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

 

So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make.
I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on.

FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND

>Modelling

Blender: https://www.blender.org/
>Painting
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/

all I need are good ideas to get the ball rolling with this thread

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 have dozens of ideas for video games but they're mostly all far too advanced for my skill level, besides they probably wouldn't be any good anyway
Hell I've got two ideas for /leftypol/ JRPGs even

>>292
OP here. I haven't personally played any of these games, so I'll have to do some investigation to picture exactly what you're describing, but I'll look into it

>>293
>leftypol/ JRPGs
tell me more

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/videos

Interested in seeing what the bunker can cook up by way of gamedev though, hope to see some cool stuff eventually.

>>296
Soooo… 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.

File: 1608527539497.jpg (Spoiler Image,15.24 KB, 372x372, PeterMolyneux.jpg)

>>295
Well 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.

File: 1608527539618.jpg (Spoiler Image,50.75 KB, 500x371, sbc.jpg)

>>298
It does sound cringy but I'm morbidly intrigued anyways.

>>299
Well 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.

File: 1608527539837.jpg (Spoiler Image,29 KB, 372x372, mirror molymeme.jpg)

>>300
>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.
Have the characters come from different backgrounds, but make their gommie tendencies into different classes. Maybe allow to mix and match two or three classes to get hilarious shit like green posadist ML, anarcho-authoritarian and NAZBOL.

>>294
Did you get round to playing it/them?

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.

I have never played an RPG in my life, but whatever. Here's my rough idea for the shitty fighting system of an RPG with an imageboard theme: Your party is seen from the side forming a line facing right (likewise with the enemies, but facing left). The one in the front attacks while crouching, the second one attacks while standing, people in the back recover. Most attacks are projectiles. Attacking happens automatically and everybody goes through animations following a rhythm. All the player does is switching positions. Under each character you see health displayed as a single digit. When you have two or more repeating digits at the end of the line that faces the enemy, your party does a more powerful attack.

The line with the friends and the line with the foes are both on the same axis, but the battle screen has actual depth to it that can matter during switching operations. The switch is a circular motion, with each of the two characters that switches positions doing half of the circle. During this, they are still shooting according to their rhythm. The enemy line also does these circular movements. Switching characters on one side can actually hit switching characters on the other side if you time it well.

>>290
How 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.

>>306
Alright; thanks for the advice anon.

>>306
Oh 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
&ltYes

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.

>>308
If 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.

>>302
don't really have any time for videogames. I'll look into it after my final exams for this semester are over


>>311
just clicked on the itch.io jams link and the first thing I see a GWU jam. never done any of these before but 3 months sounds like a reasonable time limit for a first time.

Oi comrade post your progress i was bored and made this
https://mega.nz/file/Ns4BGAwY#IjbyGR1dW5doEAiZfQi19mITDgwrukMXS8AUgF65mUM

>>1588
I would call that a wolfensteinlike but it's cool and fun, here's my game:
https://www.youtube.com/watch?v=DUx9yTEl2uc
https://zen3001.itch.io/pff

>>1590
neat

File: 1608527708701.jpg (44.68 KB, 960x650, dodo.jpg)

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.

>>1605
look 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

>>1605
I'm still pissed that EA butchered Spore and then killed off Maxis, dooming any hope for a better sequel.

File: 1608527722035.png (573.3 KB, 1752x1046, spaceshit.png)

Was bored again made this in a few hour now i'm not motivated to continue it so yeah
https://mega.nz/file/UhgxwZhK#6GfXKyhWNrVAuEsdqg9Zz9I8NdzdsY_lZJ6Xnh3ZVws

>>1705
https://docs.godotengine.org/en/stable/classes/class_navigation.html
all you need is a mesh, there's a simple function that returns a vector leading to the proper path… it's not that hard to setup

>>1722
i know how navigation work i'm just not motived to continue this thing

>>303
So 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
>Jobs
If 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
>Story
So, 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?

>>1726
I'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!

File: 1608527725908.png (128.84 KB, 1416x811, theplan.png)

>>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.

>>1736
Fundamentally 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.

>>1734
>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
godot is way more popular for it's 2d features tho and gets a lot of shit for the 3d elements…

>>1736
if the only thing you're confused about not knowing where to start with your game, you could start from anywhere, I'de say start with that system of heating that's required to survive and just try building everything from there.

>>1736
Ok, 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?

>>2149
use an engine, if you insist on using c++, there's probably some libraries out there for easy ui programming, search the web for them.

>>2152
As far as debug UI, this is all you need:
https://github.com/ocornut/imgui

Once 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.

I have this idea for an idle game where you progress mainly/solely when you're not playing it, thinking maybe it could be based off of The Game, or do you think that meme's too old?

https://en.m.wikipedia.org/wiki/Class_Struggle_(board_game)
does anyone have the rules for this? I wonder if it can be converted into videogame form.

File: 1613331072943.jpg (Spoiler Image,49.36 KB, 750x709, u5vg021st8d31.jpg)

BUMP
I'm interested in making an open source video game and I know that will present several challenges that are very different from normal open source projects, anyone has any resources about this stuff? I've never managed an open source project before and a game will only make it worse

File: 1613332092536.jpeg (Spoiler Image,632.3 KB, 1280x768, download.jpeg)

>>7657
Sounds 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
Are you implying Wesnoth has bad graphics, rather than excellent?

>>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.

>>7657
what genre of game? with what mechanics?

>>7663
megaman clone/garden variety indie metroidvania

>>7659
It's funny because the unit sprites aren't really that bad. Everything else though… the environment assets, the UI… even the total lack of animations or visual feedback betrays the lo-fi, open source roots of the game.

>>7666
>total lack of animations
When was the last time you played the game exactly? All the units have idle animations and attacking animations. What else do they need exactly? Wesnoth has the graphics that a game of its type needs and they are well-drawn and look nice. It's actually an excellent example of maintaining a consistent overarching style across a large open source project with many contributors stretched across time.

>>7664
just use Godot. if you know python then just read the documentation to understand the GDscript API. it includes some beginner tutorials and has a pure 2D engine

>>290
I 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

>>296
>because the dev uses NO LIBRARIES, making everything from scratch instead
ngl, never did game dev, but as a java/web dev, that sounds fucking stupid

>>7705
It 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)

>>7705
Damn son, I made that post like 2+ years ago on bunkerchan lol. I actually didn't mean to imply that I don't use libraries btw, just that once could expect to learn about literally everything from watching HMH since Casey doesn't. I use quite a few libraries in my own projects and it would be absolute hell to develop without them.

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Some posts ago I was talking about making FOSS video games and I just read about this monetization strategy:
The latest release of the game is paywalled and maybe closed source but once a new release comes out the old one becomes free.
Do you guys think this is fair? The issue is that each release must have a significant development to justify itself.

Also I wonder how can I hide easter eggs in my game if the code and assets are open?

>>7968
I think it's nice. "fair" only makes sense as a marketing tactic.

>>7968
You could obfuscate the code, but that pretty much goes against the spirit of open source.

>>7968
Lots of patreon projects use this model but it essentially boils down to donations, most people would just wait for the free version

>>7969
>>7973
Yes, yes, nothing if fair under capitalism, the issue now is how to entice people to donate/subscribe for the latest version.
>>7973
and 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.

>>7974
Realistically nothing can stop people pirating your game if they really want to, you may as well just make all versions open source even if you do paywall them

bumping this shit

So relying on donations would be the best way to go? I mean, that's basically what many indie devs on itch.io do with the "pay what you want" model

>>7975
Bumping 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 themecockshottCockshott

>>11200
Sorry, didn't mean to quote.cockshottCockshott

>>11200
>My dream game idea would be a JA2 1.13 remake with an Operation Gladio theme
Based, I had thought about a JA2 where you're more mercenary than objectively the good guys overthrowing a cartoon villain dictator.

