[ home / rules / faq ] [ overboard / sfw / alt ] [ leftypol / edu / siberia / latam / hobby / tech / games / anime / music / draw / AKM ] [ meta ] [ wiki / tv / twitter / tiktok ] [ GET / ref / marx / booru ]

/games/ - Games

Name
Options
Subject
Comment
Flag
File
Embed
Password(For file deletion.)


File: 1716319417258.png (Spoiler Image,16.64 MB, 3507x4959, rodinagame.png)

 

Hey comrades,
I'm an enthusiast hobbyist game dev, i mostly handle the programming part in games. I also do more general coding.

'Nuff saif, i was wondering if this forum was interested in collaborating to make a semi-official (or even official if mods are down) /leftypol/ game? There's much ideologically motivated obscure alt right games so why not do our own? Could also make us known more among leftist and leftists gamers circles, and mostly be a fun experience for everyone.

I've made a document with a bunch of game ideas that fit it in the /leftypol/ theme, if some of you guys are interested, i can share them and we could build something great. Also share your ideas if interested.

If you posted it on github or something you could get people to contribute. There is already a project like that up >>14035 an over the shoulder shooting game. That might be a good place to start because there's less work to do adding to something that already exists.

>I've made a document with a bunch of game ideas that fit it in the /leftypol/ theme, if some of you guys are interested, i can share them and we could build something great. Also share your ideas if interested.

Where is it lol

> There is already a project like that up >>14035 an over the shoulder shooting game.
Thanks for showing it, unfortunately i do not like it that much, i'd like to make something a bit more parodic

> Where is it lol

Behold the text wall of ideas, some better, some worse:

KZ Manager gulag edition
Involves playing as Alunya and killing chinlets (doom style ?)
You play as /leftypol/ user raiding /pol/, it scales up quickly and goes very far kinda like cookie clicker.
You play as IDF commander aiming bombs: maximize civilizan losses while minimizing Hamas losses
You play as a schizo anarchist Alunya and must destroy the state. Top down shooter
You play as an extremist left wing group and must destroy the state / do a revolution. Strategy game

You’re the russian parliament during 1993 and you must win the siege, the good ending involves restoring the USSR. Strategy, tower defense or FPS

> If you posted it on github or something you could get people to contribute.
It's better to start of with a team, and with an idea and a design than just build a monstrosity with no direction or design

posted this idea way back, but what about like a 2D fighting game with the political ideology catgirls

>>35480
>You play as an extremist left wing group and must destroy the state / do a revolution. Strategy game

>You’re the russian parliament during 1993 and you must win the siege, the good ending involves restoring the USSR. Strategy, tower defense or FPS


I liked those 2 ideas, shooting and click games are not my style.

> what about like a 2D fighting game with the political ideology catgirls
I like the idea of involving all of them in a game

>

Sorry the above post is a misinput

> I liked those 2 ideas

The parliament siege as a strategy, tower defense or FPS?

>>35486
Huh? Why not make the game online first and then worry about the rest? What are you trying to do?

> Huh? Why not make the game online first and then worry about the rest? What are you trying to do?
As i've said, speaking from experience, just like most collaborative work, it's wiser to go with a design already in mind, and already a team, or the game becomes bad, with no real goal or design, and there's very few work done on it and the few being done is in all the wrong places

So what i'm trying to do is create a thread where, if comrades are interested, share our ideas for this game, organize it's creation, form the team, and keep people updated on the devleopment process.

>>35477
I keep thinking recently about how cool it would be to make a kind of framework for story-telling games in the style of disco elysium.
By framework i mean; skill check system, a system for building dialogues, characters, checks, and so on that allows aspiring story tellers to create their own kind of similar novel-games with only art work and writing ability.
Hit me with what is wrong with this idea. :)

>>35486
ALL of tem área good. I like RTS and tower defende a Lot.
>>35489
Yea Thais too is good

>>35480
>You play as an extremist left wing group and must destroy the state / do a revolution. Strategy game
My sugestion: Take Liberal Crime Squad and expound on it. Create more modern jokes, and so on (Stalinist Crime Squad started to be implimented but never was, it is still mentioned a lot in many of the versions you will find on github).

>>35491
tankie crime squad

> Hit me with what is wrong with this idea. :)
Sounds good, but there's not much link with /leftypol/.

If you guys want to derail this and do a game about anything then why not but i think it's more interesting to do a /leftypol/ game, and that's what i'd contribute too

> My sugestion: Take Liberal Crime Squad and expound on it. Create more modern jokes, and so on
> tankie crime squad
It's definitely in the mood i'd like to see

>>35493
Well i was thinking that if it is an LCS spinoff it would be easy to add leftypol themed references.
And it is all relatively simple code, accessible for people to join in, and can easily be compiled for both linux and windows, basically only needing ncurses and a couple of other things iirc.
https://github.com/Kamal-Sadek/Liberal-Crime-Squad/tree/master/src

Hey, remember that one project where it was going to be a dating sim that teaches you materialism. I think Koba was the one providing the art, but its been years

> https://github.com/Kamal-Sadek/Liberal-Crime-Squad/tree/master/src
Legacy code, it's preferrable to do something new, why are people so scared about creating something new in general?

