How's that game coming along folks?
>>717013664 (OP)engine crashed again while compiling, saved an hour ago...gotta love it.
>>717013664 (OP)Any of you guys have jobs in game design or is this your hobby/livelihood?
>>717014348I just wanted to make something I found fun, but the more I learned the more I wanted to do. I am not quite ready to post anything but if you have an idea go for it, most engines are noob friendly but be weary of how you get your info there are lots of bs turtorials out there.
>>717013664 (OP)Done with the inventory, now working on an animation for when consuming items.
>>717014348I work as a front-end developer and am making a game mostly for fun.
I've been playing around with Godot today a bit with the help of AI, trying to make a 2D animation of a circle morphing into a square. This is the closest I've ever been to starting actual game development.
>>717013664 (OP)GameMaker - dead
Gamebryo - dead
Defold - dead
Lumberyard - dead
Hero Engine - dead
CoCos2D - dead
Cryengine - dead
Xenko - dead
ShiVa - dead
jMonkey - dead
GameSalad - dead
Love2D - dead
Torque3D - dead
Corona Labs - dead
did I miss anything?
>>717015063how do you win
>>717015063make it a game about putting your penis into a square and stretching it to accommodate your penis
call it circling the square
>>717013664 (OP)I gave up. I managed to make the engine but that's it.
>>717015370thats good, now you better understand how engines work and you can start using one
>>717015141I'm just figuring out how the engine works.
>>717014991cool, I'm out of work at the moment but I'm employed as a network engineer. Not much knowledge on game dev with my experience at work, but I see the threads from time to time.
>>717014348I'm neet, did about 15 years of wageslaving various shitty entry level jobs until I refused to continue
Now I live with my mom and work on my game every day, life is good
>>717015370Why quit after making the engine?
>>717015787good shit, fuck work.
>>717015787actually kind of based
>>717014991What kind of game are you making? How hard was making the inventory system?
>>717015807It took me three years and just doing that bring me out. I fucking hate math.
My father died.. I didn't get to make it while he was alive.
>>717015787I absolutely, positively, wish you the best
>>717013664 (OP)Characters are now squishy and stretchy for that Looney Tunes energy.
>>717014348i've been starting to figure out better systems to make stuff look cool, namely for particles and shaders, and this year i got much better at making my stuff more scalable and easy to work with
i feel like i could actually make a game now, instead of just shitty week-long game jam projects and engines to fuck around with
but i want to learn 3d first because i'm more interested in making 3d stuff now instead of all 2d, i have a bazillion dollar game idea but it needs to be in 3d to work
>>717016024>What kind of game are you making?classic 3D Zelda style adventure with Dragon's Dogma combat, ledge-climbing and item comining.
>How hard was making the inventory system?not too hard, but a bit tedious. In Godot, you declare your items as a new type of Resource (InventoryItem), then declare your inventory with another kind of Resource (InventorySlot) that holds an item id and the quantity you have of that item. Then you translate that data model to a visual UI, add the functionality for using, discarding and in my case also combining items and that's it. I also added a shortcut bar like the one in Monster Hunter, to be able to use items without accessing the inventory, plus some code to let the player spin the 3D model which imo is always a nice to have.
>>717013664 (OP)I've been experimenting with Unreal and Godot for 3D, retro action FPS. Like a first person hack and slash fantasy game. Can't decide which to stick with.
Unreal Pros
> super powerful, has amazing tools> love the behavior trees, EQS, NPC sensory system, and new State Tree> great level design / landscape / vertex painting / asset streaming stuff> best in class animation toolingUnreal Cons
> character movement feels stiff and off, no matter how I tweak it> bloated and annoying structure, hate jumping between 10 different windows to see how data flows between structs, interfaces, blueprints and actors.> difficult to undo all the AAA graphics stuff, no easy way to do per vertex lighting, tonemapping is built in,etc.> overall feels less customizable for someone like me who isn't strong with C++Godot Pros
> lightweight, clean, easy to use> highly customizable> good enough animation tools, navigation system, signals, etc.> my character controllers feel fantastic> amazing for retro art styles and vertex lightingGodot Cons
> weaker performance, no easy way to do huge scenes or asset streaming> poor support for IK, less animation features> zero strong level design tools... it's either trenchbroom or blender basically> less battle tested, buggier, slow to updateI'm having a hard time picking one. I enjoy working in Godot more, but I get more done with Unreal (though not exactly how I want it sometimes).
