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File: 1779636490038.png (6.92 MB, 2614x3906, ClipboardImage.png)

 

Hi, I'm making triple A game. My only question is how to make a triple A without their budget because I'm indie developer and I do everything on my own. I want to make a large sprawling adventure game the likes of which you've never seen; but I'm quickly hitting a roadblock because I want to go all the way in. So I'm writing my own game engine with OpenGL (for mobile) and Vulkan (for other devices) as a renderer. What do you think is the best way to create this large 3D RPG game? Is it feasible? How do I make the big bucks because I think the world owes me making me hyper-rich in the millions and even billions? Are all of this a waste of my time?

Don't tell me please to make small games like strardew valley, limbo, or hollow knight because we all know those games are extremely trash and playing them for too long will give you autism from how whimsical and out of touch with reality they are. The colors in them are either hippy acid junk or dull monochromatic depressing blend. They are also silly with their character movements and interaction because they are in 2D space. Everyone knows the superior option is 3D because it has larger expressive range unlike those trash 2D games everyone tries to trick you into playing. I still say it to this day. 2D games are a scourge in the game world. The better alternative is a full transition into a 3D environment and the serious contemplation of adapting hyper-dimension (such as 4D and even 16D) into gaming world. 2D games are holding us back from evolving and becoming better and smarter. So don't tell me don't make the witcher 3 clone. Because you're opinion is instantly worthless and silly.

Plus, how could I argue the world owes me millions and even billions when I'm making 2D stupid games like trash hollow knight and stardew valley and Limbo. I especially hate Limbo. If I was developer of Limbo I'd hide myself in a hole in the ground and never show my face to humanity.

(btw, image is copied from another thread to save you bandwidth opening this page and to save the website resources by getting the same hash file and hence reusing the image they already stored.)

>(btw, image is copied from another thread to save you bandwidth opening this page and to save the website resources by getting the same hash file and hence reusing the image they already stored.)
$ md5sum *.png
d8669723eeb90d6e69ddd2f374d9b490  1779616801694.png
7fd24dd51ed3a86624001fa251dd3db8  1779636490038.png

>>46893

Interesting! I don't know why they differ. My file is 7MB and other one is 5MB. I don't know what brave did when downloading this file.

you cant. complex is not necessarily better, stardew valley did something simple yet it worked for millions of people

>>46895

Are you seriously telling me to make stupid games like shitstains valley. I will fucking flip the motherfucking table and break everything on it if you keep telling me this shit. Make it big or make it home. That's my moto. I'd rather do one thing in life that I'm proud of even if takes 20 years or join the rank of slogging commoners like Limbo developer. I dare Stardew Valley to release 3D game for the Switch now that they made 300 million dollars and they have the budget. But lemme tell you something: they will not do it despite their enormous budget because they are commoner trash developers. Their success is largely unearned. Let them go fuck themselves. I'm not like them. I'm so much better. I'm willing to break a leg literally and figuratively to bring you Witcher 3 competitive alternative. That's not a wish, it's a promise.

I can make a cyberpunk, or GTA 6, or Witcher 3 all by myself in a matter of good amount of time. It may not have the same scale, but I promise it will have the same depth even if the gameworld is 2000 sq inch big.

>>46896
The smart and sensible thing is to work as little as possible and get the most in return. But you do you. I kind of like your attitude even if it seems illogical to me.

>>46896
these "simple" games actually took years of development to get made (and are still being worked on and updated)
why do you hate simplicity so much? im not even telling you what to do, just saying that you need to know your limitations as a single indie dev.

what are videogames if not abstractions of real life tasks? abstracting and simplifying a games cycle to the point its fun is actually a complex process, a simple game hides the years long effort it took to make it actually fun and addictive

>>46897
I think if you are into game development you also notice that my view is more realistic than is commonly believed. Take Rockstar for example, they aren't actually making individual houses and shops and streets in the game. Instead they take a top-down view of city outline and they have a machine learning software that constructs logical city structures such as road marking and parks and shops with sane and correct proportions using that said blueprint. They also have material generation algorithms that simulate the creation of stainless steel and other material which they slap on their 3D designs. Even their animation are made by tools that scan faces and capture real-life motion instead of developer working painstakingly on every pose and keyframe. So in reality they are making far less content than is commonly believed. Their competitive edge is coming to the gaming scene early and amassing huge capital. Imagine I had the AI and animation tools and other hardware and software they have, I'd certainly make a big enormous game in little time. I especially envy them for having that 100 thousand dollar tool that satellite view of a city and generates very realistic graphics from them.

The other thing about making video games is that even though it's hard to code entire game concept, it's actually easy to create good-looking games. You have fundamental concept such lighting, pbr, decals, shadow, bloom for example. And doing them will gives you great fidelity to AAA game graphics.

