Work on your fucking game onii-chan!
Apart from Gamasutra's game design features/interviews, what else do you read to learn more about vidya devving?
Work on your fucking game onii-chan!
Apart from Gamasutra's game design features/interviews, what else do you read to learn more about vidya devving?
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store.steampowered.com
twitter.com
Learn by doing and studying other games.
Think of a type of game you want to make, study other similar games, see what you could improve over the other ones, but don't clone another game.
I'm procrastinating on starting my game
post tfw you'll never finish your game.
Working on it.
I did the basic gameplay for my 2D game (can jump, move, attack, get hit by enemies) and I'm starting to make a bit of artwork, I have my player character but I'm not sure what set of color would come out best in a world with light teal sky and an ambience in general toward blue/green.
On another, I'm using Unity, any way to prevent a Rigidbody from sliding down a ramp at 45°? 46 I don't care but I really need that the player can walk on 45 ramps.
I'm working on it, i might have a pretty featureless prototype to show in a few days.
It moves slowly since I'm building the whole engine from scratch and I'm learning a whole buncha things in the way, but I'm getting there.
Wish me luck!
this
I've realized that the Paper Mario style of RPG combat doesn't really encourage 'skill', which is a blessing and a curse. It means I can stop trying to make it require skill, but then it'll never be hard, ever. I'll look at it as a good thing for now.
I'm not dead yet. I've just been having a hell of a time with laser beams. All of my basic enemies are in game now so I just have to touch some shit up, add traps, and finish the levels (and bosses).
I am a 3d artist and wanna build a game,
How the fuck can i do that without taking 5 years to learn how to code
And where can i find ppl to work with? Many games i have seen posted here are complete shit in the graphics department.
I also just noticed that LICEcap recorded the mouse position wrong
I really want to remake Far Cry 2 game with some of its mechanics and settings but different story and added features but I can't because I have a day job and a life.
>5 years to learn how to code
You must be a slow learner, most people learn the necessary in a few months, a year in worse case.
Idk dude, I code for a living, I've been doing this for close to 4 years now, and I can say I'm pretty far to being an expert.
I can teach anyone how to do basic coding loops in an afternoon, but true, usable, maintainable, profesional quality code, that will generate a debuggable code?
5 years seems too little time.
I was talking about the knowledge necessary to use existing game engines.
Of course real coding takes years to git gud, like everything else in general.
So what the fuck is unit testing and will learning it help me make my games better or is it a waste of time?
Unit testing in -super- simple terms is this:
You set up some little robots that play your game or traverse your program following a specified behavior, path, or action. Something like 1) Enter the game 2) Start new game 3) select difficulty 4) wait for load 5)move 3 steps 6) save game 7) load game 8) verify i'm in the same state as before.
If the test is completed sucesfully, its cool, nothing happens. If the little robot fails to complete the task it means some code you introduced fucked up this little robot's path and you need to go fix it. Unit testing is EXTREMELY important in large applications, since code is extremely sensitive and fickle and stuff you do in one end can ripple all over the application. It is also a pain in the fucking ass to do and maintain, so its a task usually reserved to interns, and junior positions.
I'd say don't worry about it for now and keep learning regular ole programming, when your program/game needs units, you will know, and you will be ready.
I geuss I forgot to mention you set up a small army of robots, each doing his own little task, and the tests run in intervals like 12 hours or so, or after certain triggers, like commit pushes, version changes, etc.
Generally speaking the more tests the better, since you can check the correct functionality of more parts of your code.
>people learn the necessary in a few months
This guy... you will never get all the necesary things to develop a game. It is constantly evolving
3D Artist here too. I recomend OP to focus in your 3d skills and find some people to code your game. No one is looking for Multidisciplinary resume.
...
I'm thinking of making a turn based strategy game but I can't decide between an Advance Wars or FFT style game.
Which would be better suited to have a lot of cute girls in it?
It doesn't matter, you're not gonna make any game
Please don't project your inadequacies on others.