>>11202
You're filling me with motivation, comrade. What a great day today has beencockshottCockshott

>>11203
Where 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
>>11202
I 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
>>11206
I 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=PLNiHDaJeqA16CsnxJJDjG9qgubj15jXKF
It'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.

>>11206
Don't concern yourself about assets at this point. There's always the option of crowd-funding it once the gameplay is tight enough.cockshottCockshott

>>11200
I used to browse /agdg/ back in the day, sadly I'm just a nodev idea guy, and honestly my ideas aren't that great either

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>>11215
The 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

>>11217
looks like it's on track

>>11218
Thank you! :DcockshottCockshott

>>11217
Honestly 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 graphics
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.
>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!

>>11222
Glad 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.org
https://blender-models.com
https://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

>>11223
I 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.

I want to make a card game, like a tcg but I have zero clue where to start. I have a lot of cards/ideas prototyped, the game exists in some form, but when it comes to coding it's always bounced off of me.

>>11227
I 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.
>>11229
For instance https://www.unrealengine.com/marketplace/en-US/product/ccg-toolkit
Also, 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

I am actually writing a game again, shall become a trade simulator in the discovery age plus 1700s with hopefully a resoure economy like in railroad tycoon 3 (every tile has a price for every reousource and they pushed over paths or river even without player interaction)

Dont expect too much, I am keeping with my projects but one can easily take 1-2 years and I never sold anything

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>>11235
so far you can already trvel through a whole map generated from terrain. I used not thw real world but an historial map for more fun. Should everbody ever want to make a medieval game and needs something to generate a world map for: here you go

>>11236
sorry for my retarded spelling. My keyboard is barely working

sorry for my spamming but I can maybe offer a bit of assistance to people completely new in gamedev here so I keep my ears open. Keep coding guys.
And by Marx use event managers if you write games. And dont use python, I love it but its horrible for games.

>>11238
>And dont use python, I love it but its horrible for games.
ffs someone else told me that Python was alright. >>10904
I'm trying to write a Snake game right now as an introduction to C++, though.

>>11240
c++ 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

>>11235
>>11236
>>11237
Nice! Do you have an itch.io page or twitter?cockshottCockshott

>>11244
I 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

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did some pixeling tho

Help of cause always appreciated. A person close to me like stitching and I always thought it is similarily soothing

good night comradesddrDDR

>>11247
Gute Nacht, comrade! Keep us posted!cockshottCockshott

>>11223
Thanks 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.

>>11252
That's the spirit!cockshottCockshott

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>>11230
I'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.

>>11335
scale it down by 10 times, and you have something that can be actual be done.
in this thread you enough resource to make it

>>11346
You 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.

>>11335
I didn't know Todd Howard used /leftypol/

>>11335
Jagged Alliance kinda, but not an FPS

>>11335
>>11360
This. Look into Jagged Alliance 2 with the 1.13 mod. It's ancient, but there's a reason they're still updating the mod after all these years.cockshottCockshott

>>11354
I 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
>>11365
Alright people, you've convinced me. I'll take a look at the resources here and learn more about gamedev. Thanks for all the inputs.

>>11355
I'm not trying to shove skyrim into my alarm clock, so i have no clue what you're talking about.

Is developing something like Chapter Master and Aurora 4X difficult? I always wanted to see a 4X game that has almost nothing to do with expansion but more about ruling over a planet. Something like a planetary governor simulator.
The end goal would just to exist as long as possible without getting your ass replaced or killed.

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>>11333
Got the clock and day counter working.

>>11370
Glad 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/GettingStarted

Games 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-twine
https://itch.io/games/made-with-pygame
https://itch.io/games/made-with-renpy

>>11377
I 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=SteamPeek
https://store.steampowered.com/app/1207650/Suzerain/?utm_source=SteamPeek

You 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

I finished my stupid C++ snake game, I'll try to follow another tutorial to compare and learn. Then after that I'm making another simple game in C++.
Also reminder that you don't need amazing art to sell your game, even bad and simple but charming art can suffice, especially if the game is fun.

>>11354
>working on a fighting game (for about a year ?)
Tell us more anon, please

>>11379
This. 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
>>11380
Yeah! And post it, pleasecockshottCockshott

>>11380
i'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

>>11383
>>1705
Speaking of which, if I want to share a game here, how should I do it? I don't wanna accidentally spread viruses or use my personal accounts for storage.

>>11409
you can host it in itch.io

>>11411
But I don't want to make an account for that. I wonder if I should get a GitHub account.

>>11417
Why not?
Github is owned by microsoft. Use Gitlab or any other alternatives. Source control is always a good idea.cockshottCockshott

Could a JRPG based on 2016 American politics still be fun or would it be horribly dated?

>>11409
>>11417
it really doesn't matter anon, just pick whatever works best for you

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>>11354
>>11365
Any thoughts on Godot's visual scripting as an alternative to Blueprints?
https://docs.godotengine.org/en/stable/getting_started/scripting/visual_script/index.html
yes I am trying to push Godot how can you tell?

>>11461
Depends on how you portray the political aspect, the writing and the humor I guess

>>11422
Alright I guess I'm gonna use Gitlab, thanks

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>>11500
Godot'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

>>11500
I didn't know it had visual scripting besides gdscript! This is great news. If I wasn't married to ue4 I would definitely use Godot. I encourage everyone to use it. Cruelty Squad was made with it!
https://twitter.com/csoftproducts/status/1369574404611584001?lang=encockshottCockshott

>>11461
How hard would it be to update each 4 years?

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>>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.

>>11503
Well I like to believe I'm funny and could pull it off, but maybe not
>>11542
Well a big chunk of the plot is about the Trump presidency and liberals' reactions to it

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>>11543
You 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.
>>11548
Don't let your dreams be dreams, but since it would take time, I'd aim for 2024 or at maybe the mid-termscockshottCockshott

>>11543
>It's great to start seeing the "it's free so its shit" mentality get disproved more and more.
Does anyone actually still believe that shit nowadays? I think the quality of free and open source projects is widely acknowledged.

>>11543
Yep, 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.

>>290
I 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

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Should I learn assembly and make a game for a retro system or is it really that much of a fool's errand?
I just feel learning assembly will benefit me somehow as a programmer.

>>11723
I 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.

>>11723
Don't torture yourself… If you want to improve as a programmer and make games, C++ is the way to go.cockshottCockshott

>>11723
Btw, 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
>>11733
Honestly 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++

>>11738
If it helps with motivation (C++ es hard), you can check out the miriad of open source games coded in C++, like Wesnoth or Cataclysm: Dark Days Ahead.
https://en.wikipedia.org/wiki/Cataclysm:_Dark_Days_Ahead
https://en.wikipedia.org/wiki/The_Battle_for_WesnothcockshottCockshott

>>11751
Yeah I was planning on studying other game's code later on
Thanks

Holy fuck, I thought this thread had been deleted since I couldn't find it in the first pages
With this last transfer they fucked up the flags as well

So I've been reading "Sams Teach Yourself C++ in 21 Days" although at a snail's pace (the introduction was kinda boring), at least I'm on Day 2 now. I'm still not sure what kind of game (or tool) I want to make in C++, though.

tradegame ddr dude here. I eventually decided to go 3d and after some moderately painful time with babylonjs I now think that ogre not not even be that bad of an idea.

Nice heightmapmesh they now have now I do find not much about how to load it from a file, Pretty new feature I gues and I am also new to it, wite not to programming

>>11782
I mean not ogre bot godot, sorry. I am not myself without sweet herbs :<

>>11723
waste of time imo. Assembler is nice but at least going with c should make your code much better organized

>>11335
if you mean a mixture of stretagy & shooter you should take a look at the arma/ofp cti mods for inspiration (and fun)

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Have any of you ever just fucked around with game assets? Having previously worked in a job that used game engines, I can confirm the pleasure that can be achieved by spawning a few thousand instances of an asset and raising it a mile in the air.

