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/One thing I've always wanted to play, and imagine would sell pretty well, is a combination of the original Crisis in the Kremlin and Hidden Agenda to make a better version of Tropico.
The managing of populations and their needs from HA
The potential false information from the military/KGB from CITK, which would be expanded into army, navy, air force and intelligence services, and maybe the police
The ideological questions from HA and CITK, which affect gameplay and guide events (and also affect the other two points)
There are probably parts from both I'm missing that are also good as I haven't played either in a long time.
So for a typical round, you'd assemble your cabinet and it works in a similar way to how it works in HA, locking off and enabling choices and options and upsetting and pleasing various factions. Then you'd focus on your economy and trying to keep it afloat while appeasing military factions and the population, and you'd have to keep either the USSR or NATO or both sweet.
You should play a few games of Hidden Agenda, until you win at least, since it's just an old DOS game but is more interesting than most political games made nowadays, and should probably be given modernization treatment. Someone tried to do it but it wasn't very good, it was called Rogue State.
I am /agdg/ gang but I don't think I'd be able to contribute directly as much of my time is spent on my own project.
I will, however leave this link here for those not faint of heart. This video series helped me evolve from "amoeba-brain, college-brainwashed codemonkey" into "respectably self sufficient programmer who can make games on his own".
These are long, in-depth coding sessions that touch on every general aspect of gamedev because the dev uses NO LIBRARIES, making everything from scratch instead. It's the ultimate gamedev resource, but you actually have to watch the whole thing sequentially to get anything out of it.
https://www.youtube.com/user/handmadeheroarchive/videosInterested in seeing what the bunker can cook up by way of gamedev though, hope to see some cool stuff eventually.
>>296Soooo… watch every handmade hero devstream?
I'm not clear on it since you just linked the channel.
Unless I'm missing just a regular tutorial series they got or whatever.
>>295Well first when I say JRPG I mean something like Final Fantasy I, basically just a straightforward game you can make with RPGMaker. Also while I said I have two ideas it's more like one idea that split into two smaller ideas because there were some conflicts thematically.
It was kind of a product of its time in that my idea dealt with /pol/ using meme magic to try to turn Trump into a dark god of chaos, leaving /leftypol/ to try to gather up 7 or 8 mystical medallions to try and stop him.
I also had plans for references to posters who are no longer with us. Thinking about it now it might just be cringe, but if it interests anyone at all I can continue further with my ideas.
>>299Well what the hell, why not?
I was unsure whether the different player characters should represent simply differing ideologies (such as ML, anarchists, Stirnerites. leftcoms, etc.) or if they should represent different subsections of the proletariat (such as redneck miners, Mexican farmhands, etc.) To be honest I suppose a mix would be best.
Anyway the different medallions you would have to collect represent different "ideas" associated with leftism, so you'd have the Black Cat of Anarchy, The Red Star of Socialism, stuff like that. Each medal would be held by a group who has basically corrupted its powers for their own gain, so for example the Black Cat of Anarchy would be held by lolberts and ancaps. So to get the different medallions you'd essentially have to fight through a dungeon, defeat a boss, and then you'd get the medal. There'd also be some side quests to go on
and that you would need to complete in order to get the best ending that would feature such exciting enemies as the KKK and esoteric Nazis, among others.
However I've come to realize that making /pol/ out to be such a dangerous threat to the world was fucking stupid and gave them way more importance than they deserved. If I did continue with this idea I think I'd make the main villain be Nick Land trying to wake up Cthulhu or some Lovecraftian shit like that.
Sorry for shitting up the thread comrades. While I don't have the time, skill and determination, one idea for a game that I really like is to do a Dwarf Fottress like autism project that would basically be Frostpunk but far far more complex and in depth.
To make a twist on the Frostpunk idea it would be set in the 1920-1930, and instead of a steampunk aesthetic have a sort of brutal Stalinist era 5-year plan new industrial cities feel. Also you'd have different faction who would be the ones making the refuge sites. Soviets, Brits, French, Americans and maybe Weimar Germany, all starting with differing societal laws, technologies and weaknesses, perhaps even completely different plans for survival. The tech would not stay stagnant, instead going from irl stuff to things like transistor computers and atomic power. Instead of graphics it would probably have visual backgrounds, while main gameplay would be through speeadsheets, perhaps similar to CitK, but not as obscure as the space Aurora4x game. The whole complexity would come from a need to plan the entire economy, including basic stuff like clothes, tools and so on, which are abstracted away in Frostpunk. In many ways the whole charm at least for me would be that the game would serve as a microscopic version of in-kind economic planning, as you would have to maintain your refuge of a thousand or so people. Hell, you could make later down techs basically be advances in automated planning, which would let the player be replaced by an AI on more and more tasks, letting one to properlly manage more, thus expand more. Stop just scrapping by and surviving and start thriving, establish contact with other refuge points, reestablish society, fuck it, end game goal - build a rocket and orbit the Earth, then develop special chemicals allowing you to slowly thaw the Earth.
>>290How do I into gamedev?
I took programming in highschool, but never really liked it; it was make a calculator shit with no actual critical thinking being taught.
That was my experience with one college class too.
I have a copy of SICP, but never touched it out of ADD lack of commitment I suppose.
I hear it's easier to dev than ever with modern engines though cause they do so much for you, so is that true?
How much would I really need to know before trying to jump in and make something with a modern gamedev kit/engine?
>>305>I hear it's easier to dev than ever with modern engines though cause they do so much for you, so is that true?Pretty much. Unity and GM Studio in particular are absurdly easy to use and have endless documentation, tutorials and even "sub"-engines on the internet for whatever you want to do on them.
>How much would I really need to know before trying to jump in and make something with a modern gamedev kit/engine?Only the most
extremely basic barebones fundamentals of programming like variables are good enough to use GM Studio.
>>306Oh also;
are FOSS engines only better for people who know what they're doing?
Like Godot won't give me too hard of a time despite being inexperienced?
I've heard the engine has lackluster performance with 2d games as well, which is what I'd wanna make, so do you got any experience with that?
I may be a bit of a brainlet on this matter, but I can certainly do more than just variables.
>>297>Soooo… watch every handmade hero devstream<Yes
I'm still 50 episodes behind but yes, I've watched 500+ episodes, and I do mean watched with full concentration, not on the side. To be fair I started when it was brand new so I didn't have to "take the dive" knowing there is already 1000 hours of footage to consume.
The good news is you will probably start making gains very, very soon in the series. For example, very early on Casey introduces a way of "managing" memory than completely changed how I think about the problem and gave me the power to reason about it on my own. If you want a shallow tutorial series there are literally hundreds of those on YT alone, but I don't recommend those as someone who consumed such content for years without improving.
At some point you literally stop looking shit up on the internet because you have the tools and methodology to solve problems yourself. It feels pretty fucking rad. For example, Handmande Hero does not cover networking, but I managed to get a prototype off the ground myself using his approach to programming. This has now become my main project.
And I'm still just a baby with so much more to learn. The better you get at it, the more fun it becomes. Hopefully by the time I'm Casey's age I'll be a lvl 250 demigod technomancer who makes worlds for fun. The only living person I'm aware of that has this level of skill and productivity is Eskil Steenberg.
>>308If you're just getting your feet wet, sure you can go with Unity or Godot. But you will ultimately be constrained by someone else's decisions, even in the case of Godot, and you will spend countless hours reading documentation instead of actually working on your game. But hey, what do I know, I've never shipped a full game while people who can barely program push out massively successful games on Unity regularly.
From time to time I write down ideas for video games I'd like to make if my life were more in order. One of them would be a giant evolution game.
You'd start off as a cell billions of years ago, and then be able to evolve into hundreds of kinds of animals as the era would inch toward present day. Your goal would be to survive, reproduce, and to become the dominant lifeform on the planet. Obstacles would include predators, and the fact that the world around you would constantly change with each era. There would be tectonic drift, competition, climate changes, viruses, etc. You would be able to evolve tolerance for coldness or heat, but it would always come at the cost of some other trait.
