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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



 

Please recommend me some single player first person shooters on PC with character progression or RPG elements.

I just beat Robocop Rogue City and I want more. I have Game Pass if that helps at all.

Also games that have iron sights please I want to use Gyro controls.
5 posts omitted.

If you for some forsaken reason haven't played the originals DOOM 1 & 2 please do. They're RPGs

>>41431
>the originals DOOM 1 & 2 are RPGs
You're trippin

>>41423
>character progression
Might fall into what you're looking for though it has 0 rpg elements. Try bright memory infinite (theres a game called bright memory, but thats just a somewhat interesting to play techdemo. Infinite is the real game)

You basicly get skillpoints you can use to learn abilitys and thats it

Dark Messiah
Ghostrunner

Fallout New Vegas and 4 have iron sights and RPG elements
3 is only iron sights for some of the guns



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How come some nintendo fans got so defensive around people criticizing switch hardware but now they're fine with it now that Switch 2 is powerful? I saw it happen once online so I got the perception that they didn't like hearing about the Switch's relatively weak performance compared to PS5 and other consoles.
23 posts and 2 image replies omitted.

>>41438
Maybe if you're a nintoddler, PS5 games regularly go for 20 euros or less

i ended up selling my switch 1 because the first party games were so fucking boring. i even downloaded yuzu and a totk iso to emulate them and never got aroud to playing it, i couldn't be assed to play an open world zelda for more than 30 minutes. now nintendo wants me to pay premium for their streamlined stylized stuff…

Ngl I'm gonna buy it launch day

>>41498
make an unboxing thread when you do

video related



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I was getting tired of roguelikes but I'm glad I gave Balatro a chance, now I'm obsessed with 100%ing it. Too bad its success opened the floodgates for lazy devs to pump out low-effort, card-based roguelikes with slapped-together aesthetics and shallow mechanics, all hoping to cash in on the same momentum.

It's crazy that balatro got flagged as a gambling game while gacha and other predatory shit is still targeting kids who don't know any better.

If you like Balatro you should try Shotgun King which is a roguelite take on Chess.



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Why don't chuds just stop consuming shitty mass produced culture? They only play AAA videogames and watch capeshit and then complain about how woke and DEI it is.

Why not play indie videogames and watch art films instead where the creators have total creative freedom?
37 posts and 5 image replies omitted.

>>39067
They want games that they dont like to not exist. If a 'woke' game is released to them it is harming them.

>>41576
It's like the asmongold logic where if you're pro-anyone who isn't white straight and male, you're actively anti-white straight male.

>>41563
>They'll complain about Japanese devs pandering to the west, but then none of them played Kunitsu-Gami.
Because when they say "pandering to the west", they only mean nonwhite(black brown and asian in a way they don't find hot) and gay stuff(they start fighting each other over whether or not yuri and yaoi are woke enough, because one side is "well I'm okay with gay shit if it's not in my face bro" and the other side just openly hates gay people).
It's always cringe when western chauvinist types suddenly start fucking yapping about cultural relativism and western cultural imperialism, but only when it's their weeb shit and only if there's "woke" that wasp probably in their favorite game they played when they were 12

I also like when they talk about superior Japanese games, and they choose fucking coomer gacha with no fucking gameplay and tons of manipulation to make you gamble for more jpegs.
Do these guys really like games?

>>41584
>Do these guys really like games?
Old /v/ermin joked about hating video games so much the newer generations took it entirely seriously.



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> Co-op survival game
> Battle royale mechanics
> Hero shooter-like class mechanics, each class has special abilities that operate with a cooldown
> Hack n slash gameplay
> Auto level up feature
> Revival mechanic where you press A until bar is filled
> Each "level" is a randomized mishmash of FromSoft assets from previous games

you can barely tell they're getting purchased by sony
11 posts omitted.

>>38654
Eviscerated for what? B team doing a spinoff product? Although it's clear to me that they've added the Elden Ring part just for marketing purposes

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>>38655
It's not just for marketing purposes. It also saves a shit ton of money reusing assets, and in exchange the game isn't full price.
It's not that far off from the meme.

>>38656
I meant that they were making a "Nightreign" game that was a fromsoftware soulslike multiverse PVE battle royale kind of a game, but then slapped on the Elden Ring name for better sales

>>38656

honestly, nightrein (and duskbloods) looks like a big experiment about multiplayer (and new movement mechanics) in souls games rather than just a cash grab, and besides microtransactions would be way worse so pick your poision

fromsoft fanboys shitting on nightrein have NO IDEA how bad it can get

Having one cashgrab multiplayer game is annoying but tolerable, having TWO in a row is dumb as fuck and is tarnishing the Fromsoft brand.



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Jak 2 is basically lefty/pol/ The Game. Not in terms of its literal politics, but in spirit.

In fact, I'd probably count this as the best depicted revolution in video games. The edginess, the slow times, the fast and dangerous times, but above the slow grind until Baron Praxis is overthrown.


>>41462
This was one of my favourite games as a kid, Keira was my first waifu

>>41462
Why? Because it's a cartoon?

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Reminder that Jak 1, 2, and eventually 3 are all natively playable on PC.
https://opengoal.dev/



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Chuds lost.
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
>body too empty or short
17 posts and 3 image replies omitted.

>>40787
Chuds lost the moment they were born

>>40790
have you ever played any western open world game of the last 10 years?
if so you already know exactly what the gane plays like

>>40827
I like that cute animal

the last AC games i tried were origins and syndicate, thought they were awful and dropped them fast, but shadows looks kinda fun, but it has denuvo so i won't play it until 6 years later when it goes on sale for 70% off.

>>41499
All you need to know about shadows is already present in this video about mirage

Ubisoft definitely listened to criticism about AC not being about assassins anymore, but they stopped caring about making the best games they could a while ago.



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