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Not reporting is bourgeois


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So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make.
I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on.

FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND

>Modelling

Blender: https://www.blender.org/
>Painting
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/
460 posts and 93 image replies omitted.

>>38299
Cyberspace in a post neural upload world

I mean that's probably been done but eh

>>38300
I like it. Maybe it could kinda be like Portal where you have this voice that's watching you the whole time and taunting you. Like your mind is being hacked and they're trying to break you in interrogation or something. Also kinda like Assassins creed, although I didn't play through those all the way.

>>38301
Also some Inceptiony kinda stuff. I think that really works.

>>38300
Technobabylon has shades of this. well, I guess it's more a murder thriller

>>38301
>>38303
Yeah I was thinking more like being tormented by a rogue AI or a hacker than the usual stuff, someone who has complete control of your sensory input and just wants to fuck with you, real AM shit

>hit the point where i have to make actual art assets instead of using placeholders
wish i spent my youth drawing instead of being ass at pounding a keyboard as an adult

>>38307
Hey anon, have you ever thought about… AI? 😈

>>38308
>AI
Soulless, barren, slop! Literally Hitler!

How would gamedeving work under communism?

>>38308
you insult me, i'll scribble my dogshit instead

>>38310
People would organise into teams to make games for fun if they want to

>>38307
What kind of game are you making? Depending stock assets can work or not in a final product. A lot of AAA games ship with stock assets in them nowadays.

I'd like to use godot to make something like Nobunaga's Ambition or Romance of the Three Kingdoms but set in the Russian revolution.

>>38337
>I'd like to use godot to make something like Nobunaga's Ambition or Romance of the Three Kingdoms but set in the Russian revolution.
What's stoping you?
I've been playing with godot a lot and it's relatively easy and theres a decent amount of documentation and tutorials for learning and stuff.

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i want to make a hobby city building game thats kind of simple, technically speaking, but would have a ton of expanded content which would take time to implement
i dont know if i should use an actual game engine like godot to cut corners and have an easier and faster time or if i should use raylib which would take longer but would be a much bigger learning experience. i of course plan on showing off after its done

which one is cooler gang?

>>38517
Are you already a programmer? If not, just go for a game engine

>>38517
Just go with a game engine. Reinventing the wheel is dumb and pointless. I don't even know if it would be a bigger learning experience than studying the source code of an existing an engine and seeing how they do things.

>>38337
Before picking game engine, pick what you want to do, and what you hope to gain. If what you wants to do involves 3D at a bigger scale than PS2 and wants you want to gain involves profesionnal experience, Godot is not really recommended.

>>38517
As >>38519 said, use an engine if your game doesn't need to have a big outstanding feature no other engine provides. I'd go for Unity 6 with DOTS (URP not HDRP, HDRP is kinda broken) for a city sim, it should get you the needed performance and fast dev time

>>38032
I love how efficient being Free Libre And Open Source(tm) is a shield against criticism, even when you try to pose as a professional software

>>38532
>If what you wants to do involves 3D at a bigger scale than PS2 and wants you want to gain involves profesionnal experience, Godot is not really recommended.

I was more thinking of modeling it after the snes era koei strat games, at least visually.

>>38532
>use an engine if your game doesn't need to have a big outstanding feature no other engine provides.
Even then their are engines that give you full access to the source code which means you could implement any feature possible.

>I'd go for Unity 6 with DOTS (URP not HDRP, HDRP is kinda broken) for a city sim, it should get you the needed performance and fast dev time

Unity isn't open source. Godot or Unreal for 3D. Cocos2Dx if you only need 2D, but I didn't like the documentation and there isn't a big community. I might just go with Unreal or Godot for 2D as well because you never know if you want to do some 2.5d effects. 3D is just another option. You can easily make a fully 2d game in those engines too.


