game dev thread - /v/ (#714324883) [Archived: 567 hours ago]

Anonymous
7/3/2025, 1:36:03 AM No.714324883
game dev
game dev
md5: 0cc4254f44a40da4da30190af4545123๐Ÿ”
What are you working on?

I'm building 3D models
Replies: >>714325369 >>714326091 >>714331027 >>714334483
Anonymous
7/3/2025, 1:41:58 AM No.714325369
>>714324883 (OP)
>What are you working on?
inventory ui. Once that's done I'll make some 3D models for the items.
>I'm building 3D models
post 'em
Anonymous
7/3/2025, 1:50:26 AM No.714326091
>>714324883 (OP)
Working on blocking animations. All kinds, blocking idle, walking while blocking, actually defending an attack
Anonymous
7/3/2025, 1:52:01 AM No.714326236
AscendantDawnTiltShift
AscendantDawnTiltShift
md5: cac9a121d7c62619b9257f99e754ecc4๐Ÿ”
I added tilt shift to my game, making things look small. Kind of works for strategy games I think.
Replies: >>714326808
Anonymous
7/3/2025, 1:53:55 AM No.714326398
any ideafags lurking?
Replies: >>714326785 >>714326808
Anonymous
7/3/2025, 1:55:32 AM No.714326550
arthurshadowing_thumb.jpg
arthurshadowing_thumb.jpg
md5: c754e79f00223b97720e21f3bfc30ff6๐Ÿ”
morning thread died? oh well.
released a public update last month to let people try out the boss fight. working on aesthetics/theme of next area.

also working on area theme https://vocaroo.com/1ayvda7EOgCP
Anonymous
7/3/2025, 1:58:17 AM No.714326785
>>714326398
yeah, what ideas do you need?
Anonymous
7/3/2025, 1:58:30 AM No.714326808
1751500321702821
1751500321702821
md5: d67c5d5e7f1e5f5a0912cee4216c45cf๐Ÿ”
>>714326398
I'm high on weed
>>714326236
if there would be something important there, I wouldn't be able to see it. Just copy the camera from either Warband or Bannerlord, no need to reinvent the wheel.
Replies: >>714326987
Anonymous
7/3/2025, 2:00:37 AM No.714326987
>>714326808
That's just a tree.
That blur is only there when the camera is close to the ground and everything important is visible.
Replies: >>714327232
Anonymous
7/3/2025, 2:03:40 AM No.714327232
>>714326987
if that's the case then it's probably alright. Stuff doesn't move unless you are moving anyway, right? So it's not like you need to be alert of anything suddenly coming for your ass.
Replies: >>714327495
Anonymous
7/3/2025, 2:06:44 AM No.714327495
>>714327232
You control the movement speed like in paradox games. It's sort of a mix between mount and blade and paradox games.
Being that close is a cinematic thing you probably won't do it while the game is properly running.
Anonymous
7/3/2025, 2:17:32 AM No.714328396
fygoonRoom
fygoonRoom
md5: 40353bff77966e8e97bd20452829ac8c๐Ÿ”
It really is the truth.
Replies: >>714328484
Anonymous
7/3/2025, 2:18:35 AM No.714328484
>>714328396
where's the weapon display tho
Replies: >>714334926
Anonymous
7/3/2025, 2:20:44 AM No.714328635
What makes a game fun?
Replies: >>714328817 >>714328931 >>714329004 >>714331452 >>714331545 >>714335784 >>714336283
Anonymous
7/3/2025, 2:22:59 AM No.714328817
>>714328635
That's easy, my man, a game is fun when it is full of adventure, mystery, deep lore, and a whimsical nature to it. Any further questions?
Anonymous
7/3/2025, 2:24:49 AM No.714328931
>>714328635
Deep levels of interaction and a sense of progression.
Anonymous
7/3/2025, 2:25:26 AM No.714329004
1706879943607225
1706879943607225
md5: 369fa5cd0930d42ae5c423f7a9981539๐Ÿ”
>>714328635
you press button and cool stuff happens
Anonymous
7/3/2025, 2:26:16 AM No.714329069
My spaghetti code has started instead of my organized graceful but difficult approach.
Finally, I can get progress done. I just want my player to shoot with each gun having its own fire function.
Replies: >>714329432 >>714336447
Anonymous
7/3/2025, 2:30:43 AM No.714329432
>>714329069
if your systems are separate enough from each other then a little bit of italian pasta is fine. The problem comes when multiple systems have to interact with each other and they are all mamma mia
Anonymous
7/3/2025, 2:32:45 AM No.714329607
Capture
Capture
md5: 7b65763eb6572bdb9f80543b49b115d9๐Ÿ”
Working on another big beautiful bridge, a tremendous bridge, the best.
Anonymous
7/3/2025, 2:32:50 AM No.714329612
1751497803254756
1751497803254756
md5: 49ecd110e2a8b167faea599004f9282d๐Ÿ”
I havent really committed yet but I am considering redesigning the sprites again because now I can implement the LEWD cheat code in the in game sprite instead of just the splash art.