The whole idea came to me when I went to a tropical island and got interested in all the bizarre animals and biology I had never seen before. I went on a Wikipedia binge and ended up devouring information about all kinds of extinct animals from past eras, while wondering if I had missed my calling and should've become a biologist.
Realistically, I don't have the will power to make this game, but I think it'd be very original. I haven't seen anyone try to create a truly epic game about evolution with continental drift, or the other variables that you read about on Wikipedia. You just get games like Spore, or little educational games like Richard Dawkin's Biomorphs.
>>1605look up spore
also no man's sky isn't a realistic evolution simulator but I still like the feeling when go into a new planet and see what the algorithm has generated
>>303So I've been thinking on and off about this every once in a while. If I wanted to create a game like that, how would I even start learning the basics for designing it? Seems to me most of the games that are attempted to be created by amateurs are 2D adventure games and similar. However my vision would more be Dwarf Fortress, but with any non-spreadsheet gameplay being removed (I guess maybe sort of like the Liberal Crime Squad spinoff game from what I saw of it after googling), only being replaced with changing .png backgrounds that represent your situation.
I'd imagine the best way to go around and create something like what I have in mind is to start small. So, what kind of tutorials or guides should I watch if I wanted to create a simulation of 20ish people village community with the following features:
>Food growing and processing>Tool creation>Resource extraction>Simulated housing spots>New building construction>Necessary items such as clothes / furniture and their production>All done by a spreadsheet system operating in turn-based manner>Deaths from unfulfilled needs>Item assignment to individual villagers>JobsIf I started with something like that, I'd imagine over time I would be able to slowly expand it to the vision I previously described, and introducing more complex stuff like:
>Heat system>Social interactions>More and more goods production, different resources, tools, jobs>More intricate production chains>Transforming the village setting into my vision by renaming all the things>Introducing backgrounds>Random events>StorySo, any tips how I should start this? Bear in mind that I don't have any game dev experience, only that I am somewhat experienced in C++ and will (hopefully) do programming studies next year. Also, I do have to ask, is this idea feasible to realize?
>>1726I'm not sure I get it, is there any gameplay? Or is it just a simulation?
Then there are several things here that are highly complex and do not have an ready-made answer, "social interactions", story"? Do you want to procedurally generate that? Good fucking luck.
In any case when it comes to tools there's basically two ways : more programming or less programming.
If you want to learn/practice programming you have a million choices, the most common/industry standard is C++, there's also C#, Lua… I'm not an expert myself. Then for each of these you have libraries/engines that already include a ton of pre-made things to ease up the process, Ogre for C++, Monogame for C#, Love2D for Lua, but also a ton more. Generally an "engine" has more features than a library, in that it uses libraries itself, but the line is kinda blurry.
If you want a little less programming, you can use game engines : the 3 big ones are Unity, Unreal, and Godot. They're all free to a certain extent, until you make X amount of money, but you're probably good for a long while. The last version of Unreal is extremely lenient with that, you keep all your money (if you get to that point) under 1 MIRRION DOLLARS. As for Godot it's completely free and open-source. There's also Game Maker, not free but affordable, but it's been stagnating recently.
All that said you will always have some manual programming to do. And really it's always a better choice to stick to that.
Keep in mind for all the examples I mentioned there are a million others.
In the end what you have to do is kind of cluelessly look for info on all of these possibilities, search for comparisons, ask around if they're fit for your idea, finally decide on something, and then google a million tutorials for it and follow them. There is no single answer.
There's also Tiled, which may be useful, but it's a tilemap creator, not a game engine. It also has its issues, which I personally have found annoying a number of times, but huh, it exists. And for 2D drawing you have Krita, free and open-source too, tiny bugs but it's really good (avoid Photoshop and Adobe products at all cost).
Also a sad thing to note is that there seems to be no engine that is really great for 2D. They're all focused on 3D to be cool and shiny. Even Unity, who is fairly highly praised and has been around for years, still have issues here and there in 2D that haven't been fixed.
Second final note : it doesn't really matter what you choose in the end. Apart from AAAAAA GRAFIXS, you can realistically pretty much do anything you want with any tool you want. Especially if you're ready and skilled enough to tackle programming the more complex stuff by yourself.
The only limits are time and motivation. Good luck!
>>1734>I'm not sure I get it, is there any gameplay? Or is it just a simulation?Well the idea would be that the gameplay side is you being a sort of planned economy manager, as well as to a smaller extent a "tard wrangler" for your pops who would do stupid shit (eg a pop with a certain negative trait has a percent chance with each turn to damage certain item, get in a fight (reduce health of another pop and their opinion), get a random mood drop, or a need to consume more certain goods), all while trying to survive harsh conditions. Social interactions wouldn't be anything more than randomly occurring interactions that might trigger some sort of info bubble to tell a bit of story on turn start while giving positive negative effects on mood or productivity. I am struggling to find a comparison, but I think the best way I can describe what I would want is something like the pop system from the newer Civ games, however with more complexity. I tried to mock up a quick vision of general working of the economy in pic related.
The main reason why I don't really know where to start is this. First, at least from the first look, I don't believe that at least the skeleton of this project is overly complex. However, from what I've seen, most indie game dev stuff deals with making rpg's or action-ey games. However this would be more of a manager sim, which would require, at least to my understanding, different things than the previously mentioned genres. For instance, at least for a skeleton version, I need zero graphics of any sort, only a system that changes its values based on player input, as well as naturally over time in an automated process of "pops" fulfilling their needs by reducing the existing values. So if I wanted to make an rpg or an action game, I am sure I'd find easy to follow tutorials, and almost tailor made programs to help, however I don't have a clue where should I start with getting the experience to make something like what I envision.
>>1736Fundamentally all programming is the same. If you watch the first few introduction videos to any language, you'll see they're all about the same things (variables, if, for loops, classes if they have them…). And with a decent engine you can always do anything you want, you're not restricted to a genre (except with things like RPGMaker or RenPy). It's just that they're slightly different in various ways. There are limitations, but none is absolute. It's just about you programming around it.
I don't know if you're already aware of that or not, but the thing is that everything is ultimately a number. A computer doesn't understand "need" or "want". So say if you have a notion of education in the game, what that's gonna translate to simply an "education" stat for each person, going from I don't know, 1 to 100, or 500, or whatever. And what that means is that they'll be able to do some things, or maybe enter the academy, only if the number is above a certain value. Or to make things more complex, there could be different numbers based on disciplines. Like a physicist might have 95 in physics, but 30 in litterature.
And if you want "geniuses", maybe instead of gaining 10 points from undergoing a class, they'll gain 25 or something.
Programming is just putting dumb numbers on everything. Maybe that breaks the "mystique" you could find in things in real life, but that's how it works.
Anything that seems like more advanced magic, like those AIs constructing realistic people faces, or simulating fluids, etc… is way, way beyond the concerns of an amateur gamedev. You can't hope to find the magic tutorial that explains how to do that and put it in your game.
Some of this may be obvious to you, I don't know, I'm just trying to explain some things cause I don't know where you're at.
>>1736Ok, so I was recently thinking back on this again, and I do believe I would likely have enough programming experience to implement the things I've laid out in the image. However I guess the main thing that is confusing me is how do I, well, create a game. I've only created console applications previously, and while I imagine I could create a text-based game only using keyboard interactions, that is not what I would want the game to look. So how do I transfer all the information that I have in my program under the different variables into something that could be represented with graphics on screen, and how exactly do I make mouse clicks into a readable input from the player? So for instance how do I handle the end turn button? Seems like an obvious first thing to learn, especially if I am making a turn-based game. So obviously end turn will be a void function that alters all the variables I have in certain ways. If I was doing a console app, all I need would be to create a logical function that compares if player input text correlates with my chosen text that should initiate end turn. However since this isn't a console app, first, I need for the end turn button to be somehow presented on the screen, and also have it be so that a mouse click when over the specific area where the button is initiates the EndTurn() function (I have no clue how to do that). So, where do I start to learn to do what I just described. I'd imagine the information that I learn while finding out how to create the end turn button would also teach me enough to create the rest of the user interface which would display all the variables, as well as other functions such as ConstructBuilding() or whatever. Though I guess I'd also be interested how one would create different menu, lists etc. that would allow for the info to all be sorted separately.