>>12014
I've never played Warcraft, but are you assuming the game is the same size?
Because it's I assume possible for one professional graphics designer to make a tiny game with that same graphics quality, which would be far, far easier than a full game with that quality. One half is the artistic skill and the other half is doing it over and over again which takes time and motivation.
I'm skipping over the actual gameplay stuff and graphics engine stuff because I'm assuming a game engine would work.

>>12015
yeah like a similar level fo 3d graphics to the early 2000s in polygon count or w/e or better, but a smaller scale game.

What do you recommend for making fighting games?

Testing

>>12051
if 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.

I was wondering how I could make a playable slime,that needs to roll around to move,can jump,and all of this while his body is "jello" like.
I've tried on unity,I managed to somehow make a cube move using only physics vectors,but when I try to make a soft-body for the actual character,I don't understand jack shit on how its even supposed to work,and using premade bones in blender didn't help.

>>12981
>you can unironically build something with MUGEN,but you can't sell it that way.
Why not? I don't know a lot about MUGEN.

>>13004
well,because the license to use it is legit only for non-commercial use,they can sue you if you try to sell stuff made with it (I think you can ask them via mail if you want to still do it,but they're probably going to ask you for a fee at best)

>>12982
You are thinking of making a sidescroller like Gish or something like basically Super Monkey Ball with a liquid like Mercury Meltdown?

>>13005
Oh, 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 Meltdown
oh,I never heard of that.
The second answer is pretty much what I thought yes.

Is it possible to track me or know any of my personal info just from a game I've released anonymously?
I'm hyper paranoid about people finding out who I am or my computer name/IP/location, or worst of all a video game company wanting to sue me for making porn of their games with Ren'Py, even if released anonymously and for free

>>14175
probably 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?

>>14175
Unless 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.

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i want to make a videogame set in a fascist Latin America
with corridos tumbados and chicano rap
with gimmicky weapons and ludicrous gibs

>>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.

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>>14183

im also doing some new vegas modding

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I'm having an idea of making a Pokemon fangame in RPG Maker, but I don't have that much idea of coding, in fact pretty much I only really have a ability at writing and that's about it.
From where should I start? is Ruby easy to learn? Should I try to do it on (and learn) another engine?

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>>14189

update: 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…

>>14198
>Pokemon fangame in RPG Maker
Enjoy your takedown notice

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
>>14204
also, 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-off
How 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.

>>14206
i'm not against general purpose game engines, i'm against godot specifically

>>14208
Why Godot specifically?
t. the mere fact it's an open-source Unity wannabe is enough for me to like it

>>14211
it 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

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>>14202
Thank you I will. I'm not in it for the money.

>>14215
Neither am I but I'm still afraid
Also, they can't really touch a Chinese developer, but if you live in the "west" it's likely that they will get you

>>14203
It's nothing like Unity.
Try it, it is very easy to get started.
Then formulate your opinion.

>anyone in not-/ddg/ actually doing productions

Making myself laugh.

>>11723
I know this is an old post, but for future references
https://www.gbstudio.dev/

what is everyone up to here?
give me a quick rundown, i want to participate but i'm scared lol

>>14358
still 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

>>14362
Remember to think small, you need to be realistic in your expectations.

>>14363
cont.

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.

>>14363
>>14364
Yes don't worry ,i have already made games, i'm not overscooping i'm just extremely indecisive for what to new project to start.

>>14367
Aight fair enough, I just see so many stupid dum dum teams trying to bite off more than they can chew. Good luck anon.

>>14368

idunno, 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.

>>14362
Just 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.

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I'm a pretty good 3D artist. I can model anything. My sculpting skills aren't that great. I can UVmap and texture but I need to practice it more. I just started animating and found it very fun and intuitive. I'm also good at drawing and music. My biggest block is programming.

I got a number of ideas but the latest one I came up with that I'd probably need programming help for.

A realistic space strategy game. Something along the lines of Hearts of Iron or something like that but set in our solar system. Try to make it as realistic as possible with orbital mechanics and fuel like Children of A Dead Earth. So you'd have to use the orbits to create shipping lanes and launch schedules based on launch windows.

Also you can build ships like in Children of a Dead Earth but you can also build space stations. So imagine you could design your own Nimitz class space frigate and you'd have a fleet of them with their own name and stuff. You could test experimental ship designs in combat and then refine them based on combat statistics you get back from fights.

>>14871
programming is easy enough to learn, it's can become menial though
you just need to know what you're designing, really

>>14879
I 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 though

From 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.

Free 8 hour course on making top down RPGs in Unity. I didn't watch it nor use Unity I use unreal but thought maybe someone here would find it helpful.



Anybody have resources on making music?

>>14362
The 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.


I've been working on trees. I tried Tree It the freeware software but I wasn't ese pecially happy with it. I thonk I got better results with the free mtree addon for blender. Not to mention tree it is broken as hell. i can't launch unless I reinstall it each time I use it.

Another free tree software to check out is another tree addon for blender called sapling.

Next one I will probably try out is sidefx houdini tree plugin. I hate rentals but houdini is a pretty cool parametric software. Blender has some pretty cool parametric stuff now so maybe I won't need it.

>>15441
This guy uses tree it. Definitely check out his channel if you are doing unresl dev. Excellent info on optimization and a lot of other things on this guy's channel.

Live streaming Blender hard surface modeling

Blender tip for yall: They introduced the industry-commpatible keymap stock with the program but it seems kind of wack. There's also an independant industry keymap, but I don't like either of them that much. For those that don't know. Most 3d apps use the same exact shortcuts for translate rotate scale(W, E, R) and camera translate, pan, zoom (Alt-left click, alt-middle, alt-right click) but Blender has to be retarded and not use the same keys everyone else uses. Fortunately you can just replace those and then leave the rest, I think there is only minor conflicts to be resolved with other shortcuts and you'll be good to go and you can still follow Blender default shortcut tutorials.

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>/leftypol/ collectively designs a video game

blender is not gamedev, fun fact

>Krita
btw if you’re making a 2D indie game, it’s better to try out vector graphics like in adobe flash
godot doesn’t have native support for vector graphics rendering and svg’s will be converted into a raster image during import, but there’s this library in C++ blend2d.com


>>11378
I'm picking this game again, conrads. Migrating to UE 5.0.

Also, Cockshot is transphobic, fuck.

>>16614
Cockshott is cyber-socialism gang, he's a fellow comrade advancing theory on economic planning. He is also a staunch advocate of the interests of the proletariat. You can disagree with him on cultural issues, but if you don't uphold class solidarity when you do that we have to wonder whether you are a class traitor.

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What if there was like a /leftypol/ game jam?
Like, pick a day and during a 24 hour window you slap together a proof-of-concept game or tech demo based on some kind of theme for the day. Then we could publish the final builds of the games and see what everyone made. Could even vooot on which one is best or something idk.

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Been having fun learning Unreal Engine now that 5 is released.

My dream projects are either of the following:

1. Make an escape from tarkov like game but set in a dark fantasy setting with melee combat ala chivalry.

2. Remake Neotokyo with a 3rd, explicitly left leaning faction

tfw I have been wanting to find a team to develop a game for me and have money for years but no one actually skilled has showed up.

>>16632
you need to find uni/college students desperate for a gig

>>16632
You're supposed to look for them!
>>16652
Like this, for instance.

Speaking of which, are you guys active on any ciscord servers?

>>16632
Bullshit 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.

>>16769
bruh this is a game dev studio we’re talking about here, most workers are extremely underpaid and precarious. this isn’t a fucking campus start-up. that being said, that anon should also fuck off

>>16632
Use your money in a more intelligent way than keeping this shitty industry alive.

