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/ 239 posts and 42 image replies omitted. Click reply to view. No.23399
>RPGmakeri've been trying to work with the engine, it's probably a great tool if you want to make a regular kind of jrpg but for anything else it's just a huge pain that needs a lot of plugins to get working (shhodily)
https://squirmunity.com/ No.23405
>>11723absolute waste of time, if you really want to write something low level write it in C, it will still cock and ball torture you to write a game in that but at least it wont be uber platform specific and you can indent shit and have variable names instead of trying to figure out what you left in each register and dealing with jump statements and shit. and dont even get me started on system calls.
No.23406
>>23405also I should add that most C code is very simple syntactic sugar on assembly, so you're not going to gain any increase in performance and your code will probably run slower if anything because your implementation of whatever function will probably be slower than the C implementation.
if you really want to learn more about low level stuff, take a course on CPU architecture, they will probably have you design a basic von neumann cpu in verilog, vhdl, bluespec, or something like that. You will walk away with a much stronger understanding of the inner workings of a computer and it may help you write faster code.
No.23415
>>23399Is this your game anon? I may try it out.
No.23434
>>11723for most retro systems up till maybe the SNES era? yeah probably
if you're doing DOS, C with the Open Watcom compiler is better
No.23445
>>23415yeah i made it with no talent/skill/experience in art, music, game design or programming
always wanted to just make something unified and big
No.23446
>>23445Looks like it has potential. I'll try and play it later. I don't usually play these kind of games. I played Omori for a little bit because the art looked kinda interesting and all the hype. I thought it was kind of meh even tho I played it for awhile. Not a tumblrista so I probably wasn't the target demo. Your game looks like it could be quirky and funny but can't really tell from the vid. Is the vid you? I thought all that like and subscribe shit at the beginning was serious until I went to the page and saw there was only one video. I think you were pretty funny and your delivery was excellent, but it was kind of too much shit up front when the reason I'm clicking the video is because I want to see what the game looks like.
No.23447
>>23446thx anon, honestly i wouldn't say my games anything like undertale or omori or whatever. haven't even played another rpg maker game before i was just making shit me and a friend saw in nightmares and dreams or whatever we thought would be a laugh
vid was voiced by a friend but i wrote the "script" LOL, ur probs right abt the vid, shitposted a little too hard which probably scared off some people
cheers anon, have a good one
No.24941
bumping this thread. still teaching myself blender
No.24947
>>24941set small goals for yourself
don't feel too small to take comissions you can always learn on the go and remember to always try to triangulate because apparently a lot of software requires triangulation, i still don't understand that myself but we'll get there.
No.25095
>>24948id be interested. Ultimately id like to make a workers cooperative game studio to make vidya, maybe sneak a few leftist themes in there like Disco Elysium
No.25099
>>25095i mean if CoD and other CIA backed games can get away with blatant anti-communism why can't we get away with blatant anti-capitalism?
we just need to make a good game, once i start moving i'll let ya'll know see what we can do.
No.25101
My favorite indie game developer has turned into a weird reactionary conspiracy theorist.
It's a shame because his game design lectures were really good.
Any recommendations for game devs who talk about game design theory in depth? And I don't mean like clueless essayists who talk about game design I mean people who have shipped a game.
No.25102
>>25099You'll just be like the Disco Elysium devs.
>Make good game>Get tons of buyers and awards>Have your IP stolen by a corporate entity and all your co-workers fired because it's more profitable to kill your entire team than to allow you to continue to produce subversive media No.25107
>>25095It sucks that to my memory Dead Cells does not contain much lefty themes despite being made by an anarcho-syndicalist coop.
No.25108
>>25102i'd stockpile guns and move into a guerrilla controlled zone with all my team first
we'd make games in our free time after we hoard grain for the day.
No.25111
>>25110i bought for cheap his Godot course on how to make a boomer shooter but i got bummed halfway through and i'm still stuck somewhere not doing anything besides looking at theory…
No.25117
>>25109Also do not forget the former Bayonetta voice actress being ousted as a TERF too.
No.25118
>>25117bruh so glad she's fucking out, being honest i'm not a huge fan of their voices
Bayonetta well, i'm not a huge fan of brits in general
and Dante tbh i miss the original Dante, i hope he comes back for DMC 6 instead
No.25120
>>25102yea, you can only do that shit if your group owns the private property so no one can push you off, in any other place you get purged.
No.25121
>>25118Didn't his current VA get canned after he got accused of sexual harassment and was a far right schizo? I know he was the voice of Ken too and there's another guy doing his voice in street fighter 6.
No.25122
>>25101Toady has officially shipped a game now.
>>25114harvest or reap
No.25123
>>25101Are you talking about the Domina guy? Yeah shame about him turning out to be a retard.
No.25125
>>25121he was deffending a sexual predator and crying over far right schizo points
yeah, that's why i stick with the classic one
No.25204
>>19533have you seen a team of classic mediocre game ?
its 30 (more like 40) ppl and 3-4 years of work (more like 5)
and thats basically will only make you few cups of tea in profits
if that was 3 preson they would likely develop it more than 100 years (you can do a simple calculation, although incorrect)
so yeah its a team work for anything that isn't tetris basically
No.25244
>>25204OK but tools have advanced. Blender allows average devs to make graphics equivalent to ~2000-2005 AAA games, stable diffusion AI allows instant texturing, game engines that port across desktop, mobile, and console engines, written in garbage collected languages, a bunch of free online assets and even more paid from asset stores, plus a bunch of video and written tutorials online. All this compared to the 80s/90s where making a video game meant you had to roll your own game engine and be a C++ master or read a 1200 page thick book written by japanese hardware engineers.
Being an indie game dev has literally never been easier.
No.25249
>>25244so what ?
also reqs. are also bumped so its draw (acually not, since modern content is much more hard to create than say NES)
with few devs you get Flare quality game (and its pretty much 3d tetris)
so that was constant, single or small team projects simply will never be popular apart from niche few projects
even those 30-40 ppl team firms/studios all went bankrupt because making yoba in unreal is more simple (just tweak whatever garbage you need and add homo/pedo/crappy content for boomers then it probably sells)
No.25369
surprised this thread doesn't mention pico-8 or puzzlescript
https://www.puzzlescript.nethttps://www.lexaloffle.com/pico-8.phplots of fun, and good places to "break in" to designing a game for the first time
No.25390
>>25369>PuzzleScript"Puzzle" is a bit too broad here. It's really a script for defining sokoban levels, although you can add your own art and storylines and play around a bit to create something akin to an old-school JRPG.
No.25403
>>25244>Being an indie game dev has literally never been easier.there's also never been more competition
No.25404
>>25403But video games are so wide open that it's not too hard to find a proper niche instead of chasing whatever the current popular trends are.
No.25405
>>25404I won't disagree that people should attack a niche rather than trying to emulate the AAA, but sadly a lot of indie devs do not have any imagination themselves.
No.25408
>>25369>>25407Any suggestions for someone with little to no artistic capabilities?
No.25410
>>25408IDK
video games are basically multimedia art so you're kind of fucked
No.25411
>>25408roguelike or text adventure
No.25412
>>25408spreadsheet simulators
No.25415
>>25414Inform and Twine are similar in that they let you create an interactive text storyline with puzzles and forking plots depending on decisions
They differ in that Inform prints out what the player is supposed to be experiencing, and lets them type out whatever their character's response is and try to interpret that
Twine is more basic, it just prints text with hyperlinks that the player clicks on to carry out an action
Unique IPs: 27