>>35496
Yes I was involved with that but I was depressed and felt like I couldn't contribute anymore and I don't think much happened after that : (

File: 1716327839319.jpg (285.69 KB, 1024x1449, R - 2024-05-21T144217.048.jpg)

>>35498
Thats the problem with a lot of these projects. In the beginning, everyone has the vigor and vitality to work work work. But as time goes on, life happens, stuff happens, and then blamo, it usually sizzles off. I wonder how the people who made Katawa Shoujo managed.

Do you still have any assets left to share?

>>35497
Because >>35498 and other similar things will happen to most contributes before you're even at something usable. I really don't want to be pessimistic about your project, so apologies, but the question was asked. The sad fact is that these things rarely get off the ground. At least starting with something as a base to work from means you're very quickly creating something usable and like i said adds a layer of simplicity which means any project is less likely to hinge on a single person or two.

>>35499
I don't think we really got far enough to have assets, idk if we even had concept art of all the main girls yet

I've seen people in the bigger game i got going on get demotivated or have IRL stuff happen, but because our team is rather large, there is not a lot of impact

>>35501
I have some stuff downloaded of some stuff, but I would have to search for it. Don't think he ever posted main girl concept, so you might be right.

A leftist version of ethnic cleansing would be cool, you can play as an antifa member, a soviet, a red army member, Stalin, Mao, Lenin, or Che Guevara. You'd be killing various kinds of chinlets, the final boss would be a ganon-like porky

> A leftist version of ethnic cleansing would be cool
Exactly! I had a similar idea but i didn't know why i didn't note it

>Wants to make /leftypol/ game
>Posts GETchan art
Heh.
>Also share your ideas if interested
I have ideas for cringe RPG Maker games and one or more idle/clicker games which I've shared before but I'm willing to share again.

> I have ideas for cringe RPG Maker games and one or more idle/clicker games which I've shared before but I'm willing to share again.
Share them, i wasn't here to see them sadly

> Posts GETchan art

I'm not that deep into forum lore, and it's cool if we can include the other forums

>>35528
Okay here are some of my ideas:
>Idle/clicker game based on the "Billions Must Die" meme where you're Poljak and you're trying to kill as many people as possible
<Not sure if it should end once you kill everyone on Earth (8 billion people or so I think is the current population) or if you can go to other planets via Nazi space shit or even other universes with Nazi occult bullshit to keep playing
<Base game would be very similar to say Cookie Clicker but I'm not sure yet how to make it more unique in terms of gameplay
>RPG where you play as a party consisting of stereotypical /leftypol/ posters (Such as "Tankie," Anarchist, Stirnerite, etc.) trying to stop /pol/ from destroying the world with meme magic
<Kind of split into 2 separate ideas, one focusing more on fighting /pol/ with the other more about left unity and class unity in he face of capitalist exploitation and oppression
<Very old idea I've toyed with for some time but never got around to making because I'm lazy, have minimal gamedev experience, and currently can't make my own art
<Probably culturally irrelevant now and even more cringe than it might have been
Those are probably the game ideas I have that are most specifically related to /leftypol/, though I do have some ideas that are just kind of leaning left thematically.

Aight so i see there's a good deal of enthusiasm and ideas, thanks everyone!

For people willing to commit to the project (artists, programmers, designers, sound people etc…), where should we link up to actually pick a design, start working on it, take decisions etc…? Stay in this thread, use a telegram, IRC, 'cord… ?

Also a i've said i can personally do programming

>>35489
I've been toying with similar ideas before. On the opposite end of the complexity spectrum as DE but with a similar core gameplay loop, there is a slew of stat based text adventure games, most of which are nowadays written in twine. Twine is horrible from a distribution standpoint and the usual UIs are very much RSI inducing, so i very much want there to be another viable standard.

Incidentally there is such a thing called glulx, an extension of the Z-Machine format. As for why it fell out of favor, aside from the traction twine has by using html/css/js, the glulx runtime is heavy and not as readily available as a web browser. A new format should ideally be concise and embeddeable, while still being runnable by an arbitrary runtime.

The obvious question would be how the DE map screen with point&click interactions would work on what is essentially a terminal with some lackluster graphic decorations. The only viable solution would be completely decoupling the presentation from the game logic. The result could be an api for accessing stats and traversing dialogue tree in a given resource file.

Why bother abstracting something so banal that is usually completely baked inside a game? First, pure interactive fiction games would be a standalone game format. Second, any written dialogue and even complex stat or disposition calculations would be accessible in a form ideally more accessible than plain code or opaque resource formats.

For a more concrete idea on how something like this might look, a game would consist of a series of states that dynamically generate a list of available actions. The frontend handles their display and selection. Taking an action may always have stat-based side effects and may yield game text. A dialogue tree would be a chain of actions yielding text, which the frontend displays as a conversation.

Maybe we should do a vote on one idea? Here are all the ideas I've seen in this thread so far. I made a strawpoll to vote on the ideas

https://strawpoll.com/bVg8orMb2nY


>KZ Manager gulag edition

>Doom style chinlet killing
>Cookie Clicker clone with a lefty spin
>IDF Simulator (bomb as many civilians)
>Top down shooter
>Lefty version of Ethnic cleansing
>Fighting game
>Tankie crime squad
>Tower defense game
>RPG game

> Maybe we should do a vote on one idea? Here are all the ideas I've seen in this thread so far. I made a strawpoll to vote on the ideas
Good initiative but can you make it a ranking poll? It would more accurately depict people's opinions

>>35544
IDF simulator is topical and could be pretty easy to design in the vein of like a clicker game. The more Palestinians you click the more KKKhamas fights back and the more foreign aid you can get to upgrade your clicking abilities.