The main issue is not graphics actually. It's instead math which game developers are notoriously horrible at doing. In fact, barely any indie game developer has a good grasp of math. Like almost of them think that camera object is moving through the world space. You could look at it that way. But the more precise way to think about this is to realize that the drawing function is using cartesian coordinates -> f(x, y, z) and so to move in the world you don't move in the world space because it's always the same and you can't change it's geometry to make it render in other ways. Instead you use shift function and that's where camera comes it. It just applies offsets to graph of the world making it from f(x, y, z) to f(x - camera.x, y - camera.y, z - camera.z). So, basically, you are not moving the camera. You are shifting the graph of the world rendering.

I think this what prevents most indie developer from making large AAA-like games. They can't handle the math. They prefer the comfort of flipbook animation instead of interpolation keyframes using math. That's all. I think the game I have in mind is very doable with many of the current AI tools. I'm glad they finally trickled down, but this is a mere drop in the ocean triple A studios have actually. But imagine, just imagine, the game in my mind is not so far away in the future but instead just around the corner. I wake up early to work on the game when I think of this.

>>46892
  1. Fuck you.
  2. Don't waste time making your own game engine, just use SDL3 or Unity or whatever.
  3. Start with 2D games first and then maybe you can try 3D.
  4. It's going to take years of your life and you should question whether or not you have the drive to make it happen.
  5. Stardew, Limbo, and Hollow Knight are not small games. You should aim for Undertale, which is a relatively small game, and was still quite ambitious for a solo developer.
  6. You're probably not going to make much in revenue, and if you put it on Steam they automatically take 30% of what you earn.
  7. Get a job.

The number 1 thing is to have good animations, spend a ton of time on that and don't use any stock animations. When I boot up a game and I see the default fucking unity/ue4 running animations I uninstall immediately. It tells everyone you're an amateur that doesn't care about quality.

>>46898

Regardless of how many years it took to develop Stardew Valley, you must know that they won't release 3D switch version because they can't. Because are not up to the task. Because despite Stardew Valley being a 100+ hours of gameplay it's mostly about maxing relationships and catching all fish and cooking all recipes. The alternative is to open the game and close it because you never cared about moving away to small towns. That's what I think. And I'm not against simple games. I hate so many complex games. I'm also not specifically against 2D, I'm against the fact they never evolved further than flipbook animations and arcady "don't take me seriously" style.

To prove this, let me tell you about a complex 3D game I hate a lot. It's among top 5 most sold games. Do you know which one? It's Minecraft. You open the game to find that you are in a forest and required to mine and craft. You could at that instant stop the game because you never needed to do that. You could just get some food and hide in a hole in the ground. Stardew Valley is the same. You never need to worry about the game and you could let it rot. It also uses trash animations, trash lighting effects and ultimately trash gameplay. The enemies in fucking Minecraft can't go through simple obstacle and they have strange pathfinding. They also look stiff. In these sorts of games, you realize your game balance is weak and instead of fixing, you instead increase spawn rate or you add hardcore more to weaken play and buff enemies. It's not a solution. With all due respect, Minecraft is top 10 worst games of all time gameplay wise. Minecraft is an embarrassing trash. (Did I mention it uses OpenGL while even as an indie developer I'm using Vulkan. Interesting.)

>>46901
I'm entirely with you on this. I saw so many games made in unreal games that use default racing car model and handling. I instantly new the developer is not up to task of making good games.

>>46900
You sir are a good example of the shit advice that pushes aspiring game developers to make shit games. 2D games are dead. It is the END. We don't need more of these stupid flipbook animations. That's all. 2D games have to end somewhere. I declare that their age is already offer. Limbo, Hollow Knight, Stardew, Undertale should release tomorrow in full 3D.

I also find your advice stupid.

  1. Fuck you too. Enjoy your autism.

  2. SDL3 is a platform layer not game engine. I'm already using it. It just makes me use OpenGL and Vulkan. And I won't use Unity because it's designed in a hilariously abstract way. I find it hilarious many people seriously use it.

  3. I'm not starting with 2D games. That's stupid. 2D games are dead!!!

  4. I'm willing to work on this for the next 5 years.

  5. They are small games because they look like a small game that you could make in a weekend. Tell me they are big when Stardew releases 3D version. When Hollow Knight developer stops milking that cow by releasing sequels like silksong and instead creates innovative new full 3D game. When Limbo stops looking like a dark ass puzzlers/platformer (they desperately need actual art in the game and actual direction for the game).

  6. I don't care about revenue. I'm making something like what tokyospliff is working on but it's RPG not a shooter game.

  7. I have a job and I hate so much. It leaves me tired and I hate people I work with. I can't even find time to read what I like and we do the same precise thing everyday. We never do something new.


