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Thread 714324883

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Anonymous No.714324883 [Report] >>714325369 >>714326091 >>714331027 >>714334483
game dev thread
What are you working on?

I'm building 3D models
Anonymous No.714325369 [Report]
>>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 No.714326091 [Report]
>>714324883 (OP)
Working on blocking animations. All kinds, blocking idle, walking while blocking, actually defending an attack
Anonymous No.714326236 [Report] >>714326808
I added tilt shift to my game, making things look small. Kind of works for strategy games I think.
Anonymous No.714326398 [Report] >>714326785 >>714326808
any ideafags lurking?
Anonymous No.714326550 [Report]
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 No.714326785 [Report]
>>714326398
yeah, what ideas do you need?
Anonymous No.714326808 [Report] >>714326987
>>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.
Anonymous No.714326987 [Report] >>714327232
>>714326808
That's just a tree.
That blur is only there when the camera is close to the ground and everything important is visible.
Anonymous No.714327232 [Report] >>714327495
>>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.
Anonymous No.714327495 [Report]
>>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 No.714328396 [Report] >>714328484
It really is the truth.
Anonymous No.714328484 [Report] >>714334926
>>714328396
where's the weapon display tho
Anonymous No.714328635 [Report] >>714328817 >>714328931 >>714329004 >>714331452 >>714331545 >>714335784 >>714336283
What makes a game fun?
Anonymous No.714328817 [Report]
>>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 No.714328931 [Report]
>>714328635
Deep levels of interaction and a sense of progression.
Anonymous No.714329004 [Report]
>>714328635
you press button and cool stuff happens
Anonymous No.714329069 [Report] >>714329432 >>714336447
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.
Anonymous No.714329432 [Report]
>>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 No.714329607 [Report]
Working on another big beautiful bridge, a tremendous bridge, the best.
Anonymous No.714329612 [Report] >>714329934
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
Anonymous No.714329934 [Report]
>>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 No.714330859 [Report] >>714331041 >>714331121
Looks like this is the superior thread and /agdg/ is the inferior thread.
Anonymous No.714331027 [Report] >>714331665
>>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.
Anonymous No.714331041 [Report] >>714331180
>>714330859
always has been, unless you really like Bocchi the nodev or talking about ecelebs.
Anonymous No.714331121 [Report]
>>714330859
Most of the good stuff happens in the /agdg/ discord
Anonymous No.714331180 [Report]
>>714331041
As if. I'm a fan of progress, not a fan of degenerate tranime wapanese.
Anonymous No.714331452 [Report]
>>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 No.714331545 [Report] >>714331792
>>714328635
>What makes a game fun?

The dopamine cycle
>observe
>plan
>execute
>reward
Anonymous No.714331665 [Report] >>714331898
>>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!
Anonymous No.714331723 [Report] >>714331881 >>714332307
how do you guys approach things like timed hits
like, Mario & Luigi style ones
Anonymous No.714331792 [Report]
>>714331545
This but also world interactivity. The player keeps interacting with the game to see what happens next, so put some of that “next” 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 No.714331881 [Report]
>>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 No.714331898 [Report] >>714332016
>>714331665
Nice, thanks anon looks cool by the way
Anonymous No.714332016 [Report]
>>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 No.714332104 [Report]
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 No.714332307 [Report]
>>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 No.714332678 [Report] >>714332736 >>714332757 >>714336583
Can I work construction while I make games after work
Anonymous No.714332736 [Report] >>714332830
>>714332678
Yes
Anonymous No.714332757 [Report] >>714332830
>>714332678
yeah why not big buddy, go for it
Anonymous No.714332830 [Report] >>714332907
>>714332736
>>714332757
And still be alive after a few years I mean, can I really live off of it by myself
Anonymous No.714332907 [Report]
>>714332830
only one way to find out, and you don't lose anything for trying
Anonymous No.714334483 [Report] >>714334917
>>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.
Anonymous No.714334917 [Report]
>>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 No.714334926 [Report] >>714335479
>>714328484
>Right here. Which weapon should I grab?
Anonymous No.714335479 [Report]
>>714334926
a chainsaw
Anonymous No.714335529 [Report] >>714335671
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.
Anonymous No.714335671 [Report]
>>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 No.714335771 [Report]
animals are added now.
lewd version: https://files.catbox.moe/7r8fkx.mp4
Anonymous No.714335784 [Report]
>>714328635
Keep the user entertained.
Anonymous No.714336127 [Report]
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 No.714336283 [Report]
>>714328635
anime girl
Anonymous No.714336447 [Report]
>>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 No.714336552 [Report]
You guys looking forward to the age of indie?
Anonymous No.714336583 [Report]
>>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.