>>16768
>>16652
>>16632
you need to hire people off fiverr/upwork to work on your project for you, this can be done with relatively cheapness but you need excellent project management skills to stop it from becoming a moneysink shitshow.

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
Here's an idea just make it a literal USA expy with the mass shootings school shootings and everything

>>19044
>Here's an idea just make it a literal USA expy with the mass shootings school shootings and everything
too hamfisted and "preachy" even for modern audiences

>>14206
>just to create a small free meme game
yeah, like we really need more of those

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>All the games I want to make require a crew and a budget
How do I deal with this feeling?

>>19533
Making small and cute games

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>>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

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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=models

If you're using Unreal make sure to check out all the content Epic gives away free each month on the marketplace as well.

What kind of game should I make? What's an under-served genre in the indie market?

>>21417
Make a game where you manage a socialist revolution

like 'Republic: The Revolution' but not 20% finished

>>21417
make like a roguelite with hints of metroidvania and shoot'em'ups and nods towards (copies) retro themes (awful tropes from the 90's)

how good is godot engine to make games that are for examples.
Metal slug like shoot em up
Beat em up like Mother russia bleeds
Games like Crisis in the kremlin
and games with high complexity like Dwarf fortress.
i have some games in my mind and if the engine can create stuff like this i could start trying to do it.

>>21433
you 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
>>21417
Make 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.

>>21439
thanks, gonna keep this in mind, gonna keep plotting these ideas of three games.

>>21418
Hmm, never heard of it. Sounds kind of like Liberal Crime Squad? I played that one a little, but I don't think I even finished one game. I've liked the idea of playing a crime org simulator for awhile. I saw some drug lord tycoon in the steam charts not too long ago, I don' know how they approached it.

>>21547
I'd have to go back and look at LCS again but I really liked the juice meter. That's a cool idea that could be implemented in a lot of RPGs, a notoriety meter that you have to keep doing stuff to get refilled that effects your interaction with the NPCs.

>>21547
I finished Liberal Crime Squad, that game was the shit, but no, Republic the Revolution is more like… idk, it's not really like anything because like I said it was totally unfinished. I would barely even call it playable let alone fun.

>>21548
I liked how the normal society is just normal society, but far right mode is basically Fahrenheit 451 with death squads everywhere, then if society goes ultra liberal your party will be stopped by negotiators and bards lol.

>>21548
>tfw too autistic and unable to interact with people to ever get anywhere in LCS

>>21550
>I finished Liberal Crime Squad, that game was the shit, but no, Republic the Revolution is more like… idk, it's not really like anything because like I said it was totally unfinished. I would barely even call it playable let alone fun.
Lol, ok. I started watching a video talking about the difference between what they promised and the shipped game. I dunno maybe I'll play a demo. Why don't you describe what you think the general gameplay mechanics should be in the ideal game you're picturing?

how do you accomplish anything in LCS beyond extremely minor pointless crimes?

>>21585
Start kidnapping people and brainwashing them. And seducing people into sex slaves.

>>21586
how does that influence the supreme court
wouldn't i need to do that to millions of people to have a difference

>>21602
Your 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)

>>21602
Also remember that you are only operating in a single city, presumably there are similar operations happening across the USA

I picked gamedev again. I'll post progress on the following weeks.

What's the easiest/simplest way to make a video game? Assume I'm a novice with no coding experience at all.

>>23214
You literally cannot get anywhere without basic coding knowledge. My advice would be to first watch some videos on basic programming concepts, then pick up some intuitive game-oriented book on coding like Head First C# (it has some material on Unity if you plan on using that engine) and start learning from it. As for the choice of engine, you better just try your hand with many different engines and do not worry which one is better until you are accustomized to them and their technicalities enough, which would be the point when you can definitely decide on it. If its a small casual game, then for example Godot might be the proper choice.

>>23214
RPGmaker.

>RPGmaker
i've been trying to work with the engine, it's probably a great tool if you want to make a regular kind of jrpg but for anything else it's just a huge pain that needs a lot of plugins to get working (shhodily)
https://squirmunity.com/

>>11723
absolute waste of time, if you really want to write something low level write it in C, it will still cock and ball torture you to write a game in that but at least it wont be uber platform specific and you can indent shit and have variable names instead of trying to figure out what you left in each register and dealing with jump statements and shit. and dont even get me started on system calls.

>>23405
also 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.

>>23399
Is this your game anon? I may try it out.

>>11723
for most retro systems up till maybe the SNES era? yeah probably
if you're doing DOS, C with the Open Watcom compiler is better

>>23415
yeah i made it with no talent/skill/experience in art, music, game design or programming
always wanted to just make something unified and big

>>23445
Looks like it has potential. I'll try and play it later. I don't usually play these kind of games. I played Omori for a little bit because the art looked kinda interesting and all the hype. I thought it was kind of meh even tho I played it for awhile. Not a tumblrista so I probably wasn't the target demo. Your game looks like it could be quirky and funny but can't really tell from the vid. Is the vid you? I thought all that like and subscribe shit at the beginning was serious until I went to the page and saw there was only one video. I think you were pretty funny and your delivery was excellent, but it was kind of too much shit up front when the reason I'm clicking the video is because I want to see what the game looks like.

>>23446
thx 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

bumping this thread. still teaching myself blender

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>>24941


set 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.

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i want to make a network of vidya/digital arts workers where anyone can start projects not limited to game development but likely to be the main focus for the most part.
how should i organize this so it goes somewhere?
i printed a bunch of pamphlets in my last job printer so i can drop some near the arts school for us 70% of rejects when i go do the test.
so far i have a fbi.gov server and a WhatsApp group
i plan on getting people in there and have everyone socialize around those
i have a couple projects in mind but i'm afraid they'll flop because i'm not a jack of all trades, i can try to become one but i need to be taught as much as anyone else trying to get into the industry as well. which is what i believe is one of the core usages for this network, getting people involved with other people who want to learn and stop the alienation from the medium.
we cannot expect the industry that keeps puking shit games, crunching their employees and alienating us to give us a chance.

>>24948
id be interested. Ultimately id like to make a workers cooperative game studio to make vidya, maybe sneak a few leftist themes in there like Disco Elysium

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>>25095

i 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.

My favorite indie game developer has turned into a weird reactionary conspiracy theorist.
It's a shame because his game design lectures were really good.

Any recommendations for game devs who talk about game design theory in depth? And I don't mean like clueless essayists who talk about game design I mean people who have shipped a game.

>>25099
You'll just be like the Disco Elysium devs.
>Make good game
>Get tons of buyers and awards
>Have your IP stolen by a corporate entity and all your co-workers fired because it's more profitable to kill your entire team than to allow you to continue to produce subversive media

>>25095
It sucks that to my memory Dead Cells does not contain much lefty themes despite being made by an anarcho-syndicalist coop.

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>>25102

i'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.

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>>25101

welcome to the club; i basically grew up with Dante as a role model, how do you think i feel about this?

>>25101

also this guy looks pretty based and he makes videogames

>>25110

i bought for cheap his Godot course on how to make a boomer shooter but i got bummed halfway through and i'm still stuck somewhere not doing anything besides looking at theory…

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>>25108
>hoard grain

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>>25113

idk what the word for "pick up crops" is in english

>>25109
Also do not forget the former Bayonetta voice actress being ousted as a TERF too.

>>25117

bruh 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

>>25118

gringos call voice cracks bad dubbing we call it passion

>>25102
yea, you can only do that shit if your group owns the private property so no one can push you off, in any other place you get purged.

>>25118
Didn't his current VA get canned after he got accused of sexual harassment and was a far right schizo? I know he was the voice of Ken too and there's another guy doing his voice in street fighter 6.

>>25101
Toady has officially shipped a game now.

>>25114
harvest or reap

>>25101
Are you talking about the Domina guy? Yeah shame about him turning out to be a retard.