>>35545
I actually originally had it as a ranking pol but I was worried that people wouldn't want to spend the extra 10 seconds to rank them and we'd get less votes as a result. Here's the link to it
https://strawpoll.com/kogjk0brKZ6

Thanks, not all names are descriptive though so people should read the thread before voting.
Go vote comrades (i feel like a socd*m electorialist for saying this…)

KZ Manager Gulag Edition sounds fun. I masturbate to logistics and spreadsheets

A doom clone seems like the best idea. It’s good to start simple and a meme shooter seems like the ideal choice, in my opinion.

> KZ Manager Gulag Edition sounds fun. I masturbate to logistics and spreadsheets
I see it as more stylized than spreadsheets, maybe something like you're actually playing someone looking at spreadsheets at a computer terminal in his office.

>>35477
sometimes I have the idea of making a HOI4 mod where the various leftypol civil wars/coups are represented lol. but then I don't because I'm too lazy

>>35551
Use Thatcher's Tech Base as an inspiration.

>>35551
more like old doom or nu-doom?

>>35529
>>Idle/clicker game based on the "Billions Must Die" meme where you're Poljak and you're trying to kill as many people as possible
><Not sure if it should end once you kill everyone on Earth (8 billion people or so I think is the current population) or if you can go to other planets via Nazi space shit or even other universes with Nazi occult bullshit to keep playing
><Base game would be very similar to say Cookie Clicker but I'm not sure yet how to make it more unique in terms of gameplay
This sounds funny and maybe the best idea since it is easy to make browser based.

I think tgat should be a criteria. The game needs to be browser based with no dl neccesary.

File: 1716422980553.png (348.66 KB, 354x446, ClipboardImage.png)

What if you did a reverse-shooter where the enemy is a single NPC who is essentially doing a mass shooting against other NPCs and your job is to stop him?

>>35559
If we're gonna do a clicker game then how about a game making fun of the 'productive forces' meme where you build up the forces higher and higher and as the game goes on it becomes increasingly clear you're never going to implement socialism

>>35561
lol, eventually you have a moon base and start colonizing Mars and it's like
>socialism by 3050!

>>35480
>>35529
A game based on inter-chan political board bickering would without a doubt result in Marxist Matey tier cringe, so I vote a firm no on it. Although a billions must die simulator would be the closest thing that would be actually good and funny.
>>35483
These premises are more like the ones that typically do well, see: CITK series, that SPD socdem game that was posted here a while back. Generally if you're going to do something political themed you should just make it a straight politics game like that, can't think of any successes that break this rule.
>>35561
>>35562
This would also be funny

Could also just remake Hidden Agenda the MS-DOS game

>>35565
A billions must die game would probably do numbers. It's a real popular meme that breached our sphere. It would probably also bait people who think the chvd is hecking based and prompt some controversy that would get a lot of attention.

>>35565
hidden agenda 2025 would be sick.

>>35566
urgh but I hate the meme, oh well I guess it might be popular

has anyone not played the half earth socialism game yet? that's v cool

>>35567
I was more trying to warn that it might blow up and attract unwanted attention to do the billions must die one.

>>35568
new users isn't bad imo

>>35569
Yeah but there's a limit on that when you're a small site.

>>35567
>has anyone not played the half earth socialism game yet? that's v cool
Yes but my strategy is so good I get an integer overflow lmao
<research synthmeat
<remove the fetters on the forces of production
<respec into synthmeat, biomass and windfarms
<rush for space
I actually had one run where I did the space stuff first and almost got it but got thrown out of office because I integer overflowed
>>35568
You don't have to advertise leftypol on it, or can hide it away in the About section

>>35573
Yeah they really need to fix the integer overflow, it couldn't take long surely

>>35575
Apparently the dev still updates it? Maybe we are just the only people good at the game and they've never found out haha, nobody is even mentioning it on their itch page
https://frnsys.itch.io/half-earth-socialism
It's also not listed as an issue on github
https://github.com/frnsys/half_earth/issues
Must be our MASSIVE brains setting us apart, nobody else realized sending the children down the biomass mines would save the planet.

>>35576
Lol. I don't think I've ever done stakhanovism, I usually do leisure economy, but yeah I've played it a few times so you kinda learn how to whip the game a bit. Also I do mandatory veganism as soon as possible

> A billions must die game would probably do numbers. It's a real popular meme that breached our sphere. It would probably also bait people who think the chvd is hecking based and prompt some controversy that would get a lot of attention.
How do you see it implemented?

Also remember to vote and rank your opinions, would help us get somewhere: https://strawpoll.com/kogjk0brKZ6

>>35584
Clicker game where you start by encouraging / pol/yps to go commit violence, and over time you get upgrades that increase effectiveness like becoming covid superspreaders.

>>35498
>>35560
>What if you did a reverse-shooter where the enemy is a single NPC who is essentially doing a mass shooting against other NPCs and your job is to stop him?
Being a civilian in a Burgoid mass shooting that has to either survive or end the shooting by interacting with their enviroment and so on could be a legitimately fun game!

>>35588
Yea this vote website is fucked it wants you to drag things around or some shit i tried to vote for the thing i liked but i think i did it wrong, use a proper poll site.

