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File: 1608527538882.jpg (Spoiler Image,141.33 KB, 1024x576, garrys-mod-download-free-1….jpg)

 

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/
361 posts and 66 image replies omitted.


I can't program, so here is a free game idea: V A U S H simulator. Multiplayer only. Players take turns. You get a randomly selected picture (moldy bread, praying mantis, guy at dentist, etc.) and you have to say that this turns you on and give a passionate rant about how this is normal and healthy. Other players rate the speech, best speech wins.


>>33734
That would work better as a card based party game. You have topics on the cards and each player has a few in their hand. On their turn, they play a card to another player, who has to give the speech. Something like that.

>download and test out some demo projects for Godot Engine (mostly official ones)
>half of them literally don't work at all, like failing to render anything at times
>most that work have critical performance issues (like 2 fps if you walk into a wall)
>some that don't have major performance problems are just don't do what they say they do, like supposed advanced character movement with blending animation that doesn't even use tweening to bridge animation states like standing to jumping and only rotates the walk/run cycle to match the direction, no blending at all
My expectations weren't very high but damn.
What is even the point of having these?
I know the engine can do better than this. This is just going to make people think the project is a scam.

Recently played the board game 7 Wonders and I feel like it could make a great video game (though I guess it might just end up being a slimmed-down version of Civilization)

>>31814
That looks dope. Any update? The tiles you chose make me think gold box more than xcom.

>>34774
This 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

>>34931
FOSS being its own worse enemy episode #2360572

>>34774
There's a revival of the Blender game engine.
>>34933
1. 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.

>>34937
The problem is with the community and culture where 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" blaming the user for having a different use case than them.

>>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?

Game idea I had in the shower.
>take the "time moves when you move" mechanic from Superhot
>give it to a monster in a horror game
>instead of responding to you moving, it responds to a heart rate monitor the player wears

>>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.

>>34974
>there needs to be more forking and fixing done
Not a viable solution. "User friendly" GIMP forks have come and gone, yet Krita blew them all away in usability with greenfield development and a central vision. Sometimes reinventing the wheel is better than polishing a turd.

>>34991
>Sometimes reinventing the wheel is better than polishing a turd
Tell 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.

Unrecord, Bodycam and this project vid related.
My questions are:
How hard is it to implement photorealism and how terrible is the performance compared to normal graphics?
What are the different methods to achieve the photorealist style?
When and how will it hit mainstream?

>>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.

>>36146
Prebaked would break immersion, stuff like Bodycam has dynamic and it really adds to it
Unreal Engine is crazy atm, always releasing something new

File: 1718069942086.png (1.03 MB, 1280x720, ClipboardImage.png)

>>36147
>Prebaked would break immersion, stuff like Bodycam has dynamic and it really adds to it
I'm sure it's 99% baked. That's how games do. You can still have a mix of dynamic and baked lighting because the dynamic light is just additive. Like for example this daytime level: All of that sunlight is going to be baked unless you need to have the sun actually progressively change time of day. Even then I think they have some kind of technique to transition between baked lightmaps.

>>27702
>https://gamejolt.com/help-docs/creators/why-creators
this is for their weird social media feature
this is the correct link https://gamejolt.com/help-docs/Shop/sell-games

>>36145
The 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.

>>36150
Man, that looks great.

>>36644
>>36150
I personally feel it's a good imitation of dashcams but not a good imitation of real life, and it also just looks less stylised and worse than vanilla GTA V.

>>36645
You 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
>photorealism
blegh
im turning into a pixel art hipster

>>36836
Pixel art isn’t classic, but instead it is fake nostalgia.

>>32174
Even if this post is quite old, I‘m happy to hear that Anon.

>>36837
>Pixel art isn’t classic, but instead it is fake nostalgia.
It isn't fake nostalgia, it is real nostalgia. Nostalgia is stupid like that, I hate that it even exists. I think it's better to judge things by their own merits instead of getting excited by cultural artifacts like Pavlov's dogs.

File: 1721711871235.jpg (56.69 KB, 700x428, Vulkan.jpg)

Vulkan is suffering. I just wanted to trace rays…

>>36837
>>36896
it's less "nostalgia" and a desire to return to "stylistic" graphics when mainstream games are grey naturalistic slop (obviously a style of its own, but a very boring and shitty one)

File: 1721954486414.jpg (162.67 KB, 1200x675, 1200px-Alpha.jpg)

>>36973
take, 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

>>36973
and more a desire*

Does anyone here have experience with making 3D android games with libGDX and/or Monogame?
I was able to find some resources for libGDX, not much for Monogame though. Is it because C# gamedev is monopolized by unity?

>>37021
>not much for Monogame though
Monogame is just open source XNA, and there are more tutorials for the latter.

Baked lighting vs ray traced?

File: 1726787638528.png (82.9 KB, 219x250, ClipboardImage.png)

>>37128
Global Illumination.

File: 1726792675476.png (174.13 KB, 300x300, ClipboardImage.png)


If you mostly have static lights then you should do both because ray traced global illumination looks so good, but baked is more potato friendly.

i had posted this on /isg/ but is making a coomer dating sim game a good idea? seems like they're relatively easy to produce with daz3d, facegen, blender, a good skin shader and a bunch of assets for clothing and a couple of different rooms to tie the plot together. there's a bunch of shit for rigging, and a combo of cascadeur and deepmotion will probably take care of the séxo animations. it's not exactly a given like an asset flip, but the turnaround for a decent one with interactable séxo scenes and stuff seems to be around a year, two at most. do you think it will at least net some chump change, or at least enough money to justify gamedev as a sidegig? i kinda want to stop being overemployed lol.

>>37143
Creating any type of game is a good idea, but don't expect financial success if you don't have access to a six digit marketing budget.

>>37143
Its a very competitive market. Being an indie dev is a thing you do as a hobby because you enjoy it, if its money you are after you will be far better off investing that time and effort somewhere else.

>>37134
It 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.

>>37143
As 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

>>37154
Ahh you want the everything game I see. Can you also play the life of a civilian refugee trying to find food and shelter without getting shelled?

>>37134
Is there anything like
>treat the light source as a camera
>cull faces not visible to light
>illuminate all faces fully visible to light
>traditional raytracing far any partially visible to light
>treat all faces hit as weaker light sources at their center with their average color
>repeat for number of bounces
>?

>>37155
>Ahh you want the everything game I see
Yeah, 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 devving
Because 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

>>37156
>treat all faces hit as individual light sources
>repeat for number of bounces
bro is trying to turn my computer into an IED

A non-sanitized life simulator would be kino

Basically a mix of gta and the sims with explicit sex

>>37191
Modded GTA ?


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