Gamedev thread

How's that game going? You ARE working on a game, right?

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strawpoll.me/13459370
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>You ARE working on a game, right?
No I am not, I'm too stupid to learn how to program or model, and I'm too unsuccessful to afford the necessary PC upgrades and programs.

>too unsuccessful to afford the necessary PC upgrades and programs
all you need is a shit laptop and best game engines are already free

You don't need to be able to run a game at full speed to make it/test it?

You're not gonna make Crysis so you don't have to worry about that.

do you guys think this particle effect looks good?

Looks good but make it dissapear quicker it lingers for too long

why don't you flesh out the gameplay before worrying about dumb sparkly effects?

Had idea, lined it out on paper but can't motivate myself to put down playing games long enough to start development help me guys

Looks great up until it runs out and it fills back in instant at a lower opacity. If I were you I would just remove that effect, let it get thinner and then just disappear.

You're not a real gamedev if you don't hate video games. You have a long way to go.

Literally bought gamemaker 2 and did the tutorial, then spent 6 hours yesterday shitting out something that doesn't error. Now to just get it playing like a game

I have a real dilemma about the main look of the game

I hope you will help me guys

strawpoll.me/13459370

I am thinking of gameplay first.
Also would watch tutorials at the same time.
I can't decide what type of pacing would I need.
1)Binding of Isaac like where you go in random separated room and proceed once you clean it from the enemies
2)Asteroids style pacing where you move forward regardless if you want it or not
3)DownFell like pacing where you can stop if you want and go forward when you want and can't really go back

what kind of game?

rpg

Yeah, I'm still working on the plot.

Doing a top-down iso myself and its pretty great to build up

I'm a sucker for sprites in 3d space, so pseudo 3d.

I'd say either have it Isaac style so players can decide if they want to have a little break between rooms, or have it sort of like, I dunno, All Star mode in Smash Bros? Shoot your way through a few rooms and get rewarded with a pit stop with a limited number of healing items/power-ups whatever. I think that could be neat. You can increase the distance between breaks as well. Maybe 4 rooms until your first break, then 8 then 16.

Guys, I can't give much away. But what if your idea for a game is similar to something that's already been made? Like a movie or a TV show.
Should I worry about being accused of plagiarism? or am I overreacting?

just make it dude, nobody's going to play it anyway!

and I mean that in the nicest way, just have fun with it and don't get too bogged down in what people are going to think about it xxx

Everything nowadays is a copy of another thing. As long as you just don't literally copy it, anything is fine

here's my game that'll 99% likely never get finished

Guys how can I ditch playing games long enough to make one

I started gamedev his year. Since then I havent played anything because Im just too busy with game dev and have no time for another hobby.

It doesn't matter if the main theme or features of your game are unoriginal, a good execution and sub-elements can still turn it into something pretty good

I'm making a game where the main theme is literally just a knight going to save a woman from a dragon, that doesn't mean I can't add other stuff to make it a pleasant experience

you're saying the particles take too long to disappear? yeah I had that feeling, good to know it wasn't just me
I'll do some teaking
pretty much all programing is finished for this initial demo release, so all that's left is fixing stuff and making things prettier
the circle, you mean? I see what you're saying and I've had people complain about it too, but if it just disappears like you suggested, then it becomes very hard to notice it went away
since the circle is the only visual representation that the player is charged, I have to figure out a way to make it clear that it went away
I'll have to look into it, thanks for the feedback

That looks really lovely, user! I'd love to make some kind of TBS/SRPG some day but I have no idea how to even go about coding a CPU opponent.

What could be more popular anime waifu character or furry character?
>inb4 anime furry

>anime
>furry
Have some fucking self-respect

I need to make some cash this year.
Gonna pander to the audince that has more cash and like to spend it.

>it becomes very hard to notice it went away

I think you could fix that if it had a noticeable 'pop' when it was finished, rather than just disappearing.

Gamedev is not where the cash is user.

>Tale of toast

Anime could be more popular, but it'd also be harder to make them stand out from all the other anime waifu stuff out there.

Furry is less popular, but those fags are still at the stage where their shit is uncommon enough that they'll throw money at anything remotely pandering to them.

brother is forcing me to make an easy, one-button for special skills fighting game.
we both suck at fighting games and think they are fucking frustrating. Muscle memory sucks.
I'm still learning M.U.G.E.N cause it's easier.

Slowly starting to see the end of the ship features. Gonna add the self destruct button, the stabilizer switch and maybe some drag enhancing mode so you can go in a stream of water and get carried away faster.

