Game dev

Can we get a game dev thread going?

What percent complete are you? Show gameplay/greenlight/progress.

Other urls found in this thread:

steamcommunity.com/sharedfiles/filedetails/?id=793755731
steamcommunity.com/sharedfiles/filedetails/?id=850088967
docs.google.com/document/d/1p6H_emT6Ks6jrTaINpg_TlmzOdbCEjmRzrYSZL8yl28/edit?usp=sharing
steamcommunity.com/sharedfiles/filedetails/comments/868439215
monolithdevs.itch.io/monolith
twitter.com/AnonBabble

Hey, good timing.

I actually just posted this progress to /agdg/, and it's fun to share on Sup Forums because it's all very visual.

More attack animations implemented.

95% complete, basically done just bug fixing/ balancing

steamcommunity.com/sharedfiles/filedetails/?id=793755731

Neat, reminds me of Kingdom hearts combat

Still on the casino stage. Working on a story cutscene as well.

Thanks, I guess?

It's not really anything like Kingdom Hearts, since Kingdom Hearts is all one-button automatic nonsense (at least it was as of the last time I played it), whereas this system is derived heavily from games like Bayonetta, Transformers, and to a lesser extent DMC (two-button melee with multiple crossover points and combo branches based on pausing mid-string, as well as charge modifiers for both light and heavy attacks).

Something like 10-15%. Most of the base mechanics are done, it's just making content at this point.

Working on more effects, and some sounds over at

Used OBS to record this time. Was using Quicktime before, gave me a terrible framerate.
3%. I have all the mechanics ready, but it still needs some debugging. The character models all need some work, I haven't built any levels, and only 1 enemy and 1 character are finished.

rate level

Already better than the Yooka Laylee casino.

This is pretty cool. Looks like Kingdom Hearts.

Looks labyrinthine, like it would be way too easy to get lost in.

Unless that's the point.

These enemies look annoying as fuck for a game with such precise attacks. Although I can tell you already this looks like it would be a lot of fun should the main character have a spread shot with infinite ammo. I would LOVE a shooting game with this art style, sort of like a behind the back Pocky & Rocky.

Maybe I should just make that myself.

it's supposed to be an abandoned underground base so I guess it's supposed to be like a labyrinth

I am reminded of this in the best way.

Replace that energy shot with the bazooka and color the hair green; boom.

Even the explosion effects are similar.

What kind of game is this? What are sidequests and why are there so many of them?

But is it intentionally a maze? I mean, is the player losing their bearings an intended element of the gameplay?

That can be valid, but make sure it's what you want. If not, the lack of connecting paths and the 100% right-angle structure is going to make keeping your bearings a nightmare.

I would connect that center square to the little hallways to the lft and to the larger room at the bottom.

have you ever given up on a game engine and switched to another one?

Hell, I've made game engines and then given up on a programming language and switched to another one.

I'm having a hard time seeing where you're getting labyrinthine from that map or how you think a player could actually get lost or frustrated. Sure it looks more complex than most simplistic modern game maps, but isn't that a good thing?

Started working on this again. It's supposed to be short anyway, so I at least want to make it a finished game.

ASCII dungeon crawling shooting game.

Yeah, these things are pretty obnoxious. They're supposed to be something that just chase you around or push you out of an area until you gather enough powerups to take them out quickly. I should have probably made something like the game's goombas first. There's not a lot of shooting in the game, it's all pretty physical, so go for it.
Thanks for saying. I've never played a Goemon game, I'll look into it.

steamcommunity.com/sharedfiles/filedetails/?id=850088967

Still waiting to get Greenlit one month later. I was hoping for it not to take too long but apparently the stats aren't good enough for Valve yet. I'll try and stay optimistic.

docs.google.com/document/d/1p6H_emT6Ks6jrTaINpg_TlmzOdbCEjmRzrYSZL8yl28/edit?usp=sharing

pen and paper testing is pretty much there for purely naked characters.

Which game is this?

It's supposed to be 3rd person shooter with hack n slash elements set in a post-apocalyptic world with open ended levels(kinda like in the original deus ex).
Here's the level intended for a demo for example

>is the player losing their bearings an intended element of the gameplay
for some planned levels yes but not this one... Gonna try to change a few things then.
Thanks for the tip.

Most are 2D, but "Mystical Ninja Starring: Goemon" for the N64 was a 3D adventure game (one of the first, it actually came out before Ocarina)

The way her hair moves and such just really reminds me of Yae, the female ninja character, who had a really unwieldy-to-aim Bazooka as a secondary weapon

This looks really cute. I like it.

Do you have any screenshots or anything?

What are your numbers? I've been on Greenlight for 2 days and I'm wondering how I'm doing.

In 31 days, I've had 1,175 unique visitors and 240 yes votes. In my first two days I had 884 vistors, 518 votes, and 191 yes votes (36% yes).

So is Unity the best engine for 2D?

no unfortunately
I just began working on it today and so far I've only managed to add the camera

Here's my pixelshit. Finished the bulk the technical stuff, now I'm planning content, knocking together some tilesets, and mapping out areas. I imagine it's gonna take a while.

Great thanks, what was your rank percentage? I'm at 7% after 2 days which I feel is not great.

Dunno, there are no graphs for rank percentages. Mine is at 14% right now.

I keep on getting distracted and experimenting with visual effects instead of working on my new character models/textures.

