>>313855114 Wow really? Now I finally have the validation to become motivated! Thanks a ton.
As for >>313855181, no. The reason they look so pokemon-esque is honestly probably just because I grew up on Pokemon and Megaman and stuff, and draw a lot of inspiration and stuff. The game is actually an SRPG with more influence from Fire Emblem than anything. I'm also doing the music: https://soundcloud.com/iwilldevouryourkittens
>>313858835 that actually gives me an idea. An on-rails game where link just kind of goes on his merry way doing whatever, but you can open up a command prompt to influence the game in different ways. And you'd have to type stuff in really quickly, so like a moblin comes rushing out from hiding to attack, so you need to quickly type in /kill moblin before it deals too much damage. And you can 'level up' so that you can kill bigger enemies, spawn stuff, and do all kinds of other shit. But you still need link to finish the game, although he'll be humorously useless throughout most of the experience (even though if he dies, its game over). Shit, I'd play it. I'm not going to make that though, somebody else is welcome to steal the idea.
I'm exploring Godot engine. Its design philosophy is interesting but I'm having a hard time figuring out how its node logic makes sense for particular implementations. It seems inherently opposed to even the most basic persistence, and I can't understand how to handle things like simple global variables or persistent room states.
>>313860170 I don't really want to talk about it, but I'm thinking about a game like silent hill, but with more enemies and a deeper story, something that won't be just bullshit jumpscares, but the atmosphere, the deep thought that you are the only one in a ghost town, and the only dinner for every enemy.
>>313861732 >both weeb games anyways, when these threads pop up, the anons who develop games are still learning, so their skill are up to par next to professional indie teams. one anon put a trailer for a game called >tfw the game
but go check out WSW (we shall wake), it looks like a good game
I've been thinking of working through one or two of HeartBeasts' tutorial projects.
One of my ideas is to start a JRPG clone (minus the art and sound), but I'm not sure if the scope is too broad for a scrub project. People would normally suggest a 2D platformer or Shmup but I was never into those.
>have plenty of ideas >have a good experience with all kinds of games, board, pc or other shit >artistic, have PS and basic 3 modelling skills, could learn basically anything arts/software related >have a programmer friend who can actually code any of my ideas >started a project with this friend >I am too lazy and unmotivated to do anything kill me pls
>>313854289 I'm currently working on a first person horror game that takes place in an abandoned building with lots of corridors and it's gonna be super dark! You have to find light sources, but they don't last very long!
Anyways I'm thinking maybe the core gameplay might get a bit stale, so I'll add in a bunch of notes to find that will add to the lore and flavor of the setting!
>>313871661 >>313872043 Why not just use a smartphone. You can make it a shitty chinese iphone ripoff that only lasts a few minutes and you need to find outlets to charge the battery. You can also "intstall" apps that unlock new mechanics like an image scanner, a GPS map, some kind of ESP radio scanner, etc.
>>313873561 I was thinking just to leave it like that. You kind of get some special sense when you hear the footsteps when you walk, but I messed up the code so I now I don't know how to implement that in the gem.
>>313864459 RPGs are more complicated because you need a decent understanding of data structures to handle all of the data it needs to manage. When people try to dissuade newbies from RPGs because of scope, they aren't talking about the average length of these games, they're talking about how many different components go into it.
Just found out about a ps move plugin for unity that had it's first commit 14 days ago. Very excited to try it out when my controllers come in tomorrow. Gonna use them as a substitute for the HTC Vive controllers until it releases
>>313873759 Everyone that bought Corpse Party Blood Drive seems to have tons of different issues but long story short is the shit runs horribly. It skips and drops frames like crazy, the loading screens take an eternity especially considering they put loading screens for every option of the menu, sometimes putting the game into sleep mode makes it crash, and apparently there's a major issue where if you make it to chapter 9 there's a chance it'll crash the console making you restart.
>>313872684 I really don't understand Japan's infatuation with Unity. It must have good localization or something, they're all flocking to it for no fucking reason. That shit is ruining La-Mulana 2 behind the scenes and they literally had no reason to make the switch to it.