I don't know if it really counts as a game but I've been working on a web based card counting training tool
I couldn't find a decent free one so I'm filling the gap
>>717017219>Unrealif you want that Unreal Template feel and look which you can't back up with your artistic skills so it just looks amateurish
>Godotif you want a buggy mess that looks bad
>>717017219Trying to do 3D character animation in Godot filtered me and I just find it a huge pain in the ass to manage assets and having to manually optimize them by staggering animation updates based on visibility. At least I could do that myself but with UE it often feels like you're stuck with what they give you because it's such a clusterfuck of abstraction layers and tools and frameworks that barely seem related.
>>717017219I vouch for Godot unless you want to do something open-world or with good/modern graphics. For the kind of project a solo dev could tackle, I think it's fine.
>>717017525My biggest draw for Unreal is copying Northern Journey dev's level design workflow. But you can totally feel the shitty Character Movement Component at work with the feel of the character in Northern Journey.
>>717017613The Animation Tree is pretty garbage in Godot, I hate using it, I hate how buggy and convoluted it is. If your animations are super basic you'll be fine, but if you want to start blending animations or doing anything more advanced you're dead in the water.
>>717017935Your game looks really clean and is exactly the type of project that suits Godot, in my opinion.
Unreal feels like the winner. It has more features that make the entire gamedev process faster and easier (which is 80% content creation and level design). Whereas Godot is more fun to code with and you can make things feel exactly like you want and write every feature custom to your needs, but managing content is a nightmare.
>>717013664 (OP)I'm working on a card game in live 2d, figured out if it worked well for balatro then it can work well for me. I can't show you anything yet as I'm still reading through the starting out wiki pages.
>dumbshits suffering with lolreal or godont
unity chads keep winning with everything being easy to do and having the smoothest workflow
>>717018885I meant lรถve2d
Doing a bunch more stuff to allow for more user made content. Added a whole system that lets you do texture overrides on ships, so you can do something like turn your cat into a paintjob.
>>717018892tel aviv will be gone before you even finish your game
>>717018892>Paying for each user installYou are setting yourself for a financial trap lol
>>717018892i agree unity has the best workflow and much more
I got my main menu to character select to gameplay flow working, now I have to do gameplay to game over screen to main menu
Then on to some tweaks for my modular item System, the its mostly just content that I have to make and test
>>717017935I missed this in the last thread because I lost its URL, but I think I asked you if you do anims in blender or godot and whether you animate hands separately from weapons if you don't mind repeating?
>>717019117they backtracked on that almost immediately lol
>>717019073tel aviv being gone means we won't even need to pay unity for using the engine with our releases which means we win even more
>>717019185blessed anon gets it we gmi
>>717019315The trust has been violated, there is no guarantee they won't try to push this shadily down the line.
>>717017219Trechbroom for godot is not a con, it's a pro
>>717019272oh shit, it's you! I remember seeing your post but the thread was already archived, sorry I couldn't answer you back then. I do all animations in Blender, trying to keep things simple and not bothering with IK for precise footing.
>and whether you animate hands separately from weaponsThe player model doesn't include the sword, but in it's blender file I included a test sword and attached it to the model so I could test how the animations looked with a sword before exporting to Godot. I also have a plane to make sure all attacks have the same reach, which is important imo. Then in Godot I just attach the actual sword to the hand bone, and that's it.
>>717019460they are legally not allowed to change contracts retroactively, so if they push some cringe shit for an update you can just keep using an old version with its better contract
>>717019407what are you working on?
>tfw haven't done any game dev stuff in like a month
welp
>>717019924been there. I think it's fine to wind down for a while then come back full of gamedev power
>>717019850I won't connect my hot takes to my game because of the schizos that lurk these threads but I have shown it off multiple times already
Reposting from the previous thread referencing save position from load
---->save and load function and ui
>Big update: Added a delete button to the save menu slot. Deleting actively updates save slots and replaces with an empty save placeholder. All menu animations related to delete button had to be overhauled to update animations and widget focus accordingly.
>saving now updates player transform and camera control correctly. Loading a save will match saved transform and camera control data to face the character the same way and same for the camera.
>main menu once all saves are deleted will actively gray out the load button and will fade out the continue button in real time, then canceling the selection menu will land you on the new game button by default. The load button becomes non hit testable and you skip it between new game and option buttons when in this state.
>if you have a save file and cancel the save selection menu the continue button highlights first.
---->Potions
>Potion quickslot now updates when dropping or destroying them from the inventory
---->AI
>AI updates player sense if they're out of bounds of the nav mesh they stop attacking and go back to their wander/idle tasks.