Say whatever makes you feel more confortable with the truth, but you're not gonna make any game.
I avoid this entirely by using events/inheritence to completely decouple the entirety of my codebase so changing one class does literally nothing to another as there's no dependencies.
>Work on your fucking game onii-chan!
Worked throught the day, got mostly unfucked, also learned about planes, prettty useful shit.
Tomorrow is mission objectives writing time, 58 misssions to do. Wish me luck.
I mean generally using good coding patterns and decoupling techniques are good practices to follow, but that does not means that for a large enough application units are not needed.
If you are the only perseon working on a project and you know your code in and out you might be fine if you can predict the exact repercusions of code insertion, but I can guarantee that every single project bigger than 2 people big will benefit from a good unit grid, if it can afford it.
Engine?
Make a true-to-original Battle Isle 2 clone, and i will love you forever.
GMS.
>claiming you achieved perfect decoupling and every single module and class in perfectly self-sufficient and you wouldn't benefit from units
apex kek, kid.
The most important thing you need is good taste, and that isn't something that can be taught. Anybody can make a game, but making a good game requires taste, and most people are completely lacking in it. That's why you can count the total number of good indie games on steam on one hand.
>GMS.
what? Nigga this is not a car board
Almost done with my 10 hour long RPG maker game.
>not putting a star in a reasonably priced game engine
What's so unreasonable about unity? It's like $1500. If you aren't able to make at least 10x that much money from your game, then it's probably shit and you shouldn't be making it.
>It's like $1500
It's $3000 and subscription only. I'm not paying that much for a shit engine when I already got GMS for a dollar from a humble bundle.
>If you subscribe to the new Unity Pro for a minimum of 24 consecutive months, you get to keep the version you have if you notify us that you are stopping your subscription, and choosing pay to own.
You actually get a permanent license after 2 years of paying for it. So they're basically selling it to you through an interest free payment plan. That's not really unreasonable at all, although it does look like they increased the price recently.
It's extremely unreasonable considering the old pay to own fee was $1500 and the upgrade fee was only $700 and all the direct competition right now is free.
Software as a service. Johnny Ravioli tried that shit when he was in charge of EA and got the boot for it. Hopefully history repeats itself.
Designing a character for a 3D Platformer with Sonic CD's style in mind, not much to show right now.
>direct competition
Get back to me when you can make something like this in gamemaker.
Get back to me when you pay attention to the direct part.
Not much new to show. But I'm back to work after some months.
Old pic. The arms were too long.
Here's my abandonware ARPG game on Steam, feel free to try it
YRBYW-RACZA-HTJAN
7R53Z-JXV50-XGT6Q
PFH92-W5HHN-PKDG5
WX3ZI-68YPH-6HKDY
P8QTD-WB4H7-R0L9B
Is it feasible for a non programmer to get a simple game working?
I'm coming from a 3D Modelling Background and I've always wanted to make a game.
Don't know shit about CS apart from some WebDev courses I've taken in the past.
Has any one of you come from a similar background as me?
Is it possible to have an entire game built on If statements?
this was created in 8 months by 2 people without any programming knowledge before this game. It's possible but you need to work hard
Actually, I'll just ask this:
I wanna make a simple RA2/Generals clone.
What do I need to do?
Unit control
Pathfinding (I know I can use libraries such as A* on Unity and I don't know what is the Unreal part)
3D content (I can get that covered in a short time)
AI (What can I use for this?)
What else do I need?
Shit... what engine does it use?
I recognize the Unity Particle system, is it Unity?
It is Unity
The same old pic I already posted dozens of times
In programming if you have more than couple of if statements you use switch statement
I'm curious, did you do all the assets with the 2 of you?
Did it sell at all?
We used some assets, some things were created. But we did use plenty of assets that we customized to our needs
It started selling quite nice (for our 3rd world needs), we got into a organizational (and after that legal problems) with one company and pulled the plug on the whole deal, i don't want to write the whole thing, it's over now
Well that sucks.
Do you still make games?