>>25121

he was deffending a sexual predator and crying over far right schizo points

yeah, that's why i stick with the classic one

>>11247
Looks nice


>>19533
have 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

>>25204
OK 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.

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>>25244
so 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.net
https://www.lexaloffle.com/pico-8.php
lots of fun, and good places to "break in" to designing a game for the first time


>>25369
>PuzzleScript
"Puzzle" is a bit too broad here. It's really a script for defining sokoban levels, although you can add your own art and storylines and play around a bit to create something akin to an old-school JRPG.

>>25244
>Being an indie game dev has literally never been easier.

there's also never been more competition

>>25403
But video games are so wide open that it's not too hard to find a proper niche instead of chasing whatever the current popular trends are.

>>25404
I won't disagree that people should attack a niche rather than trying to emulate the AAA, but sadly a lot of indie devs do not have any imagination themselves.

>>25405
sucks to suck


>>25369
>>25407
Any suggestions for someone with little to no artistic capabilities?

>>25408
IDK
video games are basically multimedia art so you're kind of fucked

>>25408
roguelike or text adventure

>>25408
spreadsheet simulators

>>25411
Oh yeah, anon could try out Inform (https://ganelson.github.io/inform-website/) or Twine (https://twinery.org/)

>>25414
Inform 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

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>>25101
this post immediately and violently thrust into my minds eye the image of jonathan blow. the worst part is, i know i got the right dev.

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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

and should i get too lazy and comfy, heres the code

Apparently a new version of Godot just dropped.

>>26668
Pretty based that they added Vulkan support.

>>26668
It's making me finally want to learn to gamedev, but I feel like all my ideas are too large in scale. It's hard to want to make a small project when all your favorites are these huge games that took a group of developers years to make.

>>26754
Maybe you should try work for a studio first?

>>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).

>>26841
>everyone can rich off machining

real shit???

>>26763
This
Don't be an amateur

>>26887
More to the point, let someone else pay for you to learn the trade (if you can)

>>26890
Do 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.

>>26891
Well IDK how the business really works but does everyone involved in gamedev really have a full CS degree? Isn't there some entry level way to get in and learn on the job like QA?

>>26892
Well 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.

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>Idle/clicker game based on the "Billions Must Die" meme
Would this be even worse than the Kyle Rittenhouse game?

>>26894
>My point here is, to everyone: just like make game.
This.

>>26892
Game 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.

>>26893
QA is worthless for applying. Might get you a foot in the door at the specific place, but that's it.

If I ever manage to move to a country where ADHD is recognized, and stimulants aren't illegal, so I can actually finish a game, I will make one with no white characters.
It won't be pointed out in game, or acknowledged at all. In all aspects it will be just like any other game.
Except there won't be whitoids in it.

>>27037
i'm sure people have already done that

>>26894
Wouldn't that actually subvert the genre because you would eventually run out of people to kill? At a certain point you can't help but halt the expansion the genre is built on. It could actually work as a deconstruction of the genre and the ideology tbh.

>>27039
universal paperclips already subverts/concludes it enough imo

>>27037
Come to any country in fennoscandinavia, we can diagnose ADHD on a dead person

>>27038
Good, the more whitoid free games out there, the better.
>>27041
Didn't you guys recently vote for a bunch of reactionaries and do a 180 on the whole welcoming brown people thing.

>>27039
Yeah 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.

>>27042
Idk, we still get brown people

What is the easiest engine I could use to make the simplest game?

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>>27059
try to recreate some old arcade style games in a barebones engine like pygame

>>27059
easiest would be godot, you still need some basic understanding of programming but it's easy to setup and get working, and the development process is relatively fast for smaller projects

>>27042
That was Sweden. There was no 180, the migration policy was always strict just not as strict other yuroop countries. Clopped up reactionary claptrap, that was, and you are a retard for regurgitating it uncritically.

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i've been working on pseudo-code for a cyberpunk rpg (pic related). the vision is a frozen synapse style real time tactical rpg structured by a microprose style procedurally generated open world simulation/rpg. so far i've only been able to map out the general skeleton of the combat system. most of the open world remains purely conceptual at the moment. the issue i'm having right now is anxiety about feature creep. i'm worried that my aims are overly ambitious and that by the time i get ready to turn this thing over to someone to code it and/or learn to code it myself it's going to be a horrible unimplementable mess.

>>27119
>frozen synapse style real time tactical rpg
real time isn't the right word. the game will be turn based, but each character's turn is planned and executed simultaneously according to a priority queue rather than each character preforming their actions strictly serially.

How do you break into gamedev? All of the job openings I've come across require either a compsci degree or experience.

>>27059
How do you even want to get into something but you're not even curious how it works



>>27636
If you want to get directly into the field without prior experience or education then they usually don't require too much of the testers, and those jobs can sometimes lead to actual developer jobs. But you should definitely at least be doing small scale gamedev experiments as a hobby if you want to get a job doing it.

so i've stopped making games in recent years and have only tried using godot a few times, would joining a game jam be a good idea right now if i don't have a grasp on basic features of godot?

>>27710
I 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

We need a realistic gardening simulator

>>28127
Would need to account for some pretty complicated stuff like fluid dynamics through porous materials for soil drainage.


Any good resources on the software development process? Like software versioning and alpha and beta testing? I'm a complete noob when it comes to this.

>>28762
they 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

>>28762
Yeah 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?)

>>28792
Animals have a lot more different poses than plants do so that's probably why the thing finds it harder

>>27060
love2d is a good alternative if you like lua
https://love2d.org/

>>28792
>>28793
Animals also have a pretty specific body plan in most cases whereas plants very often do not. If you grow 10 of the same species of tree they will have different numbers of limbs and limbs in different places. If you have 10 bears they are all going to have very similar shapes and proportions.

https://blog.unity.com/news/plan-pricing-and-packaging-updates
Unity really wants to be the Adobe of game engines.

>>30474
Year of the Godot game engine confirmed?

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>>30481
Man I fucking wish. Unity is such a piece of garbage, the faster people shift from it to non-proprietary engines with libre licensing, the better it will be for everyone.

>>27702
thx, porx :)

I’m at a stage with my skills in linear algebra and calculus where I can use parametrics to define basic motion and physics in game development. What’s a good engine to use where I can put all those skills to use?

>>30532
Any. Physics is simple. Programming the trig for 3d is complex.

>>30533
Tan^-1(delta x/delta y) says otherwise mate. I need an engine that doesn’t run like complete shit(unreal)

>>30534
Trans or Tans?

>>30535
Tangent inverse, trig isn’t hard.


Any good resources on how to write a game design document?

Reject Unity and embrace Sega Genesis/Mega Drive game development
https://github.com/Stephane-D/SGDK

How do I learn to use vectors with video games? I’ve been studying math, from basic algebra, to integration, to completing Fourier alongside Taylor series, some stuff with parametric equations and now I’m doing vector math since I found those were some of the prerequisites for this very important aspect of game development. How do I use this field of linear algebra/parametrics for game development?

>>31085
I 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-5fjk

you 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

>>14183
Sounds great.

i dont expect anyon here to be able to develop this but it's criminal how bad the whole sports genre of vidya is right now. Every individual sport has been monopolized by one company and they put out horrible, micro transaction infected games. The justification I see for this state of affairs is that no one can afford to pay for licenses or something but I say just make the game about the sport itself without featuring any leagues or irl players or whatever. Im dying for an online basketball game that isn't made by 2k

Some one help me out please, I have a 2d map that I am drawing pixel by pixel making all the calculations myself with the use of simple pixel draw functions. Now I want to rotate that map. How?

>>31273
Suppose 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.

>>31297
Do 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.