Next updates
>adding two new armor sets, 3 new swords.
>adding more attack animations and new line traces for delta, critical, and special damage.
>continue with more ai polish
>>717020831nice!
>>Potion quickslot now updates when dropping or destroying them from the inventoryhell yeah my man, we've been working on the same feature lmao
>>717013664 (OP)Bought some Blender courses like some anons recommended to me a few days ago, I am going through them now and am learning a lot, when I'll get comfortable enough with it I will start making mock assets for my game + will start coding controllers and other basic stuff to test my concepts out.
My only problem is that I'm a uni student + work 5 days a week, so time is scarce
>>717020365fair enough. i think ive talked to you before on discord.
>>717021051best wishes anon. Remember to have some fun while learning, like making silly 3D models just for the hell of it.
>>717021307I genuinely think that I have a good enough idea for an action story driven game and that the scope that I want it in is manageable for one developer to make on a span of 3 - 5 years, which is what motivates me right now, the only thing that kind of bums me out is that I don't get to play as much vidya as I used to
I like that .blend files work 1:1 in godot's scaling but I suck at node stuff and the layering of nodes confuses me. Is there somewhere I can get a bunch of template node setups?
>>717020956Hey dude! Lol that's right! but i like how you have a combine function and more potions. I have the enumerators setup for more types but 1 was a task on its own lol. When i was working on the active quickslot real-time updates i forgot about those 2 functions because my inventory widget covers the whole page and I didn't think about it.
Here's a video i just made of the functions.
I have the potion locked to the inventory slot for now I have a dupe bug going on i cant fix, which will get fixed soon.
>>717019460can't violate my trust if I never trusted you to begin with.
>>717013664 (OP)metaverse-nightmare.neocities.org
I just finished my shitpost open world RPG that took three years to make. I learned many lessons and now working on a more serious game
>>717013664 (OP)Finished update for Archtower with first 9 subclasses.
the most full webm link (18MB):
https://webmshare.com/MLxEB
short webm with audio 1:
https://i.4cdn.org/wsg/1754047312307789.webm
short webm with audio 2:
https://i.4cdn.org/wsg/1754047375731786.webm
>>717019185Ease of use is the #1 consideration for me when working with engines.
>>717023970this looks phenomenal but needs npcs to interact with and break up the combat segments. Is there loot you could trade?
>>717024675that is a huge factor for creating content and refactoring
>>717019720Thanks I got it now... blender takes a bit of time to learn
>>717025695Nta but I used 3dsmax before blender and I hated it but only because I knew more shortcuts and understand skeleton/bones better. After watching lots of videos on syntax things made way more sense and now I use it since it's free.
>>717024878yeah, you can sell and buy items, and there are quests and even some npc factions
>>717025956Learning hotkeys makes all the difference for Blender.
Got busy with college and haven't used Blender in 2 years. Have they made any noteworthy advancements since then? The only thing I see is them ruining the UI
>>717016872I started with borrowed assets and it taught me so much about models and animations. I find it fun to work on the animations, user experience, asking myself what if questions to prevent softlocking or crashing.
>>717023970Nice that was a design idea I had for a cover shooter, very cool!
>>717026141rule of thumb is never update any software unless there's a crucial change you'll benefit from, i still use a 5 year old version of blender for that reason in particular
>>717026504i always refused to use borrowed assets even just to test stuff, but that's more of a problem of me being severely autistic about it
i really should get some 3d models to see how other people work with them, texture them, animate them and etc. in unity and blender, it's probably the best way to learn it
>>717027117there's some value in making your own shit even just to prototype
>>717027117It isnt autism, it is just your preference on how you want to dev. Nothing wrong with that. I built my game around them, but deleted all the sources at a point in development. To me, I don't care about certain skills im not good at, I work around that then circle back when its time.
I more or less know what I need to do to make my game but I'm scared by just how long it may take to complete.
>>717027979just do it. Otherwise you'll end up regretting it. "Oh it's been a year already since I thought about making that game... oh I could have made so much progress in this time..."
>>717029728I always thought comments like that are just meant to bump the thread. What is the road block to trying? What's the fear? My trigger was watching people make games in these threads, getting mad at a game I was playing to a point where I said, fuck this I can do this better and two years of fucking with shit I have basic, albeit incomplete, game loop,
I was afraid of showing off my work and if it weren't for people here dogging me on my I wouldn't be here making it.