https://store.steampowered.com/app/1971670/Panic_Floor/
https://panic-ok.itch.io/panic-floor
https://x.com/Panic_Floor
https://bsky.app/profile/panic-ok.bsky.social
Replies: >>714329934
Anonymous
7/3/2025, 2:36:47 AM No.714329934
>>714329612
Crazy how you can make it so small and use so little pixels but I can tell what it is well. Good work anon as always.
Anonymous
7/3/2025, 2:48:38 AM No.714330859
Sup2
Sup2
md5: 1b4252acdad92b7df2a5768b1193bb63๐Ÿ”
Looks like this is the superior thread and /agdg/ is the inferior thread.
Replies: >>714331041 >>714331121
Anonymous
7/3/2025, 2:51:07 AM No.714331027
>>714324883 (OP)
Every time I looked at threads like these 8 or so years ago it was mostly 2d stuff, cool to see it's mostly 3d now.

What are some things I need to know to transition from 2d to 3d? I don't know what I don't know, if that makes sense. I wrote my own 2d engine so I have experience, but my understanding is that 3d is a whole different ballpark. Besides 3d modeling, I suppose you have to learn other skills like animating the models and applying textures(?) to them? Well, I don't know.
Replies: >>714331665
Anonymous
7/3/2025, 2:51:16 AM No.714331041
>>714330859
always has been, unless you really like Bocchi the nodev or talking about ecelebs.
Replies: >>714331180
Anonymous
7/3/2025, 2:52:23 AM No.714331121
>>714330859
Most of the good stuff happens in the /agdg/ discord
Anonymous
7/3/2025, 2:52:56 AM No.714331180
>>714331041
As if. I'm a fan of progress, not a fan of degenerate tranime wapanese.
Anonymous
7/3/2025, 2:56:25 AM No.714331452
>>714328635
at it's simplest, I think gaben kind of distilled it out. Basically the player having an effect on things around him. And I'll add, learning is fundamentally what makes a game fun.
Anonymous
7/3/2025, 2:57:41 AM No.714331545
>>714328635
>What makes a game fun?

The dopamine cycle
>observe
>plan
>execute
>reward
Replies: >>714331792
Anonymous
7/3/2025, 2:59:10 AM No.714331665
dungeon
dungeon
md5: 49b50a4223367b109da29cff56e33b2b๐Ÿ”
>>714331027
I started with 3D stuff this January and it's been quite fun to learn it, which basically is:
>Blender basics, controls and UI and shit
>modeling
>animation, which is rigging and then the actual animations
>textures, which includes proper UV unwrapping and putting the texture there
>materials, for stuff like specular and roughness
>shading, flat or smooth, depends on the style you are after
>exporting the model to use on a game engine
Here's the videos that really helped me getting into 3D. First one is Blender basics, second one is about all the other stuff, minus textures and materials.
https://www.youtube.com/watch?v=sbCW0Cs7aI8
https://www.youtube.com/watch?v=VasHZZyPpYU
Don't worry if you don't plan on using Godot, only the last part of the video focuses on that while the rest is engine-related.
Also pic related is my game. Nothing too cool but it goes to show that anyone can do some basic 3D stuff if they go for it, and I bet you'll be able to make cooler looking shit. Good luck!
Replies: >>714331898
Anonymous
7/3/2025, 2:59:45 AM No.714331723
how do you guys approach things like timed hits
like, Mario & Luigi style ones
Replies: >>714331881 >>714332307
Anonymous
7/3/2025, 3:00:33 AM No.714331792
>>714331545
This but also world interactivity. The player keeps interacting with the game to see what happens next, so put some of that โ€œnextโ€ in the gameplay and level design itself.