All I've got so far are her voice samples and a few of the recorded lines she's already sent in -
here's her most recent bloody mary clips. We decided on a Finnish accent, sounds similar to some Skyrim characters.
I'm a filthy asset flipper which means I take assets and customize them until I like it (the Demons for instance are fully customized), with this Bloody Mary model I'm just using pic related and going to add hair to her undead and living form (which is unlocked once you 'exorcise' her from the mirror). Should probably cover up the nipples, too.
>>313875701 >the Demons for instance are fully customized
Meaning I changed them from bipedal to being on all fours, reskinned them slightly, popped the eyes out and replaced them, added a hell-glow inside the mouth, and then sculpted some horns for them in Blender. And then made animations for them.
I'm making a porno text adventure. I've done all the technical work, but now I've got like 90 sex actions to write and it's exhausting. Been murder on my dick since I have to get rock hard before I can start writing
>>313875452 Same thing happened to Corpse Party 2, after shitting out Blood Drive they decided to scrap a game they had already released part of to remake it in Unity. Mind you Blood Drive hardly runs on Unity but somehow they decided to move 2 to that engine as well.
>>313874546 I've already have this one updated, but its pretty bare bones. And the download speed is shit.
I plan to make it so when you sit on that sofa, it goes to 3d mode and you can look around, then you're asked "how old are you?",you enter a number, you pull up your sleeve, it gives you a puzzle(say you write 24, it will give you random numbers that you have to add, divide, multiply, subtract in order to get the result=yourage=24), you cut the result onto your arm, if you're correct you survive, if not you bleed out. That's it.
>>313877067 I wish I could stay in this sort of mindset when I'm neck deep in code and something isnt working, or I designed something in a retarded way and have no clue how to fix it. I just hold on to the hope that it gets easier, eventually.
>>313857102 It's only a terrible idea if you don't implement it right. If the choice changes enough of the gameplay between when you make it and when it ends the game, you could have a system that returns you to the moment you made the choice and let's you play through again from there. If it is different enough, and you get to keep some of the personal progress you made it could work.
>>313877376 If you have no idea what you're doing, it's not practice. You need to focus on core concepts and develop an understanding of them individually, then piece them together. Once you have that shit established, then you can work on RPGs for reinforcement.
I prefer not to start anything if the chances of me finishing it and being satisfied are lower than 95%, so I haven't started. Right now I'm building my skill set, networking, etc. so some day I can start.
I know how to approach anything but the mechanical portion. Ideas, sound, art, anything like that i can do. Or at least know how to get into. I don't even know where to begin on actually implementing any of it though.
>>313859320 I will incorporate this into the game I'm making at the moment. It involves multiple games within other games with an overall narrative tying them together. This can work as one of the games.
>>313878026 Fun fact, you will never be satisfied with something.
As a creator, there will always be something you believe you could do better. This, that, or the other.
The chances of you actually being satisfied by anything are terribly low. However, that same feeling of dissatisfaction is exactly what will make your game great. You will constantly try to better it. Dissatisfaction is possibly the strongest tool in a developers arsenal, if used in moderation.
Depends at what level you want to develop, you can get away with a surprising amount in unity with minimal coding knowledge. If you're going to learn unity just learn the basic syntax of c#, you don't need in depth knowledge as a lot of it is unity-specific and you'll learn this as you learn unity.
The nice thing about this is the basic c# syntax and practices you will learn while learning unity can be applied to most other languages making it a lot easier to pick up something else if you decide to.
This is probably not related to the thread, but I might as well ask. Would it be possible to make a cross engine port to overcome glorious Japanese framerate-dependent logic? Say I was in charge of porting an 8 year old Japanese console game to PC, if I had access to the source code, could I port the game to UE4 or whatever so that's not locked at 30FPS? Or would that be too much work?