-tried inkblots appearing around edges of screen when hit/hitting hard. Felt too cluttered and wrong for this game.
-tried making the darkness close in when enemies appear. Felt unnecessary and just hides the background for the bulk of the game since most of the game will be spent in combat. Figure I'll just do a level or two with full darkness and having to plant/protect a torch mechanics.

I see, Ive heard that it goes by that percent and once you are over 80% you usually get greenlit, Idk if thats true

your 6 is UGLY...

UGLYYYYYYY

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

>That broken dialogue box right at the start of your trailer
Come on man, these things shouldn't pop up in a fucking trailer

What was broken?

Don't feel bad user. These are legitimate compliments that imply people would want to play your game just because they like the look of the combat.

The way you add the letters. They go over the specific width and then jump to a new line instead of inserting a linebreak before continuing. Look closely how the words go over the edge for a split second and then jump to the next line

I personally liked how it looked but it's fixed now anyway.

metroid prime/10

Hello, My name is Sandorka
I am the author of the game Ostrova Koshki, Now it passes greenlight:

steamcommunity.com/sharedfiles/filedetails/comments/868439215

And if you're wondering, in this thread I'll answer all the questions that you ask.
Come on, if you're interested!

Which game engine/developer kit/software package would be best for creating a RTS game?

there are literally skyrim dungeons that are more "labyrinthine".

What are you, cod players?

It doesn't look good and it shows the shoddy textbox code. I'm glad you fixed it though, try making new trailers and media to get more greenlight votes

What are some good beginners projects to give me a foundation to work on in Unity? I took a class that used C# and got a 4.0 in it, so I think I can figure some of this shit out if I apply myself, but what to do first... what to do...

Thank you! That stage was actually the inspiration.

Blanco. It's available on Steam, but the stages you see on these threads aren't in the game just yet.

Thank you very much!

This thread*

This is really cool, i'd play the fuck outta it

That's cool as hell user. Really helps a no imagination faggot like me that you have those little drawings in the corner. Boss fight also looked sick with the gore flooding the screen.

desu i just use Gamemaker to edit sprites because MS Paint sux and Photoshop is slower to open

not my style of game, but it looks like you nailed the art direction. very cool.

I use paint.net Works pretty good for me especially since GM2 removed almost every single sprite effect.

What are some good SRPGs to play if I want to get the gist of what's a staple of the genre and what works/doesn't work?

Did you read both of the comments you're replying to?

Got the gameplay mechanics done, now art is the next wall

How's this animation?

Also it's a walking animation, at least it should look like that

I mean, I appreciate the sentiment, but I also don't want people to have a false impression of my gameplay either. That feels dishonest

are you literally making undertale

HUD overhaul at 50% sir. Overall graphics overhaul at about 75%?

>gameplay
youtube.com/watch?v=yZg6CV4E4Co

>greenlight(rip)
steamcommunity.com/sharedfiles/filedetails/?id=851820772

>progress
MAXIMUN

How do I draw a chinese MC with closed eyes without making him look like Frisk?

Need more monster ideas.

I got a box to actually hop around and not glitch off screen in random directions.

i feel like I'm being trolled. you didn't just accidentally make those designs, really?

baseball player monster with baseball bat tail

looks like something procedural generation would be capable of

Good job user, you've almost completed an indie game right there

I have reported this thread. There is already a thread here:

Sorry about the kickstarter. I hope all goes well in the future.

first step!

He does look very similar to Frisk, and I'm not comfortable with that, but it's the design I always had in mind.

unironically, make some badassly hard levels with no gimmicks and can make that a game

not trying to be mean, but it's just Frisk. Even that green thing looks like a Undertale sprite.

That's in /vg/, dumbass

looks terrible

try adding detail to your sprites instead of using a single color

It looks like they're taking one step and then stopping. Not sure if that's intentional.

Thanks guys. These are pretty old, but I also made a webm of the death animation. I'm glad you noticed the little drawings in the corner. I have something really stupid planned for the portrait on the left that I'm excited to get to already.

I have to second this opinion, the visuals are just Undertale rip-off. You desperately need to find your own style unless you want a lot of hatred against your game when it is published.

I wasn't expecting anything anyway. But thanks bro.

I have some Sup Forumsirgin Quest monster designs saved if you're interested.

>monolithdevs.itch.io/monolith
uhhh,80%?

Final Fantasy tictacs
FFT advance
Fire Emblem
maybe Disgaea

Your mistake was deciding that the most important visual feature to give a low resolution character was squinty eyes just because they're chinese.

2D: GM
3D: Unreal

always

keep it up

This is really cool. Do you have any more?

absolutely.

the experimental phase is the funnest man

just go crazy on it, make some new shit

also made bombs do stuff to lightning/lasers today.

There are other chinese people in the game that don't have squinty eyes, but I guess I will have to remove them from the MC too because muh Frisk

Okay, you're both right. I don't want it to be compared to Undertale, that's the least I want to happen. I will try to change the overworld sprites. I wasn't going for that style intentionally, it just turned out to be incredibly similar to that game, which sucks. I hope the character portraits look fine, though.

gj

Pong or Tetris

I think the portraits look fine. Your MC may need some rework if you plan to change her sprite, but the portrait looks fine!

the little explosions move too fast

This is pretty neat

Could be pretty interesting if you blended combat and platforming. Use combos to gain greater horizontal and vertical distance and maintain momentum.

More lights!

I will master Pong or Tetris!