Encourage exploration. The world is not a linear path with an obvious goal, but rather a unique collection of intersecting paths that contain secrets and multiple routes to a goal.

The world should react to the player. Player interactivity is important to make the world feel alive.
Anonymous
7/3/2025, 3:01:59 AM No.714331881
>>714331723
those are baked attack animations, so you could do this:
>attack animation is 1.2 time units long
>determine (hardcoded) that the sweet spot range for pressing the button is between the 0.8 and 0.95
>when the player presses button, compare the current time of the animation with the sweet spot range
and that's it
Anonymous
7/3/2025, 3:02:08 AM No.714331898
>>714331665
Nice, thanks anon looks cool by the way
Replies: >>714332016
Anonymous
7/3/2025, 3:03:40 AM No.714332016
>>714331898
no problem man, glad to be of help, and thanks for the compliment. Hope to see you again and sharing some 3D models soon!
Anonymous
7/3/2025, 3:04:56 AM No.714332104
20250702185221
20250702185221
md5: 58851936deb34b794ff77c96b65c1e40๐Ÿ”
I got art of my game. The demo should be in a good state to upload soon with auto-text functionality being implemented at the moment. I'll have to commission some stuff for the Steam page soon once I figure out what I want for it after some updated market research.
Anonymous
7/3/2025, 3:07:37 AM No.714332307
>>714331723
I don't like timed hits for player attacks because they're too easy to pull off and they just eat up time. Even if it's only one or two seconds per character, that adds up over time and makes battles feel like a slog. In Super Mario RPG it sucks.

However! In that very same game, there is a timed command for defense, and to me that's fun because then the enemy's attack taking a moment and eating up a little time makes sense, it's trying to throw you off or get you ready to block. And in Super Mario RPG defending halves damage, but if you block within like three frames or so, you take NO damage. It's cool as fuck and always makes me feel like I'm the shit when I pull it off.