>>35589
Any ranked voting system is going to work something like that lol. Anon was right people wouldn't get it lol >>35548

>>35590
Oh i didn't realize it's ranked. Yea, unless i'm the only dummy this poll is probably fucked ngl.

>>35560
This is actually a cool concept, this kind of game could easily go past the leftypol sphere and into the mainstream

Just make Disco Elysium again, but more /leftypol/.

>>35560
>>35588
I think it would make the most sense for it to work like a stealth game to get close to them and a beat-em-up to take them down once you get close. Giving the player their own gun would have to be off the table for making it too easy. You could do something like throw objects to stun them though. Difficulty could be based on the type of gun they have plus things like body armor. Also scenarios with multiple shooters. The end game could be like actual RWDS/freikorps and you have to level up your counter-terrorism skills and arsenal to the point that you are now a people's protection unit.

>>35595
Just make it a mgs parody.

>>35595
>I think it would make the most sense for it to work like a stealth game to get close to them and a beat-em-up to take them down once you get close.
Kind of but that becomes a bit to close to a power fantasy i think if the win-condition is ONLY to beat the shooter physically. I envisioned multiple win conditions, with the easiest being simply hiding and luck, by interacting with your enviroment i was imagining things like, moving room to room, opening and closing doors, using items such as chairs or desks to barricade a room, things that can be used as weapons both when in close and like you say to throw at them. IF it comes to a fight with their always being a chance you can die regardless to chance if you decide to take him on.
I was imagining it to be relatively small, so either death or resolution of the shooting (survival until cops show up or he leaves or incapacitating the shooter) with the variability in both different school map layouts and the shooter's skills and as you say, armor, ammo, weapons.

<Giving the player their own gun would have to be off the table for making it too easy.

Easter egg: you incapacitate/disarm him and take his gun, only for the cops to barge in and shoot you.

>>35597
You could have a spectrum between like a horror game where you just hide (like Amnesia I guess) and a game where you can actually fight back. I think rather than "win conditions" you can just choose how you want to approach it. Any "win" kind of sends the wrong message. But depending on the scenario it's more or less viable to try to resist. You also might struggle to find a place to hide, so the choice is more whether you at least try resisting. IMO it makes more sense for the scenarios to have a "roguelike" set up so you can't just retry the same thing over and over.
>variability in both different school map layouts
There's been mass shooters in all sorts of places. Schools would definitely be more on the horror game end of the spectrum where fighting back is next to impossible.

>Easter egg: you incapacitate/disarm him and take his gun, only for the cops to barge in and shoot you.

oof
Honestly just give the cops bad AI so they are as likely to shoot bystanders as the perp.

>>35600
>You could have a spectrum between like a horror game where you just hide (like Amnesia I guess) and a game where you can actually fight back.
Yea, that's what I was thinking. Not power-fantasy but not -complete powerlessness- like i imagine horror games tend to be.
>I think rather than "win conditions" you can just choose how you want to approach it.
Yea, that is what i was trying to get at with the phrase, sorry, as in, a level can be completed multiple ways, through waiting it out, fighting and so on as mentioned.
>But depending on the scenario it's more or less viable to try to resist.
I envision any real resistance relies on trickery, so ambushes, which could make it quite interesting in how you approach with much variation, for an example:
>you find a mop-and bucket, the mop gives you a wooden pole weapon,
>you empty the water on the floor at a corner
>you shout to catch the killers attention,
<killer runs towards you, killer has a check to slip,
>you pop out of a doorway or hiding spot and attempt to beat the incel freak with the wooden pole into unconsciousness,
it was spectacular unsuccessful, the last thing you see before you die is a chinless greasy skinned thingnoticer.

>IMO it makes more sense for the scenarios to have a "roguelike" set up so you can't just retry the same thing over and over.

Yep! Depending how it is layed out (personally i probably would not make it a 3D game) I think something that could be taken from rogue-likes are procedural generated maps to keep things fresh! I think it could also work well as a turn-based system too a la rogue-likes.

What if we threw a deadline, something like up to 1st june for people to submit their ideas, and we did a poll with the most discussed of them?

>>35603
They should just vote on what sort of CITK-like they want to see, because everyone is discussing these big ideas in other genres and don't realize it's probably going to be shit kek
Let's see if leftypol can handle making a good game where you click buttons before beginning on their FPS immersive sim GTA clone

>>35601
One of the issues with this concept is it's basically an immersive sim type of game which are fairly technically demanding to develop since you have to build the environments and props to work right in a variety of situations. Combine with a roguelike and it's significantly more complex. Not that it's not doable, but it's more involved than some of the other ideas like a clicker game or gulag manager.

File: 1716548327034-0.png (87.36 KB, 640x400, ClipboardImage.png)

File: 1716548327034-1.png (79.21 KB, 640x400, ClipboardImage.png)

File: 1716548327034-2.png (118.95 KB, 480x360, ClipboardImage.png)

File: 1716548327034-3.png (72.59 KB, 640x400, ClipboardImage.png)

File: 1716548327034-4.png (54.92 KB, 640x400, ClipboardImage.png)

Back to shill for a CITK-like, but going to emphasis the potential collaborative benefits of such a format instead of the alternatives. Will be posting some Hidden Agenda pics for everyone to look at while mulling over the points.
Alternatives:
>Often a couple of people become modellers/artists
>One guy does all the coding, maybe two
>One guy does the writing to keep the plot consistent
>Everyone has to use github and can't just dump things on the board
CITK-like:
<Can have anyone contribute with minimum effort
<Entire site knows the subject matter
<Can standardize events, characters, etc, as they're ultimately just a bit of 2D art, text and stats
<Can share AI prompts to get the character style wanted, and then people can do them for fun, can be made even more uniform with photoshop filters or whatever
<Can write a basic guide on events so even people whose coding knowledge finishes at modding config files can contribute, any balancing can be done by either playtesters or someone keeping track of it all
<Format possibly makes it highly moddable? Shadow President 2 confirmed?