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>>31300
The game kept crashing, turns out it was becauseI kept writing outside the bounds of my bitmap array, adding the the if statement made the thing worked pretty closely to what I want. but there's a second problem here now, the sprite seems to inverted when the pixels x coordinate is smaller than the negative pivot coordinate

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>>31305
nvm, I got it working

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I've made some progress to it. I'm using allegro5, which is a simple library for 2d game programming, and managed to get these orthographic 3d projections by messing arround with bitmaps. Planning on making an xcom like game were you go through a linear campaign, story wise I'm thinking about playing as a resitance movement trying to take over a city, and satisfy >>31102 this thread. hopefully I will manage to finish the game. If anyone wants to provide some assets, some 16x16 texture sprites. would be cool

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was doing some coding in unity for the first time earlier. its a crazy feeling when you first generate a cube that turns green when you press something, i was sitting there looking around thinking "you people seein this shit??"
making a platformer in unity is so easy that every child should know how to do this by grade 4, so that by middle school they are able to code a deconstructive and contemplative roguelike

>>31814
> If anyone wants to provide some assets, some 16x16 texture sprites
There's a lot of free sprite libraries out there. If you aren't trying to sell the game you could just steal tile sheets from released games as well.

>>290
>especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make
If you're still working on a game then keep working, no need to stretch yourself thin between multiple projects.

>>31814
What would be the minimum requirements for the textures you require, in terms of colours and stuff that needs to be represented?

>>32251
non, just the size of 16 by 16, allegro uses full RGBA scale. Artistically, I don't have any concepts prepared yet, so feel free to create what ever you yourself would like to see.


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


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

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

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

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

>>34774
This is the project that thought shader compilation stutter wasn't a big deal for like 4 years while every serious game engine was already precompiling them. At the same time they were pushing VR which is nauseating to have random stutters in. It's finally relatively performant for 3D, but I think the reputational damage is done. It should have had big "3D IS WIP USE AT YOUR OWN RISK" warnings before 4.1

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

>>34774
There's a revival of the Blender game engine.
>>34933
1. FOSS is not a development model.
2. FOSS never was a development model.
3. FOSS isn't required to be free-of-charge (neither is its source code) and the FOSS devs aren't obligated to do any work for free either, absolutely none.
4. You can literally make FOSS in private or make proprietary software FOSS (Doom and Quake's engines).

Don't confuse the issues of the Git-based collaborative development model with libre software's development and licensing requirements, thank you very much.

>>34937
The problem is with the community and culture where people tend to be petty lolberts who would rather split off into their pet project rather than actually solve problems and respond to criticism of bad software with "git gud" blaming the user for having a different use case than them.

>>34938
"Submit a Patch"ism is based. Too many people go on IRC and complain about an issue. Telling them to fix themselves it combats the bizarre user entitlement in Free Software where some lusers seem to think they deserve technical support. No, all you get are the 4 Essential Freedoms.

>>34937
>There's a revival of the Blender game engine.
For what purpose?

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

>>34938
>people tend to be petty lolberts who would rather split off into their pet project rather than actually solve problems and respond to criticism of bad software with "git gud"
I understand this. Even Stallman doesn't like criticizing the quality of libre software, saying that it's always better than proprietary software. While I agree with him on most issues and get where he's coming from (the need to discourage the use of proprietary software and encourage more contributions) some libre software is still… bad. It just is. If we want to fight against proprietary software we should admit that the quality of some libre software is less than satisfactory. And there needs to be more forking and fixing done. Obviously.

And that's why I'm not trying to fight the BSD fans or the Alpine fans, even though they may absolutely despise me for being a "Stallmanite." It's a shame, I have no ill will to them or their projects. Yes, I may call the OS "GNU/Linux" and I may prefer copyleft but that does not mean I hate them or their systems or want to force them to do the same. I think what the Alpine and FreeBSD devs are doing is great, and maybe theirs are indeed more polished systems, I'm not much of a technical person despite reading a lot of docs so I can't really adequately compare GNU/Linux and other Unix-likes, this is my greatest weakness.

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

>>34991
>Sometimes reinventing the wheel is better than polishing a turd
Tell that to Sonic and Skyrim modders.

Sometimes polishing a turd can lead to making a diamond. You can't just throw whatever potential the software had into the trash just because the OG developers didn't do a good enough job, that's such a wasteful behavior that is symptomatic of the ecologically unsustainable consumerism we have these days. The thing FLOSS does right IMHO is that even if the software is a mess, the devs still try to make it the best they can, I appreciate the commitment.

I'm not saying that starting anew is always bad, and I'm glad that Krita is doing great. But I'm of the opinion that you should at least try fixing things, plus libre software benefits more overall if we don't constantly splinter like Trotskyists and try to contribute back to upstream at least, and forking is less of a splinter compared to starting anew, at least the upstream has some recognition. But if you're sure that this effort is hopeless and fixing the upstream will be more effort than making your own software from scratch then be my guest. It surely didn't stop Sonic fans fixing '06 though so it all depends on your level of passion and dedication IMHO.

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

>>36145
>How hard is it to implement photorealism and how terrible is the performance compared to normal graphics?
It's very easy. The performance is good as long as you're not doing dynamic lighting and reflections.
>What are the different methods to achieve the photorealist style?
Like I alluded to, you can prebake all the lighting as long as it's static, meaning the lights don't move or turn on or off.
>When and how will it hit mainstream?
It already did a long time ago. You can pick up unreal and start making photorealistic levels right now.

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

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

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

>>36145
The next jump in photorealism I think will be implementing these AI filters.

Anyways if you want to learn more about photorealism techniques and Unreal(both Bodycam and Unrecord are Unreal) there are a million tutorials out there. Unreal also gives you access to the Quixel library which has tones of photoscanned assets which is half of the work getting photorealism.

>>36150
Man, that looks great.

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

>>36645
You probably also collect footage from different angles if you want to use the AI for different perspectives, for example drone footage to use that method for top-down games. Problem is the data that they fed the AI, if it's some green hue low quality dashcam, then it's gonna looks like some low quality dashcam with the Matrix filter.

They need to use Google Maps equipment.
But it's impressive, wouldn't suprise me if a filter like that is a high performance alternative compared to real photorealism rendered ingame.

>>36150
>photorealism
blegh
im turning into a pixel art hipster

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

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

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

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

Vulkan is suffering. I just wanted to trace rays…

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

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

>>36973
take, for example, minecraft
a big reason for its success must have been its refreshingly goofy and colorful graphics and unrealistic, abstract voxel engine during the early to mid 2010s when people were used to dark, serious aesthetics like in call of duty or whatever else

>>36973
and more a desire*

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

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

Baked lighting vs ray traced?

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

>>37128
Global Illumination.

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


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

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

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

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

>>37134
It also really depends on the content of the scene and the raytracing method. Sometimes it just doesn't look good. The big advantage of traditional lighting models is you can manually tweak things, which is harder with raytracing. The reason raytracing gets memed so hard is because it reduces labor costs by automating part of the lighting part, moving it from something devs do to something your PC does.

>>37143
As other anons said don't bank on gamedev being a viable career. The market in general is pretty saturated, and that's especially true for coomer games. You will generally not make good stuff starting out, so if you spend time on it, do it as a passion project/hobby. If lightning strikes you might make some money from it.

I'd love some game that simulates war 1:1 (or at least 1:5, point is, it's a deep simulation unlike stuff like hoi4), and allows you to play many roles like a simple soldier, a squad leader, a tankist, a pilot… AI work kinda like A-Life in Stalker as to not fry your CPU. It's just my autism and my over-ambition though, probably not doable and will not be succesfull.

Also, something like "realistic Warno on a bigger scale" would also interest me. Warno doesn't really simulate frontlines, artilley shelling, constant warfare, defensive warfare, logistics etc… in army general

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

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

>>37155
>Ahh you want the everything game I see
Yeah, the first idea is quite litteraly the everything game, would take a long time to dev. If it ever has to be devved, i think it's not to dumb to first release a game version with only battles, and then integrate the rest later.