>>313879340 Remember, the Japs tie literally every calculation the game makes to framerate. And considering that a LOT of Japanese console-to-PC ports still keep framerate locks, I reckon it must not be that easy. Though I've noticed that not all Jap games are programmed the same way; while Dark Souls, Killer is Dead, and Akiba's Trip are capped at 30FPS, each of these games has a cheap workaround to increase the limit to 60FPS, at the expense of a few calculations being thrown off.
Just started on a d&d game, it's supposed to emulate a tabletop style with the dm having a top-down view and the players in first person. It's turn based and the dm has total control, creating the game as it progresses. Just like the table top I want most of the content to come from the dm's descriptions and the players' imaginations with the graphics just being a visual aid.
So standard interations like attacking, looting etc are done with the controls but the players do anything they want my simply telling the dm. Say they want to kick down a wall, they tell the dm, the dm rolls and if successful removes the wall from the map and gives the players a description of the crumbling masonry.
No idea if it will be fun or not, hopefully I'll have a small demo in a few weeks that I can test with friends.
Bought GameMaker Pro a few weeks back when it was cheap on Humble Bundle. Currently making my way through Tom Francis's (guy who made Gunpoint) tutorial. Have a little square eye shooting stuff at green blobs so far. Not a whole lot, but I'm having fun. And Tom Francis does most of his stuff through code and not drag-and-drop, which I like. I figure experience in coding will probably be a lot more useful to me in the future when/if I want to move on from GM, if I ever want to do more complex things that what is allowed through the drag-and-drop system, etc. >>313858263 Not sure if you're talking about RS3 or OSRS. If the latter, I'd say definitely go for it. OSRS is not that mechanically complex. Not sure about RS3, though. Runescape's engine is written in Java, if that's useful info. Though, I'm sure you could replicate most of it in other languages. >>313857487 May not be original art, but I'm digging the CRT effect.
>>313881896 Ah, whoops. It's pretty similar in style to the song you posted, so I guess that would make sense. My favorite of your tracks is easily boss fight - reunion. It's very satisfying to listen to
After a premature Greenlight, I got the feedback I needed to refine the game and I'm going to relaunch the Greenlight later this year. The game was fine, but the environments were completely lacking. It's already looking better, coming from the blockout stuff I had before. For those looking to Greenlight: NEVER show off blockout environments, no matter if the gameplay taking place in them looks cool. They won't understand.
This mountain didn't exist last week, and there's stuff under it as well. Just working on environments for now.
it's a free (as in freedom AND beer) game based on a popular sandbox MMO where you manage a group of "guilds" in a way not too dissimilar from fantasy football, but way more hands on. It's heavily humor-driven, in that simulated forum shitposting and simulated e-drama will mess up your shit, and all the famous entities function as their popular caricatures (goons are shitposting jews).
>>313854289 I took a break from programming to learn how to program for the Dreamcast as a fun diversion. I wanted to create a 3D scene but then I saw the blender exporter was massively obsolete and also broken so I decided to rewrite the entire thing and currently working on adding new features like displaying vertex colors, mapping UVs, and finding a way to export skeletal animation. It's turning out to be a much bigger undertaking than I thought but I figured once I finish this it should be fairly easy to convert it other systems like the Sega Saturn and PlayStation 1.
>>313886472 It's not the mountain, the problem is the snow. Since your artstyle is simple and isn't heavy on the shadows / shading, the snow ends up looking like big patches of different shades of white. Try to fill those with something
I will. I'm experimenting with different shaders but I'm running into trouble with edges being very easy to see. It kind of gives off an N64 look with how the colors differ based on the orientation of a face.
>>313886763 Why bother though? Do you actually want to deal with the red tape, constant soliciting for contractual "fuck you PC/other console customers" stuff, and licensing of modern consoles? Just dev for PC and Android TV.
He said he was doing it for fun, and this looks really cool already, so let him do his thing. As it stands most post-DC DC games are 2D, so making 3D easier for both himself and the rest of us is a welcome venture.