>>35611
I think this would probably be the best option but still seems like a huge job to put together. Also, how would we deal with the problem of biases?

>>35612
>Also, how would we deal with the problem of biases?
Go into it with a similar mindset of the Disco Elysium devs. Don't be afraid to make fun of yourself, be a bit cynical, and don't be obsessed with portraying your ideology as the goodies.

We need to know our means we will have to develop the game, to see what we should aim for. Higher means could make bigger games at our reach, like the school shooting idea, while lower means could make us have to constrain to smaller games (can still be funny) like gulag management simulator.

So, to know our means, artists, designers and programmers that want to help should stand up and say their experience, with what engine, how much time they could pledge and other stuff revelant to help.

I'll start:
I could handle the code, i have experience with Godot and Unreal Engine but i think that we might have to make our own game engine. I can also do a bit of designing, and i can lead if there's no one more experienced that's willing to put more time than me.
I have made multiple jam games, along with a bigger game in Unreal Engine 5 that's like Sea of Thieves with One Piece characteristics.

Most of the time i also have a lot of freetime, something like half of weekdays and a majority of the weekends, so i can do substantial work on the game.

(Forgot this in my latest post)

>>35605
>One of the issues with this concept is it's basically an immersive sim type of game which are fairly technically demanding to develop since you have to build the environments and props to work right in a variety of situations. Combine with a roguelike and it's significantly more complex.
Cataclysm DDA has a modding API https://docs.cataclysmdda.org/MODDING.html
The amount of game systems it has might be a bit overkill but it certainly has the means to set up a school shooting as a scenario. We could target a certain version of the game and distribute it with the mods and a tileset or maybe write a custom launcher.

> The amount of game systems it has might be a bit overkill but it certainly has the means to set up a school shooting as a scenario. We could target a certain version of the game and distribute it with the mods and a tileset or maybe write a custom launcher.
It also makes it unapprochable for the common person

>>35617
Not necessarily. The game would need to be balanced so simple movement or item-based strategies are viable and exploration of game systems like disassembly/crafting is not outright discouraged. Learning the chvds movement patterns to bash him with a melee weapon might then be the easier route than building a nexplosive from scavenged materials, even though some players might try the latter for the cool factor.

>>35616
Thats funny, am the anon who came up with the idea and was kind of thinking of using CDDA for the idea. I'm not sure how far we could go with that system though, but i do happen to be indimately familiar and experienced with CDDA's JSON system for modding and mapping, having contributed a little and wrote a lot for my own version.

>>35617
>It also makes it unapprochable for the common person
The most recent zelda games are open world immersive sims and together make up over 1/3 of all-time sales for the series.

>>35620
come on, it shouldn't need to be explained to you the difference between botw and cdda

>>35621
You can make that kind of game system approachable is the point. It just needs to not be overly complicated to interact with.

>>35614
>i think that we might have to make our own game engine
Why does somebody do this every single gamedev thread even if the suggestion is something like a cookie clicker lmao

>>35614
>We need to know our means we will have to develop the game,
<but i think that we might have to make our own game engine.
make games first, wonder about making engines for a communal use later after we have a community.

> make games first, wonder about making engines for a communal use later after we have a community.
Could be a good idea but by "own engine" i mean something specifically tailored for the game

> Why does somebody do this every single gamedev thread even if the suggestion is something like a cookie clicker lmao

What i said above + if we have to make our own "engine" for a cookie clicker game then it will be easy, you don't really need an engine for simple 2D stuff. Although i agree we will get the game working faster if we use an engine

Also please vote (https://strawpoll.com/kogjk0brKZ6) and/or make yourself known as a potential team member, we're not making much progress right now

>>35625
"Engines" are just combos of franeworks. You don't have to reinvent the wheel with any basic stuff as there are millions of free frameworks out there.

>>35626
I voted for the cookie clicker and crime squad and gulag manager although not a fan of the third. I think a mostly text based browser based game is the way to go.

Everyone should check out a dark room or whatever it's called for a very creative and entertaining browser clicker game.

>>35625
I think we should just focus on getting something that has out of the box web compatibility so we can put it on itch so that as many people as possible can play it tbqh, not to mention making a bespoke engine has one person monopolizing the creative process until it's ready (no offense intended on this, but this is how it likely would play out if issues arise). The German SocDem simulator was made in an engine and that would be good for a starter game. If an engine absolutely has to be made then it would make sense to make a political simulator engine, because these games obviously do well and I think the SPD game had to settle for an ad-hoc use of a story engine.
>>35626
This poll doesn't even include several of the very good suggestions made earlier in the thread, nor does it contain the CITK-like suggestion (which I'm sure was suggested by someone else before the poll was made anyway). It was also made early in discussions. Basically it should be boycotted and declared void because my suggestion isn't on the ballot and I'm Juan Guaido.