>Can you also play the life of a civilian refugee trying to find food and shelter without getting shelled?

Imo this would be incredibly boring when compared to other stuff you can do, i was thinking the game would try to portray the absolute cruelty and horror of the russo ukrainian war, so that could add to the artistic goal, but not worth devving. However, mod support would be a priority, a mod could add that, from the experiments i've done, you can integrate them in C# extremely easily and give them a lot of power, if you give mods arbitrary code execution.

>>37159 (samefag)
> so that could add to the artistic goal, but not worth devving
Because this is not Gaza, refugees and civilians are sadly being hit, but it's not omnipresent and not an overwhelming concern for any Ukrainian/Russian, unlike actually dying as a soldier

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

A non-sanitized life simulator would be kino

Basically a mix of gta and the sims with explicit sex

>>37191
Modded GTA ?

>>37128
Baked lighting is free FPS

WATCH AND LEARN
Why I failed at creating a video game
https://youtu.be/RKjcx-8R86c

>>37202
Nah I prefer mostly life sim but with sexo and crime

>>37818
>"why did i fail at creating a medium sized 3d game?"
>using godot
This is the rare moment when blaming your tools is a good idea

im making a city builder in python is that a good project or should i try something harder. so far ive learned a lot but it hasnt been very difficult just really time consuming

>>37981
If your goal is to learn pick something simpler than a city builder, also python is not good for something particularly complex like that. If you want to learnmaxx try to make a roguelike in C (a real roguelike that uses text output).

>>37982
>>37981
Building on this, if you're interested in something really simple but really fundamental, I came across this tiktok the other day of a guy who was building a zombie-shooter game from a yt video 10 years ago. He pretty much updated all the code so it would be more applicable with modern updates to the libraries. Here is the repository:
https://github.com/ur-n0t-ur-f0ss1ng-khak1s/he-that-hath-no-sword-let-him-sell-his-garment-and-buy-one

>>37983
>game logic locked to frames
Please don't do that. (Especially not when the target hardware isn't fixed, but even then.)

WAs 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 idea
I'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.

>>38011
>>38014
Godot has some really intense haters in general for some reason. There's like some conspiracy theory that the game engine is a prank designed to waste people's time and stop them from developing games by being a bad engine. I think it stems from somebody recognizing the reference (Waiting for Godot) and thinking that means it's a scam (because the point of the play is Godot never arrives).

>>38014
>>38015
This guy is a tryhard soyteen who thinks everybody should be using C++ at all times. I advise not to take him seriously and just carry on with your prototypes and projects no matter what engine "is good".

File: 1731509513287-0.png (278.08 KB, 639x361, ClipboardImage.png)

File: 1731509513288-1.png (1.46 MB, 1920x1080, ClipboardImage.png)

File: 1731509513288-2.png (332.08 KB, 640x480, ClipboardImage.png)

File: 1731509513288-3.png (1.45 MB, 1920x1080, ClipboardImage.png)

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
>>38015
Damn. 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.

>>38015
Apparently the Godot name has nothing to do with the play.
>Godot has some really intense haters
I 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
>>38021
In 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.

File: 1731524172160.png (237.8 KB, 360x360, ClipboardImage.png)

>>38019
>>38015
Imagine 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.

File: 1731527412454.png (1.59 MB, 1920x1080, ClipboardImage.png)

>>38023
>>38022
Thanks 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 sources
Yea, 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.

>>38024
>Yea, i was thinking more and more about it and doing that typical 'feature creep' thing in my notes
Start with a prototype that's as simple as possible for the core mechanic and game loop. Extremely simple debug/programmer art, no sound or anything like that. You can then iterate on that. Don't even worry about win/lose states or progression until you have the basic mechanics and feedback loops working. How you structure those things should be informed by the gameplay.

>>38024
Sounds like a plan. Good luck and have fun.

Godot BTFO.
how will it ever recover?

>>38032
What are the implications of this for titty jiggling physics?

>>38036
it's actually very easy to make tiddy physics

>>38032
This is straight up bait lol.

>>38036
>>38037
Pro 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.

>>38039
>>38040
For what it's worth this is an older version wherein it wasn't obvious you had to turn on damping. Not to mention that idiot kids are going to be idiot kids.

File: 1731955721068.png (50.4 KB, 1280x800, wolf3djak.png)

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

File: 1731956391774-0.png (88.97 KB, 640x800, ClipboardImage.png)

File: 1731956391774-1.png (116.01 KB, 832x800, ClipboardImage.png)

>>38096
also just to test how the palette works with real images, here's that infamous picture of body parts in plastic bags from the Al-Tabieen school massacre, and that Amalek monument calling for genocide (Davidster), both scaled down to fit within 320x200, converted to the palette and then scaled back up 4x

File: 1731956569981.png (12.76 KB, 256x256, ClipboardImage.png)

>>38097
oh and as a wall texture the latter would look like this

>>38096
i 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 8
Not 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.

>>38097
How did you achieve this, btw?

File: 1731979059270.png (1.66 KB, 64x64, 156.png)

>>38102
there's a bunch of different editors if you search around. main issue is that they're old and closed source
>>38103
I 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..
>>38104
If 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.html
Here are some assets: https://beta.wolf3d.net/gallery/repo
also, the apparently most modern tools for not doing it manually, might be more work tho seems janky: https://adambiser.itch.io/wdc

>>38108
the issue with these tools is that they are proprietary
>https://beta.wolf3d.net/gallery/repo
none 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

File: 1732041013228.png (58.31 KB, 968x604, ClipboardImage.png)

>>38115
example of said corruption

oh and I feel I should justify writing a packing tool: it's to enable anons to contribute .PNGs without having to muck about with these ancient tools. just draw a similar .PNG and uploooood

speaking of Wolfenstein, a friend of mine thought that me saying that killing Nazis is good actually, was unhinged. I guess the Soviet Union should just have asked the Wehrmacht nice to not invade or some shit

File: 1732059459178.jpeg (163.68 KB, 1152x2048, PFLP-CAT-1.jpeg)

>>38116
A fun little thing would be either chose or get a random factions headband on the character head.

>>38132
that 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

File: 1732113143562.png (23.75 KB, 648x433, success.png)

woop, now my packer works! it currently deduplicates wall textures, but I plan on doing better and implementing deduplication for all chunks. it also appears it is not necessary to align chunks to a 512 byte grid, which allows for some more savings. my current drop-in replacement of vswap.wl6 now weighs in at 76 kB compared to the original 1545 kB. it's just placeholder art for now

>>38135
improoved compression by an order of magnitude. vswap.wl6 down to 7 kB. still just placeholder data of course. time to look at all the other files. I know the maps are RLE'd followed by Huffman coding (called CARMACIZED in the code)

File: 1732133077874-0.zip (504.85 KB, clean.zip)

File: 1732133077874-1.zip (1.06 MB, wolf.zip)

alright, attached zips should hopefully get the idea across. wolf.zip is the original wall textures, sprites and in-game sounds from WOLF3D. clean.zip is placeholder files. the format of the files is as follows
walls:
>64x64 palettized .PNG
sprites
>64x64 palettized .PNG, color 255 = transparent
sounds
>mono 7042 Hz 8-bit unsigned raw PCM
seems there's enough interest to warrant a thread, but I need a good OP image. ideas?