Well what kind of RPG is it? What are the main mechanics? Is the focus immersion or strategy? If you cant answer any of these questions then you need to think of answers to them before deciding on a 'look'. The look of the game stems from the gameplay requirements, rarely the other way round.

I'm making a game. It's my life long dream to make a game. I feel that I need to do this then I can die in piece. I don't really care if it sells well, as long as it gets done.

isn't that pretty much how it works in the webm I posted? how else could I make it look/animate?

>blowtorch to fix glass
A+

what's the best way to capture/create gifs/webms of my unity game?

I'm in the same boat, user. Ideally I'd like to make a bunch of games before I die but you've got to start somewhere!

Just remember to start small.
You can do this!

Where's Godot on that image? Lumberyard is there but not Godot?

I use Shadowplay to capture, sony vegas to crop/edit (probably unnecessary) and WebmForRetards (now called WebmConverter I think)

I'm working on a metroidvania currently, I've spent years making the artwork/music/story. All that's left is the coding, sfx and sprites.

Godot is not a real engine. Literally zero Godot games exist. It's just a meme.

Spotted a Unity shill lads

Okay, name some Godot games. Go.

Spent the last 6 weeks optimizing this texture, should have a single model done soon

Is it always the same size when it pops? If so I would drop a quad on the player with an animated texture played on it when the effect ends. Do a few frames of a pop animation in Photoshop or something and run that. If its in unity you could add that texture animation as a particle within your current emitter instead of a quad and keep it a little cleaner.

How about you leave Godot alone
and instead Gofuck_yourself

Thank you!

Sounds really cool, user! Like it's coming from a very genuine place since you must've had the idea for so long. I wish you luck!

What software do people use for music making? I'm a long way from worrying about music for my game but sometimes it's nice to work on things other than asset creation and coding.

Learn C and get used to the command line. Engines are inherent bloat.

You want him to make game in 5 years or something?

I can name some Unity games. Cuphead, Superhot, Furi.

It's going really alrighty.
Saving and world persistence are working nicely.
You can now drop items from your inventory and they stay in the level after reloading. Also made treasure chest(s) - webm related-

Currently Making a model for lockpicks.
Gonna put some cheap dex check in for that. Going to add more complex mechanics later.
Also currently planning the level/zone for the alpha demo.

With that and the animation/AI rework it should be alpha ready somewhen in autumn.

>I can name some Unity games
Ofcourse you can.

>what kind of RPG
I am inspired by Might & Magic series and Diablo so action RPG with lots of traveling
>What are the main mechanics?
I don't know exactly how to answer this because I just want to make a simple adventure rpg with crafting skills
>Is the focus immersion or strategy?
I want to make it immersive because of focus on traveling

Yes. C is dead simple. You'll spend most of your time relearning the math required for 3d rendering and learning how to effectively use audio and graphical libraries. Plus if you fucking hate it the skills are pretty useful if you switch to gamemaker or c# for unity.

there'll be more stuff to fix. Electronics, metal bits...I initially wanted to have a bunch of tools for different things but since one of the big ressources is inventory space it would just be a pain.

Sounds like you want something more strategy focused then. I would go for top down.

I made this over the weekend for fun

squirrel sphere in the arctic world

do the whole thing with 3D placeholder assets, don't hand draw anything. You can decide the perspective later. You can keep realtime 3D or prerender or replace with hand-drawn assets later. Iterative development.

>unity is bad for schmups
Enter the Gungeon
>unity is bad for 2D
Cuphead
>Unity has no good games
Superhot, Furi, Hollowknight, Ori and the Blind Forest, Firewatch, all of the above

It would be nice to at least have more than 1,000 polys on screen and a lighting engine

>making progress at a snails pace
atleast i know for definate what kind of game i'll make, just fucking around with some of the models

Optimization, nigga. Learn C and make your own lighting engine.

Finish it. Give it genuinely charming and interesting characters. Put a weird twist on a familiar mechanic and make sure it has lovely music. You could get 30,000 sales at $10 if you pull it off.

How hard is it to make a classicvania and sell it to people? Are people satisfied with hard but short games these days?

Also Inside + Kerbal.

Animations already a mile better then most games

They are satisfied with playing for a little less than 2 hours and refund it.

First time trying to make a game. Just got the iframes coded in.

looks fun famalamadingdong

Hamster Ball?

Put some snow on the trees and it'll really feel like an arctic world.