>>2149 (me)
I guess I do also have some technical questions as to how to write the code it self:
It should all be in one single c++ file, only interacting with data files to create a savegame, right?
I imagine I would end up using quite a few variables that would have to be shared each time I use a function. So is it better to stick them all as global? Or would that cause the program to slow down too much?
What type of compiler is best? Currently I am using codeblocks since that is what is most advanced and still allowed to use during exams, but I heard good things about visual studio, so should I use it instead?
And again going back to the previous post, if I am not creating a console application, what am I creating? I see whenever I create programs that there are tens of other types of programs, but I have no experience with those. DirectX sounds familiar, is that what I am supposed to use?
>>2152As far as debug UI, this is all you need:
https://github.com/ocornut/imguiOnce you want to tackle in-game UI you are probably best off making your own immediate-mode implementation. I don't think I'll ever go to retained-mode UI programming again.
>>7657Sounds like a nightmare from hell if you ask me.
Have you checked out Battle for Wesnoth? That's a good example of what you can expect to get with some massive effort. It's more of a game "ruleset + editor" than a game itself, as it encourages users to create and share campaigns. It's actually pretty deep and fun to play. Oh and the graphics… well how do you expect to get good art for free? Any artist worth their salt charges for their labor.
But if the intention is to make a single coherent experience for the user, which is what most games are, open source sounds like it is doomed before it starts.
Are you a programmer? Why this gotta be open source? Why not make a simple game yourself to start with?
>>7658>Have you checked out Battle for Wesnoth? No, haven't dug much on opens source games since I don't care for the games but the development
>Any artist worth their salt charges for their labor.That's what concerns me the most since artists do not have a culture of open source work, how to entice them to contribute will be the hardest thing
>But if the intention is to make a single coherent experience for the user, which is what most games are, open source sounds like it is doomed before it starts.That's what I want to do, bummer
>Are you a programmer?Not yet, I fell for the learn to code meme a couple of years back, I've struggled too much to learn C and the desire to make a game has stopped me form quitting
>Why this gotta be open source?Being pedantic about ideology and hoping other hands can help but either way it seems hopeless, open or closed source I'll end up doing it all alone
>Why not make a simple game yourself to start with?Yeah I know I have to start with something small once I can code for shit.
>>290I had the idea of an xcom like (TB tactics) set during russian civil war, with artillery train and self made armored trucks, with both a whole political/territory management aspect for getting missions & equipement, and some rpg elements for your forces.
Also works for a necromunda inspired game (you could even make a f2p multi game with this, people would pay a lot to improve their gang appearance, especially if they're getting attached to the characters thanks to the rpg part)
another idea was a fps/rpg, set in a not too distant future where climate, covid and encomy problems coalesce in a giant clusterfuck in europe with total breakdown of social order. We'd use a a big city like berlin or paris as the set, there would be various factions fighting there, and basically you'd be the usual super cyber-soldier roaming around there. The twist is despite your super powers, you just can't accomplish shit without the backing of a faction, and the biggest impact you can have is making/unmaking alliances and war between them, by giving them access to information about strategic resources or manipulating power relations inside the faction itself, just going in the battlefield alone fighting is fun but ultimately pointless (infinitte enemies and artillery fucking you up).
Prolly too big a scope. Its just that I like fps rpg and tried to shoehorn some of my ideas in it.
FPS/rpg alternative ; use a chivalry like melee combat and make it about being some robinhood
or go full magicka in fps form, I think its dynamic magic system really offer a lot of creativity
finally, literally not a game but gaming related, a lot of gamer could use a tool for displaying dynamic overlays on top their game, with strategic informations (maps with real time pinging/drawing). Basically the old "advanced tactical center" tool (which apprently has shutdown since) but with an overlay functionality
>>7705It is if you plan on making an actual game.
It is less stupid if you just wanna learn how games are made. However I wouldn't go as far as using NO LIBRARIES, just no engines (in fact, that's what I did, and it worked out pretty well)
>>7969>>7973Yes, yes, nothing if fair under capitalism, the issue now is how to entice people to donate/subscribe for the latest version.
>>7973and deobfuscating it will be a chore later on.
I thought of just removing the code for the easter eggs and making the officially compiled version of the game different from the one people can compile from source but that's even more dishonest and an even harder job.
>>7975Bumping this! Hi from 4chan's /agdg/. I didn't know leftypol had a games board!
My dream game idea would be a JA2 1.13 remake with an Operation Gladio theme
cockshottCockshott >>11203Where would you have it? Berlin? 1980s?
The game would be hilariously nihilistic considering you'd be slaughtering civilians for no real reason as nuclear war would destroy both sides. Could be a good dry satire of American cold war ideology.
>>11200>>11202I would love to make a turn based tactics game like JA2 but it'll require a lot of assets and that's the biggest hindrance.
Wish people outside of code had a culture of openness.
I'm the /agdg/ guy
>>11203>>11204>>11206I just started working on my first game and the aim is to lay the groundwork for a future JA2 1.13 successor. I know it won't be an easy task, but I have to start something.
Feel free to contact me through itch.io (mqdev.itch.io/) or directly on the discord (besides the /vg/ general thread, there's a discord
https://discord.gg/SUhkUbqd).
Because of this specific toolkit for TBS games, I chose UE4.
https://www.youtube.com/playlist?list=PLNiHDaJeqA16CsnxJJDjG9qgubj15jXKFIt's been used in several AAA games and the developer is extremely responsive (there's also a discord for the toolkit). I cannot overstate how much stuff the toolkit already implements. Check the tutorials if you want motivation.
>>11206Don't concern yourself about assets at this point. There's always the option of crowd-funding it once the gameplay is tight enough.
cockshottCockshott>>11215The issue with gamedev is that it's rather labour intensive. On the plus side, there's tons of tutorials and information about all the engines.
Even if you're not making a game, I would love your feedback.
If you're all ok with it, I'll post progress here as well as on /agdg/.
Here's my first, from a couple of weeks ago.
cockshottCockshott >>11217Honestly the biggest hurdle for me is graphics. Well, and I'm lazy and motivated only by grand ideas I have nowhere near the skills to tackle. Maybe I'll try making a simple idle game one day. But enough about my problems.
Damn that's awesome, it's coming along nice, good job!
>>11220>the biggest hurdle for me is graphicsIn what sense? I'm a greenhorn, but maybe I can offer some answers. Are you worried about having to learn 3D modelling? Because you can always commission those later.
>Well, and I'm lazy and motivated only by grand ideas I have nowhere near the skills to tackle.That's an extremely common problem! Games that we're motivated to make tend to be larger, but smaller games have a greater chance of being finished. What I am trying to do is a much smaller scale, simpler, version of the game I would actually want to make. That way reaching the finish line is actually feasible (which is also important for motivation in later stages of development) and I could expand the smaller, finished game into a larger one afterwards.
Thank you for your kind words! You fill me with motivation!
cockshottCockshott >>11217>In what sense? I'm a greenhorn, but maybe I can offer some answers. Are you worried about having to learn 3D modelling? Because you can always commission those later.Yeah that and just regular old 2D sprites as well, though you have a point, I could just pop in some programmer art and take care of it later.