>>313887516 Like, I'm a mainstream indie dev (won't say what game) and I wish I never talked to anyone from Xbox or Playstation. Every fucking week our company's rep from one of them tries to talk me into selling some portion of my soul. Our game is multiplat, and one of the consoles offered us $~0.5M to stop updating the other two versions except for bugfixes (meaning no DLC either, and we're still adding story content).
I am severely tempted for the next game to go on a rant to our console company reps and tell them to fuck off, but the PS4 version sold quite well.
>>313887829 Also there's some pretty disgusting things in our contracts with both that I suspect are boilerplate but might actually be NDA canaries (thus I'm remiss to discuss them).
Suffice to say, don't expect any Skyrim situations for the console makers this gen regarding modding, and at least as per what we signed there are contractual limits on how much better the visuals are allowed to be on PC. Our game isn't very visually impressive nor does it have mod tools so I feel pretty safe sharing. Just, be careful of Microsoft and Sony, guys. They'll sweet talk you all night long, and once you're in bed it's anal with no lube.
>>313888418 >don't expect any Skyrim situations for the console makers this gen regarding modding
Holy fuck. This is why Redkit 2 got canceled, and why Witcher 3's Modkit goes out of its way to keep you from adding *anything* to the game. And why XCOM 2 went pc-only. And why Fallout 4 will have mods on consoles.
How pissed do you guys think MS and Sony were about Bethesda games last gen?
>>313887516 I do it because it's fun and the Dreamcast is considered an abandoned console, lots of commercial unlicensed indie games have been released on it.
As far as retroware on legacy hardware goes the only legal issue is using official development libraries without paying proper licensing fees. KOS is an open source SDK that uses its own and open source libraries just like the Orbit SDK for the Sega Saturn and psxsdk for the Playstation 1.
>>313889009 >only paid mods get to be on consoles >if your mod is on Xbox One but not PS4 for 30 consecutive days, your transaction fees are cut by 25%, and you are refunded 25% of past transaction fees >If your mod is not free on PC you get an additional 25%
I'm a nobody and I was just in an interview regarding getting picked up today. They liked what they saw, it's just that they want to port the game to "everything" (mostly phones and tablets). I'm not surprised, but there was no talk of a console version. The game in question is a full-on first-person adventure that requires quick inputs, and I can't imagine it working on touchscreens. They were talking down Steam too, saying it is a crowded market and I wouldn't shine, but what do they know, encouraging fucking iTunes as an alternative.
If I can't get a console port out of these guys then I'm just wasting my time. iTunes isn't the right audience for this type of game, and I was self-funding up to this point, so I'm not lacking options. They're from an app background so I get where they're coming from though.
>>313854289 Gonna have a "Game Journalist Difficulty", you press the jump button and the game congratulates you for being so great, money will be thrown at the camera and the credits roll, with them going super fast until "And Special Thanks to you!" which will linger for a few minutes
>>313889602 But anon, phone games are the new hotness and Clash of Clans is making 6 mil/day so you're gonna pull that in for them right? Just ignore the ocean of 3rd world shithole clones of top games that pop up hourly and flood the stores.
I've spent the last couple months making a game in XNA, and while I love the amount of control it pains me to say this but I miss unity Unity has its issues, but if you know what you're doing you're able to work around them or otherwise take advantage of the platform. Dime a dozen indie devs don't know how to do this, but if you spend enough time with the software you can make a perfectly competent game
Exactly, but from the way they presented themselves they seem reasonable enough to talk into getting a console version out. From their angle they want to establish a game division to their overall business, but they simply don't know enough about games in the first place. If the next meeting doesn't go anywhere I'll just drop out of it.
>>313890506 dude you're not listening you have no right to be here if you're not going to show us your game all you're doing is making noise and wanting people to listen to your opinion like it matters there is already a general thread for that it's called agdg and it's in /vg/
>>313889674 >>313889818 I blame the rise of pretentious hipster shits replacing passionate bedroom coders that happened in 2008 with the first indie darling game Braid and the resulting "GAMES R ART!" shitstorm that followed after.