>>38032
Maybe he just programmed the physics wrong? Unreal has a full physics engine in it, but I've programmed physics from scratch in it many times before. A ball bouncing and losing energy is easy to program and I've done it. Wait nevermind, he just wants it to bound up and down again and again? That's just a looping command. Like I said no need to involve the "physics engine" that comes with the game engine.

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>>38557
>Unreal has a full physics engine in it, but I've programmed physics from scratch in it many times before.
And you want to do this because you don't neccesarily want your games to be a simulation of real life physics. Do you think Sonic and Mario are based on real physics? Stop with this physics crap.

Think about this. Literally the only "physics" you need is gravity and then collision detection. Which people wouldn't even think of as physics because it's not an equation in real life physics. Detect when movement will cause two hitboxes to intersect and prevent that move from occurring. Adding deflection or bouncing is easy, just program:

>Every time hit is detected

>Stop current motion
>Add velocity vector at opposite angle from hit location surface normal to previous velocity vector

This is braindead simple shit. This isn't thermodynamics.

>>38558
>Stop current motion
>not solving the intersection problem

>>38567
The computer calculates where it's next move will be and if it's invalid move it moves it to the first point on it's path before it intersects.

>>38568
that's not solving the intersection problem. gamedevs smh..

>>38569
Yeah it does. It never moves the object to a point where they intersect.

>>38570
that's not
you know what? I'll let you live in your ignorance

Making your engine nowadays really seems like something you do out of genuine interest or because no engine is up to your standards. I'd like to try making an engine one day (probably for traditional roguelikes or visual novels since general purpose engines feel like overkill for those), but the prerequisite knowledge to start seems infinite.

>>38572
You have no idea what you're talking about, I've literally programmed it before. What's with all the smug retards named Glownonymous?

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>>38572
>>38569
That's all there is to it you dumbass.

>The white represents free space

>green is a wall
<If the object trys to move into a space the computer checks if it's a free space or wall, if it's a wall, that move is invalid and it doesn't move it there therefore they never intersect

I feel like this is something a child could understand. Like you can teach chess to a child. You can teach a child that the white bishop will never occupy a black square and vice versa.

>>38576
It's fascinating how much you can represent with simplistic physics, I love it. No wonder Neutonian physics are still in use. The skybox is just a background image, the lighting process is backwards and the world is created while you move.

>>38576
>what is a contact solver?

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>>38578
Autodesk? What are you some CAD monkey? I didn't say I was going to explain advanced collision detection to you, one of the main reasons to use a game engine because some features like that are going to take a shitload of time and you're not going to improve on anything by reinventing the wheel. Actually I kind of want to learn more about how it works, but that's the beauty of an engine, you can do something over yourself from scratch or use what they already have. Unreal uses a capsule shape for all their collisions for characters.


https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection
A capsule is just two spheres tied together by a cylinder.

If you're making an realtime game, you're probably going to want to study up on how the event tick works in your engine of choice.

If there is anything you should do from scratch is stuff that effects gameplay like character movement. That's why I went down that road because reverse engineering the character movement system from unreal was getting unwieldy.

Things you shouldn't waste your time on is things that don't effect gameplay at all and are functionally the same in all engines. Hell even those people who "make their own engine" nowadays never make a graphics engine. They take some preexisting graphics framework and put it into their engine. Well if you're using someone else's graphics engine, why not just uses a engine that already works top to bottom to make games out of the box? You don't have to use features that come with the engine.

>>38577
It's all very simple by neccesity because the computer needs to calculate everything happening in realtime aka on the tick 60 times per second to achieve 60 fps. And if you've ever played around with simulations, you know the more advanced they are, the buggier they are, and you're likely to see all kinds of errors happen. Like cloth sims, the cloth collision points end up inside the character they're supposed to be colliding with and etc.

The simpler what you are "simulating" is the more you can bug proof it.