File: 1732144383709-0.png (2.08 KB, 152x48, 009.png)

File: 1732144383709-1.png (2.82 KB, 224x48, 133.png)

more updates: I've managed to write an unpacker for vgagraph.wl6, which means I now know how the menu graphics, fonts, HUD elements etc are coded. it's possible to change the size of all of them, but not their position on screen. combined with overflow this makes it possible to draw almost whatever we want in the menu. some shenanigans are also possible with the fonts, because they can be almost any size. but only single-colored
unlike the sprites and wall texture, these graphics are stored Huffman encoded. pretty clever

File: 1732149755812.png (13.59 KB, 640x400, helpart.png)

here's another thing I never realized until now: the "Read This!" menu option has its own little typesetting engine. you can put in whatever text and pictures you want and however many pages you want, without having to modify the engine. this could be very useful for putting a bunch of propaganda in

>>38154
finally 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

>>38154
How much space does MECW take up?

>>38173
about three fiddy
more seriously probably around 75% of the original size after compression. so about 4 megs for all three volumes of Capital

I made a game.
You take a pinecone, throw it high up in the air, then try to hit it with a stick or another pinecone.

I worked more on the compressor today while billing a client 😎 it's well on its way to outputting files compatible with the original W3D

>>38102
>>38108
>>>/hobby/44343
(hmm I thought I remembed one anon suggesting /hobby/ but I guess I remembered wrong. maybe I should ask the thread be moved)

I'm thinking of making a horror game. Anyone got any ideas for settings?

>>38299
Cyberspace in a post neural upload world

I mean that's probably been done but eh

>>38300
I like it. Maybe it could kinda be like Portal where you have this voice that's watching you the whole time and taunting you. Like your mind is being hacked and they're trying to break you in interrogation or something. Also kinda like Assassins creed, although I didn't play through those all the way.

>>38301
Also some Inceptiony kinda stuff. I think that really works.

>>38300
Technobabylon has shades of this. well, I guess it's more a murder thriller

>>38301
>>38303
Yeah I was thinking more like being tormented by a rogue AI or a hacker than the usual stuff, someone who has complete control of your sensory input and just wants to fuck with you, real AM shit

>hit the point where i have to make actual art assets instead of using placeholders
wish i spent my youth drawing instead of being ass at pounding a keyboard as an adult

>>38307
Hey anon, have you ever thought about… AI? 😈

>>38308
>AI
Soulless, barren, slop! Literally Hitler!

How would gamedeving work under communism?

>>38308
you insult me, i'll scribble my dogshit instead

>>38310
People would organise into teams to make games for fun if they want to

>>38307
What kind of game are you making? Depending stock assets can work or not in a final product. A lot of AAA games ship with stock assets in them nowadays.

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.

>>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.

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i want to make a hobby city building game thats kind of simple, technically speaking, but would have a ton of expanded content which would take time to implement
i dont know if i should use an actual game engine like godot to cut corners and have an easier and faster time or if i should use raylib which would take longer but would be a much bigger learning experience. i of course plan on showing off after its done

which one is cooler gang?

>>38517
Are you already a programmer? If not, just go for a game engine

>>38517
Just go with a game engine. Reinventing the wheel is dumb and pointless. I don't even know if it would be a bigger learning experience than studying the source code of an existing an engine and seeing how they do things.

>>38337
Before 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.

>>38517
As >>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

>>38032
I 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
>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.

I was more thinking of modeling it after the snes era koei strat games, at least visually.

>>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 time

Unity 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.


>>38032
Maybe 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.

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>>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 vector

This is braindead simple shit. This isn't thermodynamics.

>>38558
>Stop current motion
>not solving the intersection problem

>>38567
The computer calculates where it's next move will be and if it's invalid move it moves it to the first point on it's path before it intersects.

>>38568
that's not solving the intersection problem. gamedevs smh..

>>38569
Yeah it does. It never moves the object to a point where they intersect.

>>38570
that's not
you know what? I'll let you live in your ignorance

Making your engine nowadays really seems like something you do out of genuine interest or because no engine is up to your standards. I'd like to try making an engine one day (probably for traditional roguelikes or visual novels since general purpose engines feel like overkill for those), but the prerequisite knowledge to start seems infinite.

>>38572
You have no idea what you're talking about, I've literally programmed it before. What's with all the smug retards named Glownonymous?

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>>38572
>>38569
That'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 intersect

I 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.

>>38576
It's fascinating how much you can represent with simplistic physics, I love it. No wonder Neutonian physics are still in use. The skybox is just a background image, the lighting process is backwards and the world is created while you move.

>>38576
>what is a contact solver?

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>>38578
Autodesk? 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_detection
A 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.

If there is anything you should do from scratch is stuff that effects gameplay like character movement. That's why I went down that road because reverse engineering the character movement system from unreal was getting unwieldy.

Things you shouldn't waste your time on is things that don't effect gameplay at all and are functionally the same in all engines. Hell even those people who "make their own engine" nowadays never make a graphics engine. They take some preexisting graphics framework and put it into their engine. Well if you're using someone else's graphics engine, why not just uses a engine that already works top to bottom to make games out of the box? You don't have to use features that come with the engine.

>>38577
It'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.

>>38039
>Pro level is making the titties, ass, thighs, etc a soft body simulation.
There was a good siggraph talk this year on voxelized soft body simulations. Focused mostly on gibbing but I'm pretty sure the same technique would work for jiggle physics.
https://dl.acm.org/doi/10.1145/3641520.3665307

Anybody have any good ideas for a simple idle game?

>>38614
productive forces clicker

>>38614
>>38615
5 year plan clicker.

>>38614
China simulator
>do nothing
>win

>>38605
The actual priorities

Anyone tried love2d? How is it?

>>38615
>>38643
I have been thinking about idle games with more of a strategy component, so maybe.
>>38644
I have actually considered this, I just don't know where I'd go with it.

Also I have been considering some sort of idle RPG if only to test a few things.

>>38647
>Anyone tried love2d? How is it?

It doesn't suck ass, like you can use it to make games, but in terms of underpowered game engines you should really only use to make simple 2d games, use Godot, you'll have more support, tutorials, and all kinds of other ressources

Question about the feasibility of a graphic trick on ancient hardware like N64: Textures can have holes since the 90s. So why not closely stack triangles with holes in their textures for creating the look of a rough surface?

One aspect of the problem I already figured out myself: Won't this look shit with shit low-res textures? The answer is no, because the screen resolution is also shit and the target is a fuzzy CRT (or CRT filter on emulator). The quality of the effect depends on the relationship between texture and screen resolutions. Here, shit and shit equals not shit. It's like minus and minus making plus.

Is this torturing the z-buffer too much?

Looking for an idea guy

The requirements for the idea guy:

The idea guy must be very used to always thinking about ideas but never actually making anything. I want people who would prefer going out to the bar and talking about their game idea rather than the guy who would stay at home learning how to make prototypes.

I need the idea guy to have years of experience thinking about their idea, but again, not putting in any effort into learning how to actually make it. This ensures the ideas are "pure".

Next, I need the idea guy to have a lot of notes about exactly how the game will work. Since our ideal idea guy has never tried to build a game before, we need these ideas to be "pure". The only way for the idea to be "pure" is if you come up with your design document without any knowledge about all the constraints that developers have when making a game.

If you are one of the few idea guys who has tried to prototype your idea and found out that a lot of your gameplay mechanics simply don't work, would take years to develop, or is way too complex for a small team, we don't want you. This kind of idea guy doesn't have "pure" ideas.

Lastly, it's important that our idea guy would at some point try and make a game and post on forums getting encouragement from other members and recommendations on what to learn, but never following through on anything. This is essential because then we know you are truly an idea guy with "pure" ideas.

>>38968
Who hurt you?

>>38969
Idea guys.

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>>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.

>>38968
>>38970
I was best friends with an ideas guy when I was younger. Very charismatic. He had movie ideas. I would write screenplay drafts and bring them to him when we hung out but he would always reject them and be like "it's different in my head maaaaan but I like, can't describe it, maaaan". I hung out with him because he always was a gracious host who would share weed and beer and was a genuinely funny guy to hang out with but part of me will always regret putting any effort into his movie ideas. To be young again.


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