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>>46904
I look forward to your final release. Please, don't hesitate to let everyone here on si/b/eria know about your developments. I'm sure we'll all be excited to see what you come up with.

>>46905
Thank you very much. This is the kind of stuff I like to hear. Most people are like na na na and they haven't even began to try to know it's not possible. It's infuriating when they do that. Like at least try and write 10k lines of code and then talk man LMAO. Anyway, I hope I make that million dollar from my game.

>>46902
>you must know that they won't release 3D switch version because they can't
because they dont need to, and they dont want to. not every game needs to be 3d, or AAA

if you think youre better than the stardew valley devs, or minecraft devs (who have to do a lot of work behind the scenes so the game isnt a laggy mess, once again, "simple" games hide how complex they actually are on the inside) you can try making your own AAA game, but you wont be able to do it, not because youre a bad developer, but rather because its fucking impossible, its like an artisan trying to outproduce a factory. you do realise these games have entire teams dedicated to each part, like, 10 people working on animations, 15 on voice acting, 8 people on physics, 12 on level design, so on and so on

>>46907
There's demand for 3D switch version. And I definitely know a lot more than Minecraft devs and Stardew devs. One thing I know better is that Vulkan is better than OpenGL which Minecraft doesn't use. And I know 3D stardew is better than 2D stardew especially in the switch. But that's beside the point.

I'm only interested in why you think I can't make a AAA-like game. I like your analogy of likening me to an artisan trying to outproduce a factory. But the analogy breaks when you consider I have the same essential tools these factories use to make their products. I have the sounds system (alsa, direct_sound…), the physics system (jolt – it's used in godot btw), the rendering api (Vulkan), the software (blender, substance 3D, Final Draft…) and many more stuff. I may not have the high end stuff of motion capture and so on, but I'm very close. Add to that, these gaming studios are not using assets made entirely in-house. They in fact outsource so much work to third-parties. I have access to outsourcing the work to a limited extent too. And although they may have higher performance ceiling, the basic essential core gameplay and graphics of AAA games CAN BE ACHIEVED by indie developers like me. I demand that gamers to expect this much from indie devs and never settle for less.

I don't like your attitude that indie devs should know their place and never aim higher. Indie devs should work harder and even if they are 1 person up against 200 people company. Within the scale at which they are operation, I expect nothing 0.5% of the ouput of AAA games and in my estimation 0.5% is enough to make great graphics and game mechanics although the world will emptier and dialogue and interaction will be sparse but there will an objective and a beginning and an end to the game and it will definitely be better that silksong and limbo and many others.

I support your ambition OP. Make the next triple A RPG and rape GTA6 to death. I've always wanted to get into solo game dev but making textures is the biggest hurdle. Who cares about coding if your game looks like complete shit because you have to manually draw every house plant gun character etc? Just look at S&Box. Game was made by the creator of Garry's Mod and it is dead on arrival because of the dogshit character models that he made by himself because he didn't want to licence half life models again to split the revenue with Valve. Imagine spending years making a game only to have it autofail because your textures and character models are shit.

>>46908
>And I definitely know a lot more than Minecraft devs and Stardew devs.
you most definitely don't. for starters, they have experience in building a large scale project from the ground up, have you ever made a game of that scale before?
you might have the same tools that AAA devs use, but you don't have the manpower. it doesn't matter how great you are, what rockstar does in a week will take you 10 months because they have multiple people working on it, plus, game development is much more about art direction and design than it is about actual programming, most people working at rockstar probably barely even write code.

>I don't like your attitude that indie devs should know their place and never aim higher.

i can name multiple successful and ambitious indie projects, but you'd probably think they're all trash anyways.

>>46892
>I'm making triple A game. My only question is how to make a triple A without their budget
AAA is a budgetary descriptor, so it's gonna be a A or AA game. You can add more to it later with updates and it'll slowly become a AAA.

It seems like you want something that is technically impressive, like fancy graphics and viewscapes and stuff. I'd recommend Godot engine for that, it can do good PBR stuff and volumetric fog. You can make pretty big games with good performance.
>How do I make the big bucks because I think the world owes me making me hyper-rich in the millions and even billions? Are all of this a waste of my time?
Gachapon. Get good at writing diverse characters and having them interact with each other. The more varied they are the better chance the player will grow hyper fixated on one of them and thus pull for others because they're story related to each other. Arknights is a good game to look to for reference. The more reading, the better: both from a cost effectiveness standpoint (text is about as cheap as the labor to make it) and because the story is the reason the player will be invested.
>RPG
I think people are getting tired of leveling systems. There's other less tedious feeling ways to occupy the player's time, like rouge-like game modes and side stories. Having to grind and do dailies just causes burnout because you're telling the player to prepare to have fun later rather than having fun right now.


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