>That's an extremely common problem! Games that we're motivated to make tend to be larger, but smaller games have a greater chance of being finished. What I am trying to do is a much smaller scale, simpler, version of the game I would actually want to make. That way reaching the finish line is actually feasible (which is also important for motivation in later stages of development) and I could expand the smaller, finished game into a larger one afterwards.That's actually a very good idea. I'll have to look over my notes and see if I can find an idea I can scale down. Thank you!
>Thank you for your kind words! You fill me with motivation!No problem!
>>11222Glad I could help! You can find lots of assets (both 2D and 3D) online, some of them even free. So you might not even need programmer art for the placeholders.
A non exhaustive list:
https://opengameart.orghttps://blender-models.comhttps://www.turbosquid.com/Search/3D-Models/https://www.cgtrader.com/https://www.unrealengine.com/marketplace/en-US/free [1]
[1] The UE4 has lots of very cool stuff (like the Quixel Megascans) and they give away free assets every month. [2] I believe this limits you to using them in Unreal Engine games, but since I'm already married to it (because of the aforementioned TBS toolkit [3]) it's not an issue for me.
I am reluctant to recommend a specific engine or tool, because of my lack of experience, but if you want to make a TBS game, I would at least suggest you check the ATBTT toolkit [3] before deciding.
Best of luck! I'm sure you'll find an idea that you can scale down. If you pop into the discord, search for mqdev and say hi.
[2] This month's haul was a bit weak, but there's often very interesting and useful stuff. Worth logging in once a month even if you are using a different engine, in case you want to give UE a whirl in the future.
https://www.unrealengine.com/marketplace/en-US/assets?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=4910[3]
https://www.unrealengine.com/marketplace/en-US/product/advanced-turn-based-tile-toolkitcockshottCockshott >>11223I forgot one of the links.
https://free3d.com/But I'm sure I am missing some. Specially for 2D. The less you worry about assets at the start, the better. Hold to your placeholders!
cockshottCockshott Regarding engines, I haven't touched any for years and only did a couple of fun shitty games as a teen in Unity (known for lots of community assets and more beginner-friendly/rapid-dev interface) and them graphics-focused work in UE4 because of its specific realistic rendering features. Since then, Godot was invented and while I haven't used it mysself, I want to see it become the best.
Basically, never pick one and invest in it just because you heard the name, once you know what you want to make, find the right tool for it and you.
Hopefully I can find those old games, one was a simple FPS where you can switch between shooting a cube, a grenade (explode on impact), a shotgun spray of 50 cubes, or a shotgun spray of 50 grenades. Pretty fun stuff despite the simplicity.
>>11227I too would love to develop in Godot, but I lack the skills to create the game I want without the extra help from UE4 toolkits.
>>11229For instance
https://www.unrealengine.com/marketplace/en-US/product/ccg-toolkitAlso, remember to use some sort of Source Control and back ups. That way you can always access your games, no matter how long ago you made them!
cockshottCockshott >>11238>And dont use python, I love it but its horrible for games.ffs someone else told me that Python was alright.
>>10904I'm trying to write a Snake game right now as an introduction to C++, though.
>>11240c++ is hard but if you master it you will not regret it. I cant tell you cause I dont but in terms of performance its king.
I did civ like game in python over like 2-3 years and eventually, as nice as it was I stumbled on its borders. Writing graphics stuff in opengl myself is sadly a smidge too high for my poor soul.
When you do snake and use a two dimensional array (var map= [[0,0,1], [0,1,0], etc) you are already using a grid system that you can later advance to everything from xcom to civ for later projects.
if you already do memory allocation with c++ you already know more than I do in those things, keep the work going :)
ddrDDR >>11244I do have twitter but personal stuff in my mother tongue. If I keep at it for 2 months or so I can make one tho.
I was suspicious of leftypol after the split but I am - pathetially moved - that it really seems to be something I an enjoy again. Anyway, really enough posts for today but I will give you updates.
Dont overestimte it tho, rn its more or less a cool scrollable map in javascript. Hope I dont fall on my nose with the language again :/
ddrDDR >>11223Thanks for the resources! Honestly I did purchase RPG Maker and I've been considering making something with that but that's where the lack of art becomes a problem, without it there's not much to offer to players. I have some ideas for shitty meme idle games I may make because it seems like it would be fairly straightforward. For that I may have to learn Javascript or HTML5 or something similar, make it a browser game. I do know some C++ and Java from when I was studying Computer Science.
Anyway I'll figure it out, I need to learn to talk less about doing things and just do them.
>>11230I'm back, and I made bit of progress! It's not much, mind you. Thank you for the motivation, comrades!
I'm not posting on itch.io (mqdev) until I package it for Demo Day, but you can always check my twitter (mqdev_)
cockshottCockshott Had an idea about a FPS game where you create your revolution from very beginning, and you have to account for logistics, morale, stockpiles etc, instead of just being a mindless shooting fest (looking at you Far Cry). Figured it would have some RPG elements in it, where you evolve your character and the movement as whole (sorta like Fallout i guess? Never played). Name will be something like Far Out Alliance.
Quests (both main and secondary) will include: convincing people to your cause, kidnapping important assets, assassinations, sabotage, guerrilla, conventional warfare, building and protection of bases against enemy attacks, stealing equipment and so on.
The map will be medium-sized since i think the "bigger=better" bouj mentality is generally wrong, but will broken down in sufficient zones/areas/districts to make it feel grander.
The story will be about about the liberation of a territory from foreign occupation.
If it wasn't obvious enough, i'm inspired by the Chinese Revolution.
Sequel/DLC being a scenario where you play as reactionary who puts an earlier rebellion down.
I will never actually make this game, but if someone do, just send me a free copy plz.
>>11335scale it down by 10 times, and you have something that can be actual be done.
in this thread you enough resource to make it
>>11346You see, it's not really about having resources for it, but rather patient/commitment/will, which i really don't.
Besides that, if my miserable attempts at learning python have teach me anything, is that i detest coding and programming, so i doubt i'll find the idea of working with any other language for some 2-3 years to be bearable.
>>11335> so i doubt i'll find the idea of working with any other language for some 2-3 years to be bearable.i feel you i do PHP and node for a living i know the pain.
but you can contribute to your project by other means like level design etc… to do something that's manageable maybe you can find someone to work with, i would have love to help you but i'm currently overworked and working on a fighting game (for about a year ?)
Or you can learn only logic type and use something like unreal engine blueprint it's more manageable.
>>11354I second this. ue4 blueprints are much more user-friendly, there's a huge discord where you can ask questions (unreal slackers) and tons of videos explaining every "node" (Mathew Wadstein on youtube).
I'd say give it a try.
cockshottCockshott >>11354>>11360>>11364>>11365Alright people, you've convinced me. I'll take a look at the resources here and learn more about gamedev. Thanks for all the inputs.
>>11355I'm not trying to shove skyrim into my alarm clock, so i have no clue what you're talking about.
>>11333Got the clock and day counter working.
>>11370Glad to hear that! Let us know how it goes!
Some other relevant engines: twine and renpy (python!):
Twine is used for "choose your own adventure" type games, while renpy is for visual novels (for a more general one look up "pygame") while still being accessible by the virtue of being python.
https://twinery.org/https://www.renpy.org/https://www.pygame.org/wiki/GettingStartedGames made with each software (NSFW! I don't know how to filter out adult games on itch.io and there seem to be many of those)
https://itch.io/games/made-with-twinehttps://itch.io/games/made-with-pygamehttps://itch.io/games/made-with-renpy>>11377I can't say anythin about Chapter Master, but 4x games must be among the most difficult genres. I have looked up some games that could fit what you have in mind. The first one is specially simple (a series of binary choices) and could be a good first game (maybe. I am a rookie too!). Te second seems more complex, although it's text-driven too.
https://store.steampowered.com/app/474750/Reigns/?utm_source=SteamPeekhttps://store.steampowered.com/app/1207650/Suzerain/?utm_source=SteamPeekYou can find games that are similar to the one you want to model yours after with this site:
https://steampeek.hu/It shows more obscure games that won't show in a steam game's page, so you can see less successful games as well. Those might be useful as learning material (what they did wrong? What did they do well?) even if they're not great games. Best of luck!
cockshottCockshott >>11379This. And I would add that if you have a good game with placeholder art you can get funding (kickstarter, for instance) to buy the art, music, and all the bells and whistles.
