like yeah it's cool in theory that I can choose where I go and how instead of being restricted to a linear or branching set of rooms, but it's fucking boring if there's no shit to do on the way.

yeah, fast travel that isn't built into the game mechanics and lore is pretty lazy design

A lot of indies still do this. Don't really know what's up with the AAA scene that's turned it into rollercoasters.



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a thread to discuss Danganronpa, its marxist-leninist undertones, and why Celestia Ludenberg is a gorgeous angel who can do no wrong

The body was too short or empty. The body was too short or empty.

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>>41690
wow, um…so himiko actually makes me really uncomfortable and id like it if youd refrain from posting her, but i guess if you really like her its okay! its just some people really dont want to see that…

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from /smtg/

>>41692
As someone who never played or watched any Danganronpa content, I wonder what is the reason behind that it made you uncomfortable and some people dont want to see it



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