Wish I had something to show, but I do not at this time. Who knew writing documents for the USPTO was hard work? I got some more work done on the next area but my sleep schedule has been reverting back to its natural state of me no longer going to sleep at 2:00 AM and waking up at 7:00 AM and I need to remediate that. Anyway, please enjoy this excerpt explaining health from The Zmeian Compendium:
>Health, in the context of Fygoonโs adventure, is represented by abstract green orbs. When a creature is slain, its Health spills out of its system and is consumed by the attacker; in a not-abstract form, this would involve the attacker consuming his enemyโs flesh and using the fleshโs proteins and vitamins to repair his own body. Since the more morbid details of Fygoonโs adventure are not necessary, these details have been omitted and replaced with a more visually appealing representation of Health.
>>717019034Its amazing youre still pushing updates.
Do you still see sales?
Progress:
+ jumping mechanic.
Working on the health system next.
>>717016949sorry anon I thought I replied earlier but this looks really really good! I like how the potions zoom in and you have some animations between menu transitions. Is interfacing all done with kb+m or can you use a gamepad too? Maybe one one day I'll get to it but I enjoy seeing the progress that is made from others.
>>717018892I'm good with unreal. Im sure I could spend more time optimizing but aside from my dev machine my game runs at 60fps at full resolution.
>>717032018the jump idle in the air looks funny and the feet do some silly stuff but I like the movement overall. keep it up!
>>717032056glad you like it anon! right now it's all either keyboard or gamepad, no mouse support but I'm planning on adding that later.
I got menus working alright. Last time I attempted them they were a pain, but I've managed to implement them in a way that makes them easy to create and edit.
>>717030479God yes. Between the Summer Sale and Splattercat's latest video I got a ton of sales these two past months alone.
>>717030176>I always thought comments like that are just meant to bump the thread.Jeez, at least be a little bit more original than throwing a fake self-pity party.
>>717034014Oh sorry anon I meant the person you replied to.
here's one for the anon that wanted slides
>>717032368>gamepad supportnot that anon, but you and I wouldn't be dev'ing side by side if I didn't get my game to work with a gamepad. In fact I didn't even start making it "mine" until I could equip a sword with the a button. I think I spent 6 months alone on that feature, and even still I have issues here and there.
I missed your last few videos and am really impressed with the amount of effort you keep putting into it.
>>717035254Hey anon glad to see you here, keep it up man! Now im thinking of hazards on the slide.
>>717032476tell me more about cute female looking qtps on top
>>717036365oh totally! it's far from done though. i've opened a can of worms
july was the best month by far
is there like an audience for lewd mascot character games?
that dandy's world game seems kinda popular
>>717037184yeah furries go crazy with that shit, just look at Pseudoregalia's success
>>717037158let me guess, brazil-fag?
isnt 700 like a fortune for you guys
>>717036701It's a tortured horrifying monster from a race of insane furries that live in space cities in space hell.
>>717037310Amazing. I want to mate with her and have a lot of weird babies
>>717032267Those are miximo animations. Might just not be the right choice here.
>>717037287sweden
very good for one month in my opinion, nothing i can live on yet but still
>>717032476I was told your game was a flop
only been visiting these threads recently but im glad there seems to always be one up. I've got my core progression and combat scenes ready to go and setup to be modular so now im basically just trying to polish it visually to be presentable.
Still sucks I have to steal a bunch of granblue assets since I have no art skills but after im done this first mini project il try to start building up artskills or start saving up money heavily to commission an artist, has anyone had any experience with that?
are they scammers? do you just pay them a commission price and you're free to use that art in your game however you please? no royalty bullshit?
>>717038613>do you just pay them a commission price and you're free to use that art in your game however you please? no royalty bullshit?That comes down to the contract you should be negotiating with any independent contractor. But generally unless you and them have both agreed to revenue share then no, you don't owe them royalties.
>>717037130Lol isn't that how it always is
>>717037442Yeah i have the same issue with one i downloaded, it didnt have the right orientation for some reason. You could get Paragon assets those are free and the animations are plenty.
>>717037310giant space bald men are scary
>>717038613Bro if you can gamedev ideas you can learn. Art isnt everyone's forte but you're either spending money/time on someone who can do it better with as much flexibility as your wallet and bend, or you doing it yourself. I avoid common UI and other pre-made ui systems to make my own so I know how it works in granular detail since I built it myself.
But assets? Get what you can out of borrowed one but eventually you will just want to make your own.
I've given up trying to make my dream project, going to focus on making small slop games with a realistic scope.
Vid is what my slop game will be about.
