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/ 361 posts and 66 image replies omitted.>>31814That looks dope. Any update? The tiles you chose make me think gold box more than xcom.
>>34774This is the project that thought shader compilation stutter wasn't a big deal for like 4 years while every serious game engine was already precompiling them. At the same time they were pushing VR which is nauseating to have random stutters in. It's finally relatively performant for 3D, but I think the reputational damage is done. It should have had big "3D IS WIP USE AT YOUR OWN RISK" warnings before 4.1
>>34774There's a revival of the Blender game engine.
>>349331. FOSS is not a development model.
2. FOSS never was a development model.
3. FOSS isn't required to be free-of-charge (neither is its source code) and the FOSS devs aren't obligated to do any work for free either, absolutely none.
4. You can literally make FOSS in private or make proprietary software FOSS (Doom and Quake's engines).
Don't confuse the issues of the Git-based collaborative development model with libre software's development and licensing requirements, thank you very much.
>>34938"Submit a Patch"ism is based. Too many people go on IRC and complain about an issue. Telling them to fix themselves it combats the bizarre user entitlement in Free Software where some lusers seem to think they deserve technical support. No, all you get are the 4 Essential Freedoms.
>>34937>There's a revival of the Blender game engine.For what purpose?
>>34938>people tend to be petty lolberts who would rather split off into their pet project rather than actually solve problems and respond to criticism of bad software with "git gud"I understand this. Even Stallman doesn't like criticizing the quality of libre software, saying that it's always better than proprietary software. While I agree with him on most issues and get where he's coming from (the need to discourage the use of proprietary software and encourage more contributions) some libre software is still… bad. It just is. If we want to fight against proprietary software we should admit that the quality of some libre software is less than satisfactory. And there needs to be more forking and fixing done. Obviously.
And that's why I'm not trying to fight the BSD fans or the Alpine fans, even though they may absolutely despise me for being a "Stallmanite." It's a shame, I have no ill will to them or their projects. Yes, I may call the OS "GNU/Linux" and I may prefer copyleft but that does not mean I hate them or their systems or want to force them to do the same. I think what the Alpine and FreeBSD devs are doing is great, and maybe theirs are indeed more polished systems, I'm not much of a technical person despite reading a lot of docs so I can't really adequately compare GNU/Linux and other Unix-likes, this is my greatest weakness.
>>34991>Sometimes reinventing the wheel is better than polishing a turdTell that to Sonic and Skyrim modders.
Sometimes polishing a turd can lead to making a diamond. You can't just throw whatever potential the software had into the trash just because the OG developers didn't do a good enough job, that's such a wasteful behavior that is symptomatic of the ecologically unsustainable consumerism we have these days. The thing FLOSS does right IMHO is that even if the software is a mess, the devs still try to make it the best they can, I appreciate the commitment.
I'm not saying that starting anew is always bad, and I'm glad that Krita is doing great. But I'm of the opinion that you should at least try fixing things, plus libre software benefits more overall if we don't constantly splinter like Trotskyists and try to contribute back to upstream at least, and forking is less of a splinter compared to starting anew, at least the upstream has some recognition. But if you're sure that this effort is hopeless and fixing the upstream will be more effort than making your own software from scratch then be my guest. It surely didn't stop Sonic fans fixing '06 though so it all depends on your level of passion and dedication IMHO.
>>36145>How hard is it to implement photorealism and how terrible is the performance compared to normal graphics?It's very easy. The performance is good as long as you're not doing dynamic lighting and reflections.
>What are the different methods to achieve the photorealist style?Like I alluded to, you can prebake all the lighting as long as it's static, meaning the lights don't move or turn on or off.
>When and how will it hit mainstream?It already did a long time ago. You can pick up unreal and start making photorealistic levels right now.
>>36146Prebaked would break immersion, stuff like Bodycam has dynamic and it really adds to it
Unreal Engine is crazy atm, always releasing something new
>>36145The next jump in photorealism I think will be implementing these AI filters.
Anyways if you want to learn more about photorealism techniques and Unreal(both Bodycam and Unrecord are Unreal) there are a million tutorials out there. Unreal also gives you access to the Quixel library which has tones of photoscanned assets which is half of the work getting photorealism.
>>36645You probably also collect footage from different angles if you want to use the AI for different perspectives, for example drone footage to use that method for top-down games. Problem is the data that they fed the AI, if it's some green hue low quality dashcam, then it's gonna looks like some low quality dashcam with the Matrix filter.
They need to use Google Maps equipment.
But it's impressive, wouldn't suprise me if a filter like that is a high performance alternative compared to real photorealism rendered ingame.
>>36150>photorealismblegh
im turning into a pixel art hipster
>>36973take, for example, minecraft
a big reason for its success must have been its refreshingly goofy and colorful graphics and unrealistic, abstract voxel engine during the early to mid 2010s when people were used to dark, serious aesthetics like in call of duty or whatever else
>>37134It also really depends on the content of the scene and the raytracing method. Sometimes it just doesn't look good. The big advantage of traditional lighting models is you can manually tweak things, which is harder with raytracing. The reason raytracing gets memed so hard is because it reduces labor costs by automating part of the lighting part, moving it from something devs do to something your PC does.
>>37143As other anons said don't bank on gamedev being a viable career. The market in general is pretty saturated, and that's especially true for coomer games. You will generally not make good stuff starting out, so if you spend time on it, do it as a passion project/hobby. If lightning strikes you might make some money from it.
I'd love some game that simulates war 1:1 (or at least 1:5, point is, it's a deep simulation unlike stuff like hoi4), and allows you to play many roles like a simple soldier, a squad leader, a tankist, a pilot… AI work kinda like A-Life in Stalker as to not fry your CPU. It's just my autism and my over-ambition though, probably not doable and will not be succesfull.
Also, something like "realistic Warno on a bigger scale" would also interest me. Warno doesn't really simulate frontlines, artilley shelling, constant warfare, defensive warfare, logistics etc… in army general
>>37155>Ahh you want the everything game I seeYeah, the first idea is quite litteraly the everything game, would take a long time to dev. If it ever has to be devved, i think it's not to dumb to first release a game version with only battles, and then integrate the rest later.
>Can you also play the life of a civilian refugee trying to find food and shelter without getting shelled?Imo this would be incredibly boring when compared to other stuff you can do, i was thinking the game would try to portray the absolute cruelty and horror of the russo ukrainian war, so that could add to the artistic goal, but not worth devving. However, mod support would be a priority, a mod could add that, from the experiments i've done, you can integrate them in C# extremely easily and give them a lot of power, if you give mods arbitrary code execution.
>>37159 (samefag)
> so that could add to the artistic goal, but not worth devvingBecause this is not Gaza, refugees and civilians are sadly being hit, but it's not omnipresent and not an overwhelming concern for any Ukrainian/Russian, unlike actually dying as a soldier
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