We are currently working in some other gamedev company, but we do have plans of making some other games
You should probably share what happened to you so other don't fall into the same mistakes.
I mean, it's interesting.
Why did you get into that Organization?
I can't, you can easily figure out why. I'd love to tell everything, obviously
I'll just say, in video game industry, if the deal seems even remotely good to be true, it's a scam
And also, be prepared for scams that look 100% true
Isn't Unity free until you make 100k or something?
If you make the art, I could program it.
>you can easily figure out why
NDA?
yes
We all need more advance wars in our life
It's not like they'll figure out it was you, we're all anonymous here. Though I've heard that some scammy publishers lurk /agdg/ and these threads to bait devs
I don't want to dig into that shit, it's behind us and i want to forget the whole thing
Looks potentially interesting, user. I like the color pallete you chose, and low poly is always welcome for me.
>Though I've heard that some scammy publishers lurk /agdg/ and these threads to bait devs
shit
I remember that they ask you to buy the Professional edition once you reach 100k but don't ask for royalties.
I understand. Still, what you two did was amazing for two people with no prior programming knowledge
>It's not like they'll figure out it was you, we're all anonymous here
Game made by two devs and linked on here. I'm sure they can figure out which one of the two ratted him out.
I forgot they linked the game, I'm retarded. Yeah it's for the best
>I understand. Still, what you two did was amazing for two people with no prior programming knowledge
Thanks mate, hopefully we will create another game soon
The problem wasn't between the two of us
Include my engine in the picture next time please
>tfw too dumb to make a video game
A-at least I can always be an idea guy
>The problem wasn't between the two of us
I didn't imply that. I'm just saying there's only two of you. It wouldn't be hard to figure out.
They could just rock scissors paper on who to sue and they'll get away with it too.
I'm using the same colors of the comics, from the first reprints.
Current Marvel is a boring SJW joke, but I do love some Kirby and FF is fun as fuck.
Everyone is an idea guy
Nothing new to show today. But maybe tomorrow.
Still improving the player combat mechanics.
After that I think I might throw in a week of making assets/brainstorming ideas for an pre-alpha demo level.
Should probably be ready by the end of april.
Maybe a bit earlier, but no promises.
You're indeed right
Anyway, i'm going now, i just stumble upon this thread and decided to give away couple of keys
About how many copies did you sell? I've always wondered how accurate the numbers on steamspy really are.
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I have the opposite problem. I can code anything and have a good deal of art experience, but I can't come up with an original idea for a game that I think is worthwhile.
Have you done games before?
Just clones of existing games to teach myself game dev. I do programming for a living, but not in games.
>Try making a simple clone of a game I like for practice
>Alright, this seems pretty solid so far
>Try to throw in a new feature to spice it up
>Everything fucking breaks
>Try to fix it
>Just fuck shit up even worse
>Get discouraged and give up
I should just stick to freelancing art for other projects.
>>Try to throw in a new feature to spice it up
>>Everything fucking breaks
>>Try to fix it
>>Just fuck shit up even worse
>>Get discouraged and give up
How about you try and figure out how you broke your shit?
I mean that's why you're not going anywhere. You're not probably going to go anywhere with your game, but fuck at least you tried and you can use that experience for something else.
Did you at least have a backup of the working version?
>How about you try and figure out how you broke your shit?
What do you think I'm doing while trying to fix it you dumb shit?
Yes. I always have the basic no frills version backed up. I always go back to it and improve it and then branch it off whenever I try to experiment.
use character controller instead of a rigidbody, that's what it's for
It's a 2D game so there's no 2D character controller, sadly.
oh, really? that's odd. why are you using unity for 2d anyway? i've always heard game maker is the superior option for that
I know, but I use Unity so I can easily switch between 2D and 3D projects so I can get familiar with the game engine.
The 2D physics is not great in my opinion. You're better off using 3D physics and faking the 2D.
If you want to prevent a character from falling because of slope angles, freezing the y position or z rotation should fix it.