>>717044684is the lid on that trashcan making the player jump? top-tier kinoslop if so
I asked about speed in the last thread. Mainly for 4 niggas in a row, but it seems to be a super stat in srpg, too. If an arpg has it, and speed helps with dodge and #attacks, it tends to be op, too.
My suggestion was to have two stats, 1 gives 100% per invest boni to speed the other gives 30% per invested points.
The suggestions were to allow
>other means to push for speed, gear, consumables
>let other variables be more important at some point, damage stat or ignore armor
>implement anti meta speed builds, enemies that wreck speedy glass canons with ease
>maybe split speed into multiple stats (what I initially suggested)
>accept the fact that speed is de facto op
I feel smarter now (+2 wis, +1 lck) and do think that roughly sums it up.
I was out of the loop for a while, are h games now effectively banned from the clearnet or what's visa and porn games about?
>>717044852Yes, bad physics will be left in on purpose.
>>717044684dumptruck simulator?
>>717045120based, excited to see more of it
>>717045220No, more about filling the dumpster than picking it up.
>>717043248Nothing is particularly scary, except traumatic brain injuries.
Been a while since I posted as it's been a very busy few weeks but I'm back at it now. Changed the UI of the equipment so you can change the order of it going off in battle, and added damage bars to them too. When the ship gets damaged, there's a chance that none, up to all of them, get damaged too. When they are too damaged, that piece becomes non functioning and you lose it. Did this to prevent people from having an OP build early on and then just coasting through the rest of the game entirely which IMO isn't fun. Made a merchant, and made some of the more aggressive enemy ships fly towards you if you get close enough.
Most systems are in now, it's maybe 85% asset creation at this point.
>>717030305What the fuck is this lore.
>>717017219>difficult to undo all the AAA graphics stuffIt really is. Did you manage to find some resource about de-bloating Unreal or is it all scattered references from the web?
>>717046704Very cool looking
>>717046704have you changed the perspectivw during combat? or was that a different game?
Do you think just using UE4 is fine in 2025?
Seems easier than fixing UE5 issues
>>717047968I think so, lots of tutorials are ue4 just keep in mind ue5 tutorials can be followed some things may be different.
>>717047887Probably thinking of the version of the game I was doing(Space RPG) before I massively scaled it down to an auto battler.
>>717048153Fuck dude, again, very cool. You have a really great esthetic imo.
>>717037158how much did you earn in total?
>>717048153Nice haven't seen you post in a bit, good stuff anon
>>717032018i jump like that in my dreams
>>717032018To me it's the way the hands act during the recover that makes me laugh more than I should.
it got shut down on itch...
Is it viable to contact 3D artists who's work I like and try to work out a deal with them for 3d assets? Would it be the same price as just hiring a 3D guy the regular way? Did anyone here ever do that?
>>717052183What are you asking? Hiring freelance is usually more expensive per hour, as an actual hired person needs papers, tax aso.
>>717052834I guess whether 3d artists even have a habit of making assets like for example 2d artists do for commission.
>>717053084You can find one but understand if you have little money you'd be better off learning. It can range from "sure you go" or "you need to pay me for a percentage of sales since my asset helped make you money" or some nonsense like that.
>>717048153What do they look like before the dithering? Can you give me some tips on lighting the models in the rendering step?
I'm writing and setting up cutscenes for the next month, which is calm and comfy so far.
I'm heavily restraining myself from viewing the steam data until the 8th. Allows for a more objective viewing of whatever is happening so it won't impact what I'm doing now until it's more set in stone.
>>717053335>you'd be better off learningMy thought process here is that finishing a project shouldn't be contingent on learning an entirely new technical subject that I may or may not have the talent for.. I am a programmer, not an artist. Wasting months to get mediocre results would me months of code progress wasted. Maybe just saving up money and hiring a fresh outta school junior is the way to go and I should just bite the bullet.
>>717032018these anims look way too mocapped, did you just pull them off maximo
>>717013664 (OP)Learning Godot taking their recommendation and taking that CS intro class while also learning game design principles.
came up with a bunch of cool ideas and made documents for them. Essentially learning the basics until buddy comes back from training so we can actually start. Think we landed on making a chain of memories clone, since it was the most feasible.
Just seeing how multidisciplined gamedev is I'm not surprised how why there's not a ton of success stories.
>>717053864which is sad considering your competition isn't undertale, it's dungeondrops. I'm not shitting on that game, I'm just saying, if dungeon drops can make it to steam, literally anything you do can even if it's not even half finished.