>>11354>>11380Yeah! And post it, please
cockshottCockshott >>11380i'm sorry i cant show any art it's the artist game idea so i'm just helping him with code and general design (also i suck at fighting game)
It's a 2d fighting similar to darkstalkers with full pixelart with some modern effect (like parallax background maps lighting etc).
i will keep you update when we decide to show it up.
Btw those are "game" that i have posted here
>>311>>1588>>1705 >>11417Why not?
Github is owned by microsoft. Use Gitlab or any other alternatives. Source control is always a good idea.
cockshottCockshott >>11461Depends on how you portray the political aspect, the writing and the humor I guess
>>11422Alright I guess I'm gonna use Gitlab, thanks
>>11500Godot's visual scripting is good and it still lack some features like for housekeeping( like group node that you can actual see the children in the node kinda in Natron2 or blender)
and tell is less number of demos compare to Gdscript or C#
overall UE4 blueprint is a good start for someone new because of the Shittone of resources available because of how popular it's
>>11540>If I wasn't married to ue4 I would definitely use Godot. I encourage everyone to use it.For sure. It's great to start seeing the "it's free so its shit" mentality get disproved more and more.
Also, the devs are based.
Unironically might start a game today just to play around with it, since the demos provide a nice template.
>>11503Well I like to believe I'm funny and could pull it off, but maybe not
>>11542Well a big chunk of the plot is about the Trump presidency and liberals' reactions to it
>>11543You can join #godotengine on Libera's IRC besides the discord channel. It's always nice to have somewhere to ask question and get quick answers. Especially at the beginning.
>>11548Don't let your dreams be dreams, but since it would take time, I'd aim for 2024 or at maybe the mid-terms
cockshottCockshott >>11543Yep, sounds based, guess I'm learning to use Godot now
I used to have a friend who wanted to make a commercial indie game with me, and he wasn't sure if he should use Unity or Godot. I think back then there wasn't much documentation for this engine, otherwise he would've picked it.
>>290I think the OP needs this too:
https://www.aseprite.org/Aseprite is a pixel art program that's $19.99, but it's open source and it's free if you compile it.
https://github.com/aseprite/aseprite >>11723I mean, if you really,
really want to make games for old consoles it might be useful. I want to make a game for the GBA.
>>11723Btw, ue4 blueprints are easy peasy to learn. Implemented sight radius in very little time. Trying to create a "matrix" to store faction relations data messed me up a bit, but I believe it's because I was devving for too many consecutive days.
Whatever you do, remember to make breaks often!
https://twitter.com/mqdev_/status/1425120846352470016cockshottCockshott >>11724>>11728>>11733Honestly I feel I just want my game on a real game boy and not really learn assembly, I should not worry about optimization that much since modern computers have so many fucking layers of abstraction.
I should just focus on getting better at c++
>>11751Yeah I was planning on studying other game's code later on
Thanks
>>12051if it's 3D models,I guess you could use the unity toolset,or code it entirely in unreal engine.
If it's pure 2d,you can unironically build something with MUGEN,but you can't sell it that way.
You could also just make something from scratch in godot or gamemaker (if you're crazy) depending on what you want,I don't think there is that much specific fighting games oriented engine,and the Fighter maker community looks like its dead after all this time (you also can't sell stuff made with it legally)
Or you could do what crazy people always tell me on those type of question : just code your own game engine entirely with just what you need.
>>13005Oh, alright, I don't think that'll be necessary because I doubt I'll ever make a commercial fighting game.
I've never used it, how good is MUGEN compared to other engines?
>>13006>Mercury Meltdownoh,I never heard of that.
The second answer is pretty much what I thought yes.
>>14175probably the wrong thread but whatever
1) who is your adversary? random fans and nazis? google? literal government agencies you've attacked?
2) how are you publishing it? what type of files are published and where is it? did you make any accounts?
3) if you're talking about government agencies, then maybe start caring about lexographic analysis but they probably aren't an enemy you should care about
4) are you a known artist with an art style? are you reusing a pseudonym?
>>14175Unless you mentioned something in the game to do with yourself, then the biggest risk is where you upload it to. If it was Github for example there is a chance they would get subpoena'd for the details you signed up with or an IP to correlate (assuming US or a real pussy ally).
But honestly, I doubt it would be economically worth their money to sue. You're not really hurting them, right? They're probably more worried about Chinese ripoffs or pirates or something.
>>14176>>14177>1) who is your adversary? random fans and nazis? google? literal government agencies you've attacked?I don't think I have made any enemies yet but I'm afraid that imageboard autists (especially 4chan) and drama communities might want to harass me if I somehow enter their radar and say or do the wrong thing. There's the Twitter witch hunts too but I'm much less worried about that. Really my biggest concern in this regard is becoming popular and dumb shit from my past resurfacing.
>2) how are you publishing it? what type of files are published and where is it? did you make any accounts?I haven't made any accounts on GitHub or any site of that sort, but I was thinking of
releasing this fangame's assets separately (images in one file uploaded to a file sharing site OR posted to an art site, script on pastebin, music on SoundCloud or something, etc.) and sharing the links when relevant, even if that would take some time and effort to put together, kek
Or just
uploading the RAR with the full game (or the full game sans the art, for example) to a file sharing site.
>3) if you're talking about government agencies, then maybe start caring about lexographic analysis but they probably aren't an enemy you should care about>If it was Github for example there is a chance they would get subpoena'd for the details you signed up with or an IP to correlate (assuming US or a real pussy ally).Not at all. The most I've done is be a leftypol user. And piracy, but I live in the third world if that helps.
>4) are you a known artist with an art style? are you reusing a pseudonym?I'm not well known though some people might remember me from a certain site. I don't really have a presence because I almost never post art kek. Changing my artstyle as much as possible might be way too time-consuming for me but I'm half-trying, any obsessed autist with too much time on their hands could find the similarities in style if they wanted, anyway. I wouldn't mind the game being unofficially associated with that art pseudonym and players figuring it out by themselves, if that would be enough to avoid getting sued.
>But honestly, I doubt it would be economically worth their money to sue. You're not really hurting them, right? They're probably more worried about Chinese ripoffs or pirates or something.The thing is that I've seen a couple of other
porn projects related to that franchise being taken down, though the creators were making money off them on Patreon so that's probably why.
I think I'm much less paranoid now, so thanks guys. That thing about the other games that were taken down is still scary though.
>>14178>but I live in the third world if that helps.Oh hell yeah it does. For starters, most of those groups you mentioned are anglo shits who can't do much over there.
>though the creators were making money off them on Patreon so that's probably why.Yeah, if they're making money off someone else's IP, it's a lot less ambiguous and more motivating to take it down.
>Really my biggest concern in this regard is becoming popular and dumb shit from my past resurfacing.Don't reuse a pseudonym/username. Don't reuse an email address. Feel free to lie. If you can still log into the old account, you could be able to set false information (like saying you live in Russia, changing contact info) so even if it is associated with the old account, a company won't consider suing and an internet autist won't me able to cross-reference the details to find more history.
Uploading all the assets in one file is probably easier for the users, and involves less account creation/pseudonyms. It might be worth chucking images/etc. through a metadata remover (although that's mostly only a problem for photos from a camera) like exiftool. Scripts are plain-text so nothing hidden in them.