So my recommendation to you is that if you're doing an RPG, please allow for that because I think it'll add replay value for people doing speedruns or low level runs. For certain attacks like magic though, those can be unblockable.
Anonymous
7/3/2025, 3:12:43 AM No.714332678
Can I work construction while I make games after work
Replies: >>714332736 >>714332757 >>714336583
Anonymous
7/3/2025, 3:13:37 AM No.714332736
>>714332678
Yes
Replies: >>714332830
Anonymous
7/3/2025, 3:13:55 AM No.714332757
>>714332678
yeah why not big buddy, go for it
Replies: >>714332830
Anonymous
7/3/2025, 3:14:42 AM No.714332830
>>714332736
>>714332757
And still be alive after a few years I mean, can I really live off of it by myself
Replies: >>714332907
Anonymous
7/3/2025, 3:15:46 AM No.714332907
>>714332830
only one way to find out, and you don't lose anything for trying
Anonymous
7/3/2025, 3:38:07 AM No.714334483
BaggyChains_thumb.jpg
BaggyChains_thumb.jpg
md5: 30b78290a0f186f44e320fe850339ab9๐Ÿ”
>>714324883 (OP)
Had multiple requests for baggy jeans, especially JNCOs which were comically baggy and extremely cool at the time. Added wallet chains yesterday and am still messing with the physics, but the combination is extremely satisfying.
Replies: >>714334917
Anonymous
7/3/2025, 3:43:56 AM No.714334917
CharactersAndCurfews-540_thumb.jpg
CharactersAndCurfews-540_thumb.jpg
md5: b9d7280ecb68df4d67bc08df2d4e1a45๐Ÿ”
>>714334483
Also as playable in the demo now you can select from multiple characters, male and female, different skin tones etc. And various UI updates. Also a day night cycle with curfew, so you can see the sun set on the town and will have to return the next morning to complete quests if you run out of time.
Anonymous
7/3/2025, 3:44:02 AM No.714334926
1720936888450840
1720936888450840
md5: 3425babb8b1447d4e260bd50c7c273f1๐Ÿ”
>>714328484
>Right here. Which weapon should I grab?
Replies: >>714335479
Anonymous
7/3/2025, 3:51:54 AM No.714335479
>>714334926
a chainsaw
Anonymous
7/3/2025, 3:52:51 AM No.714335529
Transcribing music is hard. Even transcribing something relatively simple like SMB1 1-1 is frustrating. I keep getting the tempo wrong, but I think I'm making some progress with the notes (with the help of a midi, of course), one note at a time. I wonder how much music theory is actually necessary just so I could make Kirby music.
Replies: >>714335671
Anonymous
7/3/2025, 3:55:00 AM No.714335671
>>714335529
What usually helps me is trying to get a metronome going inside of my midi before trying to transcribe music. Once that is down, then transcribing should be easier - it is for me.
Anonymous
7/3/2025, 3:56:26 AM No.714335771
0702_thumb.jpg
0702_thumb.jpg
md5: 54a1ff2adb34b0313ee18fbd57972421๐Ÿ”
animals are added now.
lewd version: https://files.catbox.moe/7r8fkx.mp4
Anonymous
7/3/2025, 3:56:35 AM No.714335784
>>714328635
Keep the user entertained.
Anonymous
7/3/2025, 4:02:03 AM No.714336127
1038293829
1038293829
md5: 8d4ff411f6634bbde33e9cf2fc7a5720๐Ÿ”
Nothing new at the moment aside from more armor concepts, normal looking swords but I have a plan to work on the following things this week and weekend
>npc dialog and attaching events to quests via more dispatchers for passing hard references.
>add more quests and rebuild reward system
>enhance "character stats" actor component for better health, stamina, and ability meter tracking so I can use that information with other components.
>adding experience and leveling up
>adding a function tentatively called "in cold blood" where things happen/change when enemies are scared and run away and you kill them anyway (based on character level and progression). This mechanic will mix fearful enemies and normal enemies together to keep you focused.
>cleaning up all borrowed assets and remove all unneeded assets from the project as they're no longer needed to reference
>re-pose actor stance like the original mesh
>adding two more enemies: hornet warlord and siren mutant
>work on at least 1/3 transformations
>fix character animations and add more state machines, tying the skyle counter to it to change character ter locomotion heavier.
Probably ill get 1/10 of this but I like writing it all down
Anonymous
7/3/2025, 4:04:27 AM No.714336283
>>714328635
anime girl
Anonymous
7/3/2025, 4:07:00 AM No.714336447
>>714329069
It seems normal that each gun would have its own function that calls its own animation and does its own effect, perhaps has its own projectile type etc.
What language are you using and how is this organized?
I mean in C you would set up function pointers, in an object oriented language like c# or c++ you can have each gun as a subclass each of which has its own function with the same name, so you can call fire() for each gun and it will automatically do the appropriate thing.
Anonymous
7/3/2025, 4:08:38 AM No.714336552
You guys looking forward to the age of indie?
Anonymous
7/3/2025, 4:09:19 AM No.714336583
>>714332678
I used to do that. It's kinda nice. Great thing about construction is you can't bring work home. You're done when you leave the site. You have physical work in the day and metal work at night, keeping sharp in both respects. Just make sure you eat and sleep well and don't overexert yourself.