But I seriously point people towards my argument in >>35611 - sure you may get 10 or even 20 votes but if people are not able to actively engage in the creative process then it will ultimately result in just a few people (through no fault of their own) being stuck doing most of the work and everyone else being idea guys. My proposition doesn't just democratize the creative process, it lets people actively engage in it. As a proposal it lets people submit content through leftypol posts rather than learning and registering to github, which programmers think is trivial information for some reason.

Hope this doesn't come across as too pushy as I made myself a really good dinner (it was sweet chili garlic prawn noodles btw) and had more than a few beers before writing it.

>>35626
Actually just realized that the two early CITK style suggestions in the thread were made by you and were left off the poll despite getting approval from another poster lol

>>35631
I agree with you, I think Hidden Agenda/CITK-like is the best idea

Figure out the team first.
Then select the top ideas.
Do like a "game jam" and build a simple prototype for each of the top ideas.
Then figure out which seems most doable.

>>35633
😘
If people decided on such a thing, I'm leaning towards a similar setting as Hidden Agenda as well. Latin America is pretty out of the common warmongering cultural sphere right now, and people are still sympathetic to the victims of Operation Condor, outside of the PSUV who have had the far left turn on them recently. Most other places will be accompanied by overly politicized nonsense and tribefaggotry. The second place pick is Africa but if you were to put it in the African coup belt you would eventually drag in people like Traore, and it's beneficial for us to keep him out of the western zeitgeist due to the issues of dealing with the Sahel insurgency (it's getting a little nasty).
This may sound ridiculous but MAGAcoms accidentally exposed a Maoist tech billionaire by not understanding the financial information they were digging up and accusing the PSL of being funded by Wall Street. So I think if you're going to make a political game to spread ideology it is beneficial to not put eyes on places that people shouldn't look.
Of course if you wanted to stay out of the coup belt we could make "DERG: An Ethiopian Game" but then you're just stuck with Traore from the cold war kek.
>>35634
Alas I am too retarded to build a project and can only beat leetcode challenges, also my computer is a disposable 4GB RAM laptop run through a decade old TV.

File: 1716626525567.png (48.54 KB, 111x184, ClipboardImage.png)

>>35538
How is Twine horrible for distribution? It spits out an html file which can then easily be transferred and read on any PC.

What's RSI? A casual web search yields me a lot of of presumably false hits such as
>The Relative Strength Index (RSI), developed by J. Welles Wilder, is a momentum oscillator that measures the speed and change of price movements.

Solly if that came off as a bit confrontational, I'm a bit in your shoes except that I'm a noob. DE fanatic with an (mostly unrealized) interest in writing my own interactive fiction. The noobity is indeed the problem here: I don't know how to code and what little I've forced myself to learn has been pure misery, it just doesn't speak to me.
pic related: me doing sugarcube

File: 1716628018077.djvu (13 MB, 193x255, land_of_lisp.djvu)

>>35643
>What's RSI?
Repetitive Strain Injury, the pain you feel when clicking through a 10+ choice twine game without a saving option or really any twine game for a couple of hours.
>It spits out an html file which can then easily be transferred and read on any PC.
There are some twine programs like that and then there are those that dependd an incessant amount of outside resources that expire over the course of a year. Being so closely coupled to the web browser also means we will never get any software that fixes the interface of twine games, because the content IS the presentation.
>I don't know how to code and what little I've forced myself to learn has been pure misery, it just doesn't speak to me.
Land Of Lisp has a section where you write a text adventure game. Maybe give Common Lisp a try.

Grace x Alunya dating sim

File: 1716631410005-0.png (1.87 MB, 1280x720, ClipboardImage.png)

File: 1716631410005-1.png (1.72 MB, 1280x720, ClipboardImage.png)

>>35645
Cat girl raising sim where you have to raise all of the ideology catgirls in one house and make them get along.

>Lisp
((Krill ((
yourself))
))

> What's RSI?
As someone fairly experienced in trading, it's an horoscope

> Cat girl raising sim
> Dating sim
I'm not motivated to develop these kind of games, but you guys can find another coder no problem

Aight now that my shitposting is over, i'm gonna start working on a prototype of the gulag manager game, while we further discuss ideas, organization and team members. Anybody that wants to help let me know.

>>35649
Actually it stands for Robertson Space Industries, a millenarian cult afflicting 25-50 year old tech nerds and making them tithe their salary to bring about the coming of the Messiah.

>>35650
2d or 3d?

>2d or 3d?
I was thinking you're a KGB member, or anyone really, in an office, and you have an old graphical terminal (80's, 90's) through which you manage the gulag. This can add more style over a simple spreadsheet.

Just downloaded KZ Manager and i think we can do better graphics than this

>>35653
What does managing entail and where does the fun happen?

>>35654
Well imagine you're playing a manager of a gulag for Nazi prisoners of war.

You know the kind convicted of warcrimes.

With the added management level of still having to pay your prisoners wages.

More seriously how many Nazi war criminals do we start off with?

>>35655
>>35656
Where's the challenge? What is playing well vs poor? What's your goal?

>>35657
It's the ease of implementation on my part. I can't speak for the other tankie.

There's genre of games like Hamurabi or Kingdoms that can easily be implemented as a command line game.

>>35658
We can understand what makes a successful kingdom or whatever what makes a successful gulag? Are you like trying to keep them alive with low resources or something?

So get the gameplay right by writing a prototype in basic or lisp or something? Then add graphics?

>>35660
Come up with a design doc first.