>>14189update: i put some spiders and now i feel spiders walking up my arms
update 2: expanded the cave… thing i can't scale the cave so much so idk if keep it that way or try and find a bigger piece…
update 3: fuhgeddaboudit, i'll just use this cooler cave piece but i have to figure out how to remove it's collition so you can walk inside it without problem…
always wanted to make my own 3d engine
godot sucks, it's just an open source unity rip-off
also check these out
http://www.sortingh.at/http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page>>14203>>14204also, just wanna shout-out vulkan too
https://www.vulkan.org/basically the solution to proprietary APIs like DirectX
>>14203>it's just an open source unity rip-offHow is this a bad thing? I have a full-time job and three other hobbies, I don't want to have to learn how to make an engine just to create a small free meme game.
If you can do better, then great, but general purpose game engines are cool. Even Macromedia Flash was revolutionary.
>>14211it is kind of the best of what it is, still doesn't make it good enough though
check out love2d, it's extremely flexible, lua is great for scripting in general, and there are even libraries for 3d rendering and stuff
>>14203It's nothing like Unity.
Try it, it is very easy to get started.
Then formulate your opinion.
>anyone in not-/ddg/ actually doing productionsMaking myself laugh.
>>14358still try figure out what project to do.
i'm stuck between either making a xcom like game ( a la Xenonauts with rebels guerrilla instead of alien) or first person starship adventure
>>14363cont.
A small game with a fun little idea at its core is a lot more interesting than someone trying to rip off a AAA game with 0.2% of the budget.
>>14368idunno, if something has taught us all the realms deep games this year is that sometimes is ok to ask for a big plate and eat it slowly but surely
invite some people, make a feast with your comrades.
>>14362Just start. Your first attempt is going to fail, as will many subsequent ones. So there's no point in overthinking things.
Besides, this pre-production shit you got yourself caught in is just procrastination. We all do or did it at some point. Just code, dummy.
>>14871programming is easy enough to learn, it's can become menial though
you just need to know what you're designing, really
>>14879I don't know, the amount of jargon. Also I get really confused reading through the API reference. Like damn, this seems important, couldn't you have written a little more explaining what this does and how this works?
Also I want to learn best practices kind of stuff from the beginning so I don't waste my time writing bad code that gets the result but in a terribly inefficient way. Anyone here know about ECS? Seems like something that could be important for some of the things I want to make.
https://en.wikipedia.org/wiki/Entity_component_system
>programming is easy enough to learn, it's can become menial thoughFrom my experience: 3d Modeling is basically like that. It's kind of relaxing. I mean people assemble plastic printouts of CAD drawings as a hobby, so why wouldn't making the original drawing be kind of relaxing as well? I was reading this interview with the makers of World of Guns and they were saying how modeling guns is braindead work and I've seen other people saying making CAD sketches is monkey work. Then again I saw this guy who does amazing likeness sculpts say the hardest part was finging good reference photos. That's how it is with the guns, you have to keep searching and searching for different angles of the gun until you can see what's happening in certain areas. Even if it's braindead work, it's taught me a lot about guns and I think I'll make better designs with my own fantasy weapons. So many concept artists just make absolute ridiculous looking fantasy guns IMHO.
>>14362The rule is that your first ~20 games will be bad. You need to start with something basic and simple that you will be able to
finish above all else. Think like an old school arcade game in terms of size/complexity. Get experience making stuff and figuring out workflow before you commit to a project that you actually care about and want to see come to fruition.
>>11378I'm picking this game again, conrads. Migrating to UE 5.0.
Also, Cockshot is transphobic, fuck.
>>16632You're supposed to look for them!
>>16652Like this, for instance.
Speaking of which, are you guys active on any ciscord servers?
>>16632Bullshit lol. You need experienced people and at least 2 years of development.
A team of 5 software engineers, minimum 100k USD in the US, 60k Euros in Europe.
Then a team of artists and designers, you can probably get away with an average of 3 during the project. Minimum 50k USD, 40k euros.
You dont have the money for it.
I'm thinking of making a game but I have no experience in game dev. I'm a programmer with experience but its mostly in web dev, plus there are the other aspects of making a game like game design, writing story/characters, 3d art, 2d art, music&audio, and marketing. I've downloaded a bunch of books on how to draw shit, in order to make concept art for my game (I've been influenced by Metzen/early blizz style concept art). I've also downloaded a bunch of books on blender, etc.
I'm trying to get better at the art aspect of games because without art your game will never surpass a 1980s or tabletop d&d game even though certain games have figurines like warhammer 40k.
I originally thought of making a game based on space combat with an orthographic perspective. Essentially you are a commander of a spaceship and you get into battles with other species, etc. The problem is that a ton of these games have already been made so I'm trying to come up with a more novel concept. I prefer plot driven games with single player campaigns so I'd have to shill out for voice actors, etc. Luckily there are places to do this for cheap.
Basically I'm currently in the design phase and creating a backstory.
Basically the plot would be the humans are the bad guys and are like European colonial powers in the age of exploration, but like imperialist cowboys or like the southern US confederacy combined with colonial Belgium in africa. Basically think the real life "war on terror" crossed with Avatar, Warhammer 40k & Starcraft, with the humans having an evil sovereign, but with the aliens having way more tech and actually being able to put up a decent fight (both for balance reasons and lore reasons - unlike that deus ex machina bullshit ending of Avatar).
Also I want to give the game an aesthetic of horror, but I haven't quite figure out how to fit that point in. I feel like the game will have a lot of deep space battles on space stations in nebulas, dogfights in asteroid belts, etc. If you've ever played the Descent Freespace series from the 90s this is a huge influence as well.
In order to build up my game dev, design & art skills though, I want to start with some less ambitious projects, maybe prequels of a kind or side stories set in the same shared universe.
>>19043>I'm trying to get better at the art aspect of games because without art your game will never surpass a 1980s or tabletop d&d game even though certain games have figurines like warhammer 40k.I'd say don't worry about the art at all. Just make a playable demo of your game with stand in art. I'm an artist trying to learn programming and that's the route I am going.
A game without art is still a game but art without programming isn't a hame at all.
Also don't worry about the story either. Make the fucking game first.
Shit story + great gameplay = great game
Shit gameplay + great story = shit game
A good resource for all you aspiring devs Go on Sketchfab and click these three options. All of them allow you to use them for commercial use. You can find professional quality models of most guns, cars, furniture, etc. Crazy stuff on there for free.
https://sketchfab.com/search?features=downloadable&licenses=72360ff1740d419791934298b8b6d270&licenses=b9ddc40b93e34cdca1fc152f39b9f375&licenses=322a749bcfa841b29dff1e8a1bb74b0b&type=modelsIf you're using Unreal make sure to check out all the content Epic gives away free each month on the marketplace as well.
>>21417Make a game where you manage a socialist revolution
like 'Republic: The Revolution' but not 20% finished
>>21433you can make a 2d game like the first 2 with simple scripting in godot
if you wanna make a more mechanically complex game like a simulator or RTS, then you should learn to program low-level
dwarf fortress is written in C++ with SDL iirc
>>21430>>21418>>21417Make a game where you manage a socialist revolution, with procedurally generated material conditions like a roguelike with metroidvania politics mechanics heavily inspired by 90s stereotypes of communism.
And the economic controls are like QWOP.
>>21586how does that influence the supreme court
wouldn't i need to do that to millions of people to have a difference
>>21602Your crimes get publicised in the papers and give solace to the liberal cause, people are inspired by your actions to force their politicians to enact super-liberal policies and recall the supreme court. Your sleeper agents also push society in the ultra-liberal direction, obviously the more powerful their job the more effective this will be. Best targets are TV hosts, judges, politicians, etc.
To be honest, I think that the rise of the alt right shooter combined with Trump has shown us that random terrorism is a relatively effective way to garner support for your cause (an oversimplification but whatever)
>>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.
>>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
>>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
>>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
>>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.
>>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.
>>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.
>>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
>>25101Toady has officially shipped a game now.
>>25114harvest or reap
>>25121he was deffending a sexual predator and crying over far right schizo points
yeah, that's why i stick with the classic one
>>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
>>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.
