No.290[View All]
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
>ModellingBlender:
https://www.blender.org/>PaintingKritas:
https://krita.org/en/>Game DevelopmentGodot:
https://godotengine.org/ 306 posts and 56 image replies omitted. Click reply to view. No.27039
>>26894Wouldn't that actually subvert the genre because you would eventually run out of people to kill? At a certain point you can't help but halt the expansion the genre is built on. It could actually work as a deconstruction of the genre and the ideology tbh.
No.27041
>>27037Come to any country in fennoscandinavia, we can diagnose ADHD on a dead person
No.27042
>>27038Good, the more whitoid free games out there, the better.
>>27041Didn't you guys recently vote for a bunch of reactionaries and do a 180 on the whole welcoming brown people thing.
No.27050
>>27039Yeah I wasn't sure if the game should end once you hit 8 billion or if you should be able to advance onto other planets and universes.
I think though the game should start to freak out the more people you kill, kind of the way Cookie Clicker does but worse.
Ultimately it's a shitpost but I feel it may be challenging to make it correctly, more from a design aspect rather than a technical one.
No.27051
>>27042Idk, we still get brown people
No.27059
What is the easiest engine I could use to make the simplest game?
No.27065
>>27059easiest would be godot, you still need some basic understanding of programming but it's easy to setup and get working, and the development process is relatively fast for smaller projects
No.27071
>>27042That was Sweden. There was no 180, the migration policy was always strict just not as strict other yuroop countries. Clopped up reactionary claptrap, that was, and you are a retard for regurgitating it uncritically.
No.27120
>>27119>frozen synapse style real time tactical rpgreal time isn't the right word. the game will be turn based, but each character's turn is planned and executed simultaneously according to a priority queue rather than each character preforming their actions strictly serially.
No.27636
How do you break into gamedev? All of the job openings I've come across require either a compsci degree or experience.
No.27637
>>27059How do you even want to get into something but you're not even curious how it works
No.27704
>>27636If you want to get directly into the field without prior experience or education then they usually don't require too much of the testers, and those jobs can sometimes lead to actual developer jobs. But you should definitely at least be doing small scale gamedev experiments as a hobby if you want to get a job doing it.
No.27710
so i've stopped making games in recent years and have only tried using godot a few times, would joining a game jam be a good idea right now if i don't have a grasp on basic features of godot?
No.27726
>>27710I wouldn't do a game jam without knowing what tools you were planning to use and being able to use them. Maybe look up some public event to use as inspiration or a springboard to get you motivated to learn by doing. If you don't have a grasp on basic features your goal should be to learn those rather than trying to produce something. In that context a game jam could be useful to you by providing a prompt and structure (time limit mainly) to try to push yourself to learning/using features. But that's more appropriate if you are already kind of familiar with your tools.
There's a bunch of tutorials or Godot out there though, which are probably better if you're just unfamiliar with it.
https://godottutorials.com/courses No.28127
We need a realistic gardening simulator
No.28128
>>28127Would need to account for some pretty complicated stuff like fluid dynamics through porous materials for soil drainage.
No.28762
Any good resources on the software development process? Like software versioning and alpha and beta testing? I'm a complete noob when it comes to this.
No.28783
>>28762they mean whatever you want them to mean
earlier version release = lower version number
later version release = higher version number
alpha means features are being tested and added, beta means those features are being tested for bugs
https://en.wikipedia.org/wiki/Software_release_life_cycle No.28789
>>28762Yeah usually the project or team figures out its own system for it, and how much you increase the version number just depends on what was added in the current update.
In addition to this
>>28783 you also do smaller increases in version depending on how much you change.
If you were on version 1.8.12 and you just release some bug fixes, then it could become 1.8.13.
If you added some new features it might become 1.9.0 or if you overhauled major systems maybe it becomes 2.0.0
No.28792
Have you seen this:
https://infinigen.org/ is an open-source thing that generates photo-realistic landscapes (arctic, forests, beach, underwater and more)
from scratch, meaning no pre-baked models nor pre-baked textures that repeat within a scene or across scenes. It also makes crummy animals apparently. (Is this part objectively worse programming or are humans just better at spotting the oddities with animals?)
No.28793
>>28792Animals have a lot more different poses than plants do so that's probably why the thing finds it harder
No.28803
>>27060love2d is a good alternative if you like lua
https://love2d.org/ No.28805
>>28792>>28793Animals also have a pretty specific body plan in most cases whereas plants very often do not. If you grow 10 of the same species of tree they will have different numbers of limbs and limbs in different places. If you have 10 bears they are all going to have very similar shapes and proportions.
No.30481
>>30474Year of the Godot game engine confirmed?
No.30532
I’m at a stage with my skills in linear algebra and calculus where I can use parametrics to define basic motion and physics in game development. What’s a good engine to use where I can put all those skills to use?
No.30533
>>30532Any. Physics is simple. Programming the trig for 3d is complex.
No.30534
>>30533Tan^-1(delta x/delta y) says otherwise mate. I need an engine that doesn’t run like complete shit(unreal)
No.30538
>>30535Tangent inverse, trig isn’t hard.
No.30567
Any good resources on how to write a game design document?
No.30572
Reject Unity and embrace Sega Genesis/Mega Drive game development
https://github.com/Stephane-D/SGDK No.31085
How do I learn to use vectors with video games? I’ve been studying math, from basic algebra, to integration, to completing Fourier alongside Taylor series, some stuff with parametric equations and now I’m doing vector math since I found those were some of the prerequisites for this very important aspect of game development. How do I use this field of linear algebra/parametrics for game development?
No.31101
>>31085I envy you. Always thought that svg would have a good place in weg games like - risk, nuclear detention or other modern world map stuff.
so maybe try svg with a canvas & js if its something in the web (which you can natively build to electron)
https://dev.to/mrlopis/creating-a-13kb-js-game-using-svg-5fjkyou could do stuff like
https://store.steampowered.com/app/1178220/ICBM/For 3D, you can use Babylon.js
Sadly, I dont know as much about other languages/native stuff like with c++ or C#
Imho, the best thing to have when writing a game is an idea you are motivated behind for months
No.31273
i dont expect anyon here to be able to develop this but it's criminal how bad the whole sports genre of vidya is right now. Every individual sport has been monopolized by one company and they put out horrible, micro transaction infected games. The justification I see for this state of affairs is that no one can afford to pay for licenses or something but I say just make the game about the sport itself without featuring any leagues or irl players or whatever. Im dying for an online basketball game that isn't made by 2k
No.31297
Some one help me out please, I have a 2d map that I am drawing pixel by pixel making all the calculations myself with the use of simple pixel draw functions. Now I want to rotate that map. How?
No.31300
>>31273Suppose you put in teams from a looong time ago, wouldn't that be in the public domain? Anyway, I agree you don't need real teams and an editor mode can be used to circumvent that.
>>31297Do you worry about pixel art becoming blurry and mushy? You can do a rotation with two shearing operations. This way, all the pixels of the original are conserved.
No.31814
I've made some progress to it. I'm using allegro5, which is a simple library for 2d game programming, and managed to get these orthographic 3d projections by messing arround with bitmaps. Planning on making an xcom like game were you go through a linear campaign, story wise I'm thinking about playing as a resitance movement trying to take over a city, and satisfy
>>31102 this thread. hopefully I will manage to finish the game. If anyone wants to provide some assets, some 16x16 texture sprites. would be cool
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