>>35656
The game could start by saying the red army captured 200 soldiers in the battle of <pick random village name from a list>. Then there would be random "migration" events like in dwarffortress with some flavor text about the war or soviet politics.
>>35657
The goal could be surviving as a successful POW camp where prisoners from smaller, less-efficient camps are sent to consolidate resources. We would have the period from 1943 to 1955 to work with.

> So get the gameplay right by writing a prototype in basic or lisp or something? Then add graphics?
> lisp
If somebody suggest Lisp again he will be put in the gulag as an easter egg

> Come up with a design doc first.

I'm not a designer, and for a prototype i would rather spend that time coding.

Regarding progress on the prototype, i'm trying some stuff with the engines i already know to see if they would fit

>>35664
>If somebody suggest Lisp again he will be put in the gulag as an easter egg
Why should we use ALGOL over it though? Common Lisp is a time-tested industry standard both suited for prototyping and optimizable to nearly C levels of performance.


ALGOL? Fortran is a fast, mathematical programming language that will allow us to implement communism by killing billions vuvuzelans in the matter of miliseconds, and even nanoseconds on high tier consumer machines with up to 16kb of ram!
New game idea: The gulag manager but you're actually putting LISP programmers inside.

>>35666
ALGOL is every language with ALGOL-like syntax just like Lisp is every language with Lisp-like syntax. Seriously, Common Lisp beats every language higher-level than C or Fortran (https://renato.athaydes.com/posts/revisiting-prechelt-paper-comparing-languages.html) and the only realistic argument against it would be programmer familiarity, which is fair.

>>35558
old doom, new doom is fun but it’s visuals and gameplay might be a bit too complicated for bunch of shitposters to replicate.

Wouldn’t it be better if the gulag simulator was about something other than ww2? Perhaps it would perform much better if you were managing a pow camp in a imaginary setting with socialist aesthetics. That would make the game seem more appealing as there would be a layer of “fantasy” over the politics, thus not immediately pushing people away and lowkey political messaging might even make the game more interesting rather then just putting all the politics right infront of the player.

>>35669
like how Papers Please did it?

File: 1716658578159.png (626.66 KB, 1156x552, great.PNG)

When you boot up KZ Manager you're greeted with questions about how you view turkish people, and if you answer wrong, the game crashes.
What could we have?

Also, behold a composition of Free 3d Model table and Free 3d Model old computer. Doesn't look like much but it took way too much time to fix problems i had with unreal engine

>>35671
>What could we have?
A captcha that asks you to identify which pictures contain women. They're all cis, but some of them are a bit more gender non-conforming.

>>35670
yes, if executed well setting could be the real reason why people enjoy the game.

>>35672
Rosa comes to mind.

Do we want the game to have value in its gameplay or in its edginess? Second one is easier to do, especially for a team of one guy and an anon image board

>>35677
>have value
You mean what the appeal is? It's not that difficult to design gameplay that draws people in, but there's some theory to it and it's an iterative process making what you've built work better. In terms of game design your first question (after you know what the concept will be) is what the primary game loop is, and what sub-loops or super-loops you will have.

E.g. Papers Please has a primary game loop of validating individual people's papers, sub-loops of checking each piece of information, and a super-loop of the daily schedule and making money to support your family.

>>35665
> Common Lisp is a time-tested industry standard both suited for prototyping and optimizable to nearly C levels of performance.
>muh performance
Bro we're making the kind of video game that played on dos computers for computers with octocore processors. Games on modern hardware bottleneck at the gpu and hard drive.

>>35679
>>35665
for a prototype what you want to optimize is how quickly you can churn something out and make alterations. performance (based on the language you code in) is about as irrelevant as you could get at that stage of development.

>>35669
Gulag simulator could be like Death and Taxes where you have to judge people and decide who is punished and that affects the world. Like if you save future Von Braun it helps the socialist space program but increases resentment and injustice.

>>35681
It could be anything. I think people will appreciate the game more if it has its own setting and story rather than just being a meme game.

You guys should check out Prison Architect. Maybe too complex a game to pull off for something like this.

>>35689
I like prison architect but i think in the gulag game you will stay at your office and not have to worry about how you're building the gulag

Interaction system done, tomorrow i'll add logic to the computer so you can actually jail thousands of innocent SS officers.

>>35702
Looking nice

>>35702
Dope.

>>35664
Be nice, I script my wolf3d Style engine with scheme

File: 1716815769742.png (82.68 KB, 895x406, spaghetti.PNG)

The interaction system is a hot bunch of spaghetti

>>35729
Is this an image for ants?
Some general blueprints advice:
You can collapse everything to functions and macros to reduce spaghetti. Also set everything to local variables so you don't have to spaghetti from one part of the function to 4 places on the opposite end.

>>35730
Also the sequence node can be useful for organizing the spaghetti.

>>35730
If this is the game that gets picked there will definitely be a refactor xD

>>35729
What is even the appeal of working with stuff like this vs writing code? This seems somehow even more tedious because you have to deal with the layout.