>>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)
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
>>25408IDK
video games are basically multimedia art so you're kind of fucked
>>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
Still at my trade game bullshit, since i posted the start a year go
in the likes of this gem i found in my dusted torrent folder
https://www.myabandonware.com/game/machiavelli-the-prince-2aj>>25249>also reqs. are also bumped so its draw (acually not, since modern content is much more hard to create than say NES)As someone who does low level coding on old hardware for sport: this actually isn't true. As the other anon pointed out, the development technology has matured to a point where you are helped tremendously along the way by the programming environment itself. (Not to mention the external resources being much more wide spread, more accessible, and much, MUCH more informative!)
What you, and others also, seem to conflate is making games and becoming rich off the hobby. That is not possible for everyone, but that goes for virtually every creative hobby (except maybe machining).
>>26763This
Don't be an amateur
>>26890Do you really think they're going to hire some random dude on the basis of him solely being an idea guy? At the very least he'd probably need a Computer Science or maybe some sort of Design degree, though that might be a stretch. But more than likely he'd need a portfolio to get hired in which case he's going to need to learn gamedev himself anyway.
Besides, even if they do hire him, they're not going to let the new guy create his dream game right off the bat.
My point here is, to everyone: just like make game.
>>26892Well I'm not too versed on how the gamedev industry works either, I'm just sharing what I've gleamed from people who are, or at least claim to be.
You may be able to get in through a QA position I suppose, that I'm not sure about. But it'll probably take a while if you can.
>>26894>My point here is, to everyone: just like make game.This.
>>26892Game developers tend to have bullshit degrees. Old hats used to have CS degrees (in the 80s, by the 90s it was already a rarity), and it's only relevant for engineering positions like engine or hardware developer; RnD.
>>26893QA is worthless for applying. Might get you a foot in the door at the specific place, but that's it.
>>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.
>>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.
>>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 >>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 >>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
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?)
>>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
>>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.
>>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
WATCH AND LEARN
Why I failed at creating a video game
https://youtu.be/RKjcx-8R86cWAs thinking of a concept for a game which starts in a city that just has revolted. The game will essentially be choices made to consolidate power internally (ex: through neutralizing, converting or pacifying counter-revolutionary elements, keeping morale and public sympathy high) and defence of the city (ex: stockpiling arms, building barricades, etc) as the army marches to put down the rebellion, which would be represented by a turn-limit. The outcome of the 'final-showdown' will depend on the decisions you made in the previous turns.
Good idea or shit idea? Any general thoughts? Any kind of game or design i should look at?
>>37896>This is the rare moment when blaming your tools is a good ideaI've been enjoying godot, but for 2D. What issues do you see with it?
>>38011>What issues do you see with it?That poster is a known schizo with a crackpot theory the main conceits of which are that He Is Smart and Godot Users Are Not.
Don't expect anything sensible to come from him.
Did anyone play Through the Darkest of Times? I thought it was a really neat, simple, engaging game. What other event and setting would fit similar gameplay mechanics?
also i found the way they did the faces funny.
>>38014>>38015Damn. What do you think of my idea though?
>>38019>This guy is a tryhard soyteen who thinks everybody should be using C++ at all times. And let me guess, with no IDE only vim/gcc/screen.
Ah, i get it. I was 14 once too. Kind of refreshing though, i 'd have thought kids these days would need more bells and whistles iykwim with a fancy editor and ui and so on. Ironically enough if i wanted to engage a child to learn to code i'd probably sit them in front of godot with a guide of writing basics except in godot script.
>>38015Apparently the Godot name has nothing to do with the play.
>Godot has some really intense hatersI imagine it's the same reason why Blender has die hard haters: they can not accept that an open source project can be good, let alone top class. (Blenders dogshit GUI not withstanding.)
>>38011>>38021In concept I think it is an excellent idea and have been waiting for something like it. I loathe how many stories end on the revolutionary climax, or even before it. That shit is easy compared to consolidating the people's victory.
My recommendation would be to keep expectations low and development scope small. I don't see a financial future in it, both because of direct competition and the tight niche it will be in. Keep it small, simple, and straight forward. If you have unexpected success you can always scale up after you do a public demo or whatever.
Also, as a fan of obscure, turn based simulationy games, I'd love to see some thought out fluff to decorate the world. Your core concept is strong and the analogy with reality blatant, so don't waste time on the subtext. Instead, give us an interesting world with distinct factions.
>>38019>>38015Imagine believing that an engine being "bad" is going to get in the way of making games. Pic totally not related at all.
>>38011>>38021>Damn. What do you think of my idea though?It sounds like an unique idea for a political sim/management game. Can't think of anything to point to as a similar concept that specific. In general I would recommend not looking to existing games so much for inspiration but outside sources. Read up on some history where these situations happened and how they went to get ideas for how things can play out and what factors matter for determining the results.
>>38023>>38022Thanks for the input both of you. :)
>My recommendation would be to keep expectations low and development scope small. I don't see a financial future in it, both because of direct competition and the tight niche it will be in. Keep it small, simple, and straight forward. If you have unexpected success you can always scale up after you do a public demo or whatever.Yea, i was thinking more and more about it and doing that typical 'feature creep' thing in my notes, i got to wanting it to be 3 acts before deleting a lot and deciding i have to be strict with this to get anything done.
>Also, as a fan of obscure, turn based simulationy games, I'd love to see some thought out fluff to decorate the world. Your core concept is strong and the analogy with reality blatant, so don't waste time on the subtext. Instead, give us an interesting world with distinct factions.I'm thinking that most of the gameplay will be reading interactions and events and making decisions, a benefit of being mostly text based is that (as well as being much simpler to implement) is, i think, an ability to add the kind of interesting setting and worldbuilding which feels fulfilling without having to rely heavily on art, which would take up a lot of time. IDK, i'm a big fan of reading fiction though so maybe my take isn't best here wrt games. My examples in games would be like, Witcher1 and Disco Elysium though, they're such immersive worlds that tantalize you so well exactly because you learn more of the world around you through dialogue with others (and yourself wrt DE).
>>38023>In general I would recommend not looking to existing games so much for inspiration but outside sourcesYea, thinking about books mostly for inspiration. I have been thinking about the aforementioned 'Darkest of Times' thought for inspiration wrt the UI, specifically the map (picrel). I think having the map of the city with clickable points, both fixed (for example, maybe a church, the barricades, a port, industrial district, etc) and dynamic (events, randoms, preconditioned on choices, successes failures etc) which enter into an event or conflict that must be resolved.
>>38032This is straight up bait lol.
>>38036>>38037Pro level is making the titties, ass, thighs, etc a soft body simulation.
>>38039>This is straight up bait lol.It's not. the comments have the creator trying to defend himself with hundreds of people calling him retartet.
It broke my mind a bit.
so in
>>>/leftypol/2036165 I floated the idea of making a WOLF3D or DOOM TC that is freely licensed and that puts the player in the shoes of a Palestinian fighting the Zionist menace. since there's already Freedoom, WOLF3D seems like a good target. to get acquainted with the engine I spent about an hour writing an extractor for VSWAP.WL6 in Python, and it successfully extracts wall textures and sprites. the audio extraction needs a bit more work because it spits out 4 KiB snippets only. the idea is actually to write the reverse of this: take a bunch of .PNG and .WAV files and turn them into .WL6 files
"why do this when there already exists editors for W3D?" I hear you ask. the problem is they're all proprietary Windows programs from like 20 years ago. they're also not very useful for a Makefile oriented workflow
here's what I have for a README.md so far:
# Sde Teiman 3D
Be to WOLF3D what Freedoom is to DOOM, while also having a clear message and art direction.
DOS compatibility is a must.
CC-BY-SA.
*NO* non-freely licensed resources (duh).
*NO* non-commercial (CC-BY-NC) resources.