>>313890468 It's real, and very particular. There are no limits on resolution and FPS, but there is a clause in the Microsoft one saying you can't use a completely different rendering pipeline on PC, and that you must use DirectX on PC if your game is on bone.
Like last gen there will be exceptions to this for edge cases and second party games, like if a game is PC exclusive and needs to be pared back beyond what the boilerplate would allow. Some 360 games had free content DLC while it was still a contractual no-no and some devs got free hosting from Sony for theirs.
>>313890917 Also there are constraints on textures and models. Your models can't have X times more vertices and your textures can't be Y times larger. I suspect those numbers are NDA canaries because they were pretty random-sounding decimals so I won't post them.
What the actual fuck? I'm making a Wii U game right now and the only thing Nintendo cares about is if you show people what their devkits look like, other than that they don't give a fuck about what you do or what you say about them.
>>313891137 Nintendo has always been tough as nails when it comes to that shit, they only just dialed it back with the Wii U and 3DS because they realized detracting indies was actually a bad thing for them. Trying to get something published on the Wii was an absolute nightmare.
That's partly because Nintendo struck a deal with Unity to make Unity engine games a breeze to bring over to the platform. I forget the specifics, but the end result is a far more lenient environment for indies to get games to the Wii U. This goes both ways by allowing bullshit running with default shaders to the platform.
>>313891424 Because the replacement isn't coming out for another 1 year and a half. I want to get an NX devkit and the only way to do that is to make Wii U games. Seriously if you're an indie dev and want to make games on Nintendo consoles do this,
1.Get a Wii U Devkit 2.Publish Wii U games within 90 days of receiving devkit 3.After that you can apply to become an official 3rd Party partner through Wario World.
Basically, MS/Sony are very smart and use software that modifies the phrasing of the contract and numeric constraints (within some range) so that your contract is different from anyone else's.
It has a unique fingerprint tied to your company, in fact probably several independent ones. You can't just upload it to Wikileaks, and if you anonymously show a journalist and they cite a combination of numbers (textures on PC not more than 2 times larger, models not more than 1.5 times more complex) that's enough to fingerprint you you will get fucked in the ass.
They've said they're officially announcing the console next year. MS and sony usually release the console around christmas time of that same year, nintendo tends to wait a bit longer but since they've already started telling us a new console is coming it would not surprise me at all if the NX release date is around November 2016
>>313891812 That's pretty scary. Thanks for doing that anon, it's really good when we get someone that gives information like that to us. It's kinda sad that the rest of the world won't know about it, but I'm really glad you posted these.
It's an honest question, if that offends you than you need to question your life choices Why does nobody know how to harness unity to its full potential? Or even more, why does nobody put in the effort to harness unity to its full potential?
>>313892132 Nope, there's at least one high profile game coming out in December 2016 and there's still some 1st party stuff coming out in 2017. Nintendo still wants to hold off with the Wii U for as long as they can. That's why the NX hardware is so advanced and they're probably waiting for the manufacturing costs to go down.
You only think no one is using Unity to its full potential because the good games that use Unity don't advertise that they are made in Unity. If you go on Unity's website and look at some of the games they showcase there you'll see quite a few quality titles. The problem is with democratization you end up with novices trying to make stuff, too. Which isn't a bad thing.
>>313894393 thread is intended for people to show their games nobody not one single person here gives even the smallest fuck about your opinions >why are you so against criticism are you sure that's what's going on here, don quixote?
>>313854289 It's in the concept phase, and it's unlikely to ever come out of it, if I know how lazy I am.
The overall idea for the game is a SRPG in the vein of Devil Survivor in terms of gameplay, with my own twist being a focus on standard status ailments being a main part of the gameplay. How well it'll work, I have no idea, but I like the concept at least.
>>313895220 >thread is intended for people to show their games
Do you actually think this is just a glorified photo gallery? The thread is to show progress and get FEEDBACK, not just shallow praise. Feedback can be negative too, and if you can't handle that you'll never survive in the real world
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