>>38039
>Pro level is making the titties, ass, thighs, etc a soft body simulation.
There was a good siggraph talk this year on voxelized soft body simulations. Focused mostly on gibbing but I'm pretty sure the same technique would work for jiggle physics.
https://dl.acm.org/doi/10.1145/3641520.3665307

Anybody have any good ideas for a simple idle game?

>>38614
productive forces clicker

>>38614
>>38615
5 year plan clicker.

>>38614
China simulator
>do nothing
>win

>>38605
The actual priorities

Anyone tried love2d? How is it?

>>38615
>>38643
I have been thinking about idle games with more of a strategy component, so maybe.
>>38644
I have actually considered this, I just don't know where I'd go with it.

Also I have been considering some sort of idle RPG if only to test a few things.

>>38647
>Anyone tried love2d? How is it?

It doesn't suck ass, like you can use it to make games, but in terms of underpowered game engines you should really only use to make simple 2d games, use Godot, you'll have more support, tutorials, and all kinds of other ressources

Question about the feasibility of a graphic trick on ancient hardware like N64: Textures can have holes since the 90s. So why not closely stack triangles with holes in their textures for creating the look of a rough surface?

One aspect of the problem I already figured out myself: Won't this look shit with shit low-res textures? The answer is no, because the screen resolution is also shit and the target is a fuzzy CRT (or CRT filter on emulator). The quality of the effect depends on the relationship between texture and screen resolutions. Here, shit and shit equals not shit. It's like minus and minus making plus.

Is this torturing the z-buffer too much?

Looking for an idea guy

The requirements for the idea guy:

The idea guy must be very used to always thinking about ideas but never actually making anything. I want people who would prefer going out to the bar and talking about their game idea rather than the guy who would stay at home learning how to make prototypes.

I need the idea guy to have years of experience thinking about their idea, but again, not putting in any effort into learning how to actually make it. This ensures the ideas are "pure".

Next, I need the idea guy to have a lot of notes about exactly how the game will work. Since our ideal idea guy has never tried to build a game before, we need these ideas to be "pure". The only way for the idea to be "pure" is if you come up with your design document without any knowledge about all the constraints that developers have when making a game.

If you are one of the few idea guys who has tried to prototype your idea and found out that a lot of your gameplay mechanics simply don't work, would take years to develop, or is way too complex for a small team, we don't want you. This kind of idea guy doesn't have "pure" ideas.

Lastly, it's important that our idea guy would at some point try and make a game and post on forums getting encouragement from other members and recommendations on what to learn, but never following through on anything. This is essential because then we know you are truly an idea guy with "pure" ideas.

>>38968
Who hurt you?

>>38969
Idea guys.

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>>38938
>So why not closely stack triangles with holes in their textures for creating the look of a rough surface?
They've been doing this (shell textures) for a long time. Usually to make fur. But you could do the same sort of thing with a different sort of texture pattern. Instead of having one texture copied multiple times along the normal, you could have varying textures. Probably the simplest way is to have a height map that is interpreted as an alpha channel, with the pixel value indicating at what layer(s) the texture should be transparent. E.g. 0 (black) means only visible on the lowest layer, 1 (white) visible on all layers up to the top, and the grays in between vary depending on the number of layers.

Honestly though you should probably prototype to see if a normal map would suit the purposes better since you're already trying to abstract the physical shape of the surface (i.e. "texture" in the common use of the word) with textures (images painted onto the geometry), and normal maps are purpose built to do that. Displacement maps are also doing what you're talking about but they're not very performant. You might find through prototyping that the best solution is some combination of shell textures, normal maps, and maybe other techniques too.

>>38968
>>38970
I was best friends with an ideas guy when I was younger. Very charismatic. He had movie ideas. I would write screenplay drafts and bring them to him when we hung out but he would always reject them and be like "it's different in my head maaaaan but I like, can't describe it, maaaan". I hung out with him because he always was a gracious host who would share weed and beer and was a genuinely funny guy to hang out with but part of me will always regret putting any effort into his movie ideas. To be young again.


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