>>35734
>What is even the appeal of working with stuff like this vs writing code? This seems somehow even more tedious because you have to deal with the layout.
It's more integrated with the engine and has more documentation and example. For a prototype i prefer that to less spaghetti, but the gulag's alculation and logics will be done in C++ and called with blueprints, because for logic heavy stuff i prefer C++

File: 1716827175348-0.png (54 KB, 498x471, ClipboardImage.png)

File: 1716827175348-1.png (48.14 KB, 406x492, ClipboardImage.png)

File: 1716827175348-2.png (56.72 KB, 623x449, ClipboardImage.png)

File: 1716827175348-3.png (180.93 KB, 939x851, ClipboardImage.png)

>>35734
Yeah what he said:
>>35735

Except I'm not a traditional programming expert at all.

I just typed some random letters into blueprints and picked one for this example.

>pic 1

But less say I want to attach my character to something. I don't even have to know what the functions are. I can just even kind of guess what kind of words the function would be named. It gives me a list of all the possible functions that are valid for that class of blueprint. Ahh Attach actor to component, that sounds like what I need to do.
>pic 2
This spawns in blueprints.
>pic 3
Ahh rotation rule, hmm it's a dropdown, wait what do these options do? Hover over one. Tooltip. Ohhhhh that's what it does.

Whereas I type attach in Visual Studio(I don't have all those code helpers everyone uses for Unreal so I dunno how they work) nothing happens. With more searching than was comfortable I think I found what the equivalent C++ function is. It doesn't explain at all what the options for AttachmentRules are.

I dunno, like I said, I don't have a strong programming background but I can't make heads nor tails of doing the equivalent stuff I know how to do in blueprints. Maybe their documentation makes sense you.

>>35736
In visual studio if you want completions you can type what you would usually put in "Target", which is called a class, then a "." to access it's "Methods". If the target is self, you do "this."
It's still better to understand how C++ works though lol

>>35738
>It's still better to understand how C++ works though lol
Well obviously. Blueprints is just dressing on the underlying C++ code. You asked why someone would use blueprints. You say that spaghetti is a headache I say all that visual studio stuff is a headache.

I dunno I see a lot of people who code in C++ who really do anything impressive programming wise. I've heard people who know C++ say that they have a hard time picking up Unreal C++. I hear all kinds of opinions on this matter. What I know is that C++ code is more performant and you can do things you can't do with blueprints. You can look "under the hood" of any class in unreal and see how things work. Like most people use the Character Movement Component and don't really know how all the variables and the underlying functions they apply to work. I could hardly find any posts talking about those many many functions inside it. I started trying to read the C++ code but it's so confusing for me to look it. Right now I'm just trying to just reinvent it my own way so it works exactly how I want. I'm gonna learn C++ one of these days.

>>35739
Lol I looked at the .cpp for CharacterMovementComponent and it's 12880 lines. Fucking hell.

>>35739
>>35740
Hot take: unless you are in some kind of professional dev pipeline where you are expecting to have very specific features according to some genre conventions, you're better off building things like CharacterMovementComponent from scratch than just implementing a default option with thousands of lines that are mostly features your use case isn't going to need. This level of bloat is part of why so many AAA games are so poorly optimized.

>>35741
Not a programmer but building everything from scratch seems like a huge waste of effort when the code already exists.

>>35742
It really does not take a lot of code to make a guy move around a scene.
>when [movekey] is pressed
>player.velocity += speed * normalize(direction_vector)
The rest is details. The reason you have almost 13k lines for something like that is because the engine is full of bells and whistles (which suckers devs into using it) to ensure the character can interact with any of these systems automatically. The movement rules by themselves aren't necessarily going to slow the game down (at least not at runtime), but the kitchen sink philosophy to engine design (and by extension development) is a big reason AAA games are such slop at the moment. You need a big team of people just to work on implementing all these features, when you could make the same basic game with PS2 graphics and instead pay people to make more game content.

>>35743
Creating a new engine for every game is like coming up with a new language every time you want to write a book.

>>35744
I'm not talking about a new engine, just a new character mover. And of course it would be better to have one ready to go, obviously. The issue is when the one you have available is extraordinarily bloated to the point that it's cumbersome to use.

>>35744
It's not that bad. Writing a game without an engine is simply badly suited for the types of games AAA developers make. I think it is a better programming experience to work from scratch because you solve your problems instead of reasoning about a black box that has solutions to every problem ever. You can use middleware or implement features yourself as your interests dictate.

>>35745
It's really not cumbersome, it just handles a lot of stuff in optimized ways on multiple platforms. Multiplayer is most of it and coding it from scratch is AIDS, especially if you want to deliver a game and not have masochist fun trying to code it from scratch.

I was busy but i got more work done, i'm working on computer logic. Not much stuff that's interesting to show

File: 1716981951255.png (40.39 KB, 796x329, Capture.PNG)

Beware!!! This is actually what science says happens when you sit at your computer!!!

The game, and prototypes, will be made open source on completion. Right now i'm making 3D ui work better.

Throw some ideas around for the logic of the gulag manager idea, as i'm beginning to code it, after having fixed a nasty bug.

>>35656
Has some good ideas, but i was thinking their could be multiple prisonner types, all with their own inclinations. Inclinations would notably be between 4 state they can be in: Idle, working, as a dead body needing to be disposed of, and as a dispoed of dead body, and a "revolt" gauge.


Unique IPs: 46

[Return][Go to top] [Catalog] | [Home][Post a Reply]
Delete Post [ ]
[ home / rules / faq ] [ overboard / sfw / alt ] [ leftypol / edu / siberia / latam / hobby / tech / games / anime / music / draw / AKM ] [ meta ] [ wiki / tv / twitter / tiktok ] [ GET / ref / marx / booru ]