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Thread 717998410

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Anonymous No.717998410 >>718000539 >>718001208 >>718008441 >>718009281
Solo Devlo -2
It's tomorrow and I haven't forgotten about you.

Have you worked on your game today?

No one is going to make it for you and it didn't exist until you worked on it, so don't be modest!
https://gettysburgadress.itch.io/phorever
Still pretty sloppy over here on my project, but it's a big visual update from where I was yesterday, not sure what I'm going to work on today, probably get a few more visuals placed in properly and maybe some sound design, maybe a start screen and some more transitions. Maybe go back and fix the game speed. I dunno there's a lot always..
Anonymous No.717998724 >>717999316
I'm barely taking the first steps in Godot. Just learning how scenes and nodes work. The usual first project is a 2D side scroller but that feels really boring to me, so I'm going for a 2D action adventure, like old Zelda games
Anonymous No.717999316 >>717999861
>>717998724
Yeah it's a lot to absorb. I've been playing around in Godot myself, but the progress hasn't felt tangible yet for me. I'm still learning the Ui and the same things you're talking about. I say make the game you want to make because there's still going to be unique things for that you're going to have to learn.

I'm into both those styles of games though, have any thematics chosen yet?
Anonymous No.717999342 >>717999698 >>718000345
First person labyrinth games are ancient shit nobody wants to play. It's disorienting and charmless. There's nothing unique about this so far. And to top it off you have fade ins/outs between every step you take making it even more obnoxious. What is the point of making this slop?
Anonymous No.717999698 >>718004965
>>717999342
Fond memories of my dead father, an idea I've had probably longer than you've been alive that I'd like to bring to reality, and to fill time with a hobby where I'm learning and being creative.

I have a question since I answered yours even though it was rhetorical, what made you go through the effort of typing in a captcha just to say that today, especially if you have a lack of interest in the subject?
Anonymous No.717999861 >>718000345
>>717999316
>have any thematics chosen yet
I only have this idea about a society "enslaved" by mushrooms that provide nutrients but kinda lobotomize you, and the main character breaks free but has to fight an uphill battle trying to convince anyone else that a conscious struggle is the better choice
Anonymous No.718000345
>>717999861
I like it. Made me think of like, The Last of Us explanation of their zombies mixed with some Lovecraft and Bladerunner.


>>717999342
Hey thanks for giving it a shot though.
Anonymous No.718000539 >>718000734 >>718001073
>>717998410 (OP)
I'm making a roguelike deckbuilding virtual pet raiser. It'll make sense, trust.
Anonymous No.718000734
>>718000539
Anonymous No.718000861
Buy an ad.
Anonymous No.718001073
>>718000539
I've wanted to do a virtual pet for a while. I had the brown digimon keychain with the brick pattern way back and this knock off tamagachi cat that pooped all the time keychain. I wanted to do something like the digimon keychain but with "Greedy Kings"... I never really got past brainstorming though.
Anonymous No.718001208 >>718001808 >>718007369
>>717998410 (OP)
the blinking is annoying as fuck
I think this is one of those things where no transition is going to be better than trying to be clever
unless you can animate between the positions, and even then, it probably feels better to instantly be there, unless the animation is short and you buffer the inputs correctly
Anonymous No.718001808
>>718001208
Yeah, I want to pump the speed up a lot on it, it's in first draft stages, the timing isn't even good enough to be consistent with blocking the next frames coming in with how it's written. I want to keep it the transition, but yeah it needs to be quick and snappy. Right now I'm still missing some core things like experience, inventory, and expansion to classes though so it's more place holding at the moment. Thanks for the feed back.
Anonymous No.718004319
https://cyanideangelstudio.itch.io/cyanide-