*NO* non-derivative (CC-BY-ND) resources.
Resources from Wikimedia Commons are fine, assuming they are compatible with the above.
Show your work!
If done right this could be put into Debian and other distros.
Episode 1: Escape from Sde Teiman
Episode 2: TBD ("Operation: al-Aqsa Flood" maybe? Doesn't fit the timeline unless the PC was imprisoned before al-Aqsa)
Episode 3: TBD ("Die, Bibi, Die!" maybe?)
Episode 4: TBD
Episode 5: TBD
Episode 6: TBD
## Story
You are $NAME, a Palestinian born in Gaza.
You have been imprisoned in the Sde Teiman detention camp for over a year, and tortured daily.
Your entire family was murdered in an aerial bombardment by the IDF, including your spouse and your 6-month old baby.
You somehow managed to make and conceal a shiv, killed one of the guards and took his pistol.
Your goal is clear: escape from Sde Teiman and free your people!
## Art direction
More realistic, less garish than WOLF3D.
Still compatible with WOLF3D's palette though.
Try to keep the "theme" of each texture, sprite and sound such that dropping VSWAP.WL6 etc into the original game makes sense, even with the original levels.
## Enemies
Since the IDF prides itself on being "progressive" it makes sense that there should be some diversity in enemies.
Therefore some female enemies is a must.
Guard -> IDF grunt
SS -> Mossad maybe?
Dog -> Dog?
Officer -> Secretary (female)
Mutant ->
Hans Grösse -> Whoever is the actual boss of Sde Teiman
Doctor Schabbs ->
Fake Hitler ->
Mecha Hitler ->
Adolf Hitler ->
## Weapons
Knife -> Shiv
Pistol ->
Machine Gun -> AK-47 or whatever the IDF uses?
Chaingun ->
## Tasks
* Build .WL6 files from images and audio files
* Script Blender to render sprites from the command line, from all 8 directions
## Nice-to-haves
* Ability to pick between male or female protagonist. Or maybe hide their face so that it could be either
* Optimize packing. The .WL6 format has some opportunities for this
not sure how far I'll go with this, but a workflow to create a libre licensed set of data files for WOLF3D itself is a useful little project
>>38096i was the anon who suggested you bring it to this thread. Really cool idea, i'm happy to help wherever I can. Don't really have any suggestions though.
How is map editing? You say there are editors? Are there ones for creating maps? I feel like it should be easy as map making was like the key extra cotnent people would make for htese old games, i remember the thousands of player made Duke Nukem map,
the predator one scaring me when i was like 8Not sure if i'll be able to use any of it as i'm stuck on OS X 12.* atm, but i'm thinking it shold work if it work on linux.
I was thinking also of two other ideas i may work on i'd love feedback on; one is a 2D stealth game, think kind of like a cross between MGS1 with the way you stealth around the guards and levels and etc, except it'd be like top-down and grid-movement and also with team17's 'escapists', which has you on a strict prison regime of time and you collect things and craft to break out of the prison, or cause a riot, etc. etc. For example (based on IRL experience) you might create a screwdriver with some things you found or have, take off the mirror in your cell, smash it to multiple shards of glass, and use this to craft a shank. The levels will be different, increasingly more secure prisons, i'd have to take huge leaps with how the prisons are as in reality it's mostly solitary confinement recently, but also this could be the hardest level and they could vary based on a little pre-level intro text which gives the date coinciding to actual events (first intifada as an easier level for example, uptick in soft-target attacks in 90's) describes the situation outside and explains why this has repercussions on the prisoners, reflected in the level.. I like this idea because you can also illustrate how much more inhumane the prisons and the lives of political prisoners degraded.
The other is also a 2D top down game, a strategy game like XCOM and stuff like that, it will be pitting you against a much stronger foe so a lot of it will be about ambushes, concealment and movement, hit and run, which switches is up more than your usual turn-based-strategy game in which once you're spotted enemies tend to always know where you are and it's simply a battle between you. I am thinking that in a pitched battle you would usually not do so well unless they are first degraded. Missions would be like, to sneak into position past guards and drones to set up for an ambush on a Troop Carrier, given a range of options to hit it depending on what you and team mates carry, be it an RPG, an hand-delivered explosive or pre-prepared booby-traps, just as an example.
>>38102there's a bunch of different editors if you search around. main issue is that they're old and closed source
>>38103I used GIMP. first I opened VSWAP.WL6 in Slade, which supports reading WOLF3D's file (but not writing them). then I exported a random to PNG. then I opened it in GIMP and imported its colormap into GIMP's collection of palettes. then it's just a matter of opening whatever picture you want, resizing it and changing it to indexed color mode. you can extract the palette from picrel for example
I'm really into the idea of making a series of games in different styles who's unifying feature is merely they all are played through the perspectives of a Palestinian, either in Palestine, in 48 borders, or in Diaspora..
>>38104If you want to follow up on this as an actual collaborative project with multiple anons we should perhaps make a new thread for it. either here or in /tech/.
Heres some wolf editing info i found, anon:
https://web.archive.org/web/20010616104312/http://www1.linkclub.or.jp/~clubey/contents.htmlHere are some assets:
https://beta.wolf3d.net/gallery/repoalso, the apparently most modern tools for not doing it manually, might be more work tho seems janky:
https://adambiser.itch.io/wdc>>38108the issue with these tools is that they are proprietary
>https://beta.wolf3d.net/gallery/reponone of these files have proper license info attached, which would defeat the purpose of trying to make something CC-BY-SA, which is what I want to do
progress report: I got something that will actually load in wolf4sdl, but the sprites are corruted. it causes WOLF3D.EXE to hang. more work needed
>>38132that would require making engine changes, which would threaten DOS compatibility. but perhaps it can be accommodated at the end of the data files somehow
also if any anons in here have contact with people with rights to photos of what's going on in Palestine, if you can get them to sign a waiver putting their photos under a permissive license that would be great
maybe I should make a thread about this after all >>38154finally got around to extracting the remaining chunks. there's six more screens like this help screen, one at the end of each episode. for example, here's endart3:
^P
^G16,16,5
^C7eCONGRATULATIONS!
^C00
The absolute incarnation of evil, Adolf Hitler, lies at your feet in a pool of his own blood. His wrinkled, crimson- splattered visage still strains, a jagged- toothed rictus trying to cry out. Insane even in death. Your lips pinched in bitter victory, you kick his head off his remains and spit on his corpse.
Sieg heil . . . huh. Sieg hell.
^P
^c7eBUT THE ADVENTURE IS JUST BEGINNING!
^c00
And if you like Wolfenstein, you'll love the prequel trilogy of "Nocturnal Missions!" Thirty more action-packed, super- challenging levels! B.J. battles the Nazis as they plan large-scale chemical warfare. Fight Otto Giftmacher, Gretel Grosse, and General Fettgesicht!
^E
there still remains one unknown chunk, chunk 135. but it does not appear to be used by the code. it also won't Huffman decode correctly. I suspect it is garbage that can be replaced by filler or omitted entirely
anyway now that everything except adlib sounds and the music is extracted this may be enough to keep interested anons busy. I guess I'll mock up some programmer art for the OP
>>38173about three fiddy
more seriously probably around 75% of the original size after compression. so about 4 megs for all three volumes of Capital
>>38299Cyberspace in a post neural upload world
I mean that's probably been done but eh
>>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.
>>38337Before 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.
>>38517As
>>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
>>38032I 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>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 timeUnity 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.
>>38032Maybe 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.
>>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 vectorThis is braindead simple shit. This isn't thermodynamics.
>>38570that's not
you know what? I'll let you live in your ignorance
>>38572>>38569That'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 intersectI 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.
>>38578Autodesk? 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_detectionA 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.
>>38577It'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.
>>38615>>38643I have been thinking about idle games with more of a strategy component, so maybe.
>>38644I have actually considered this, I just don't know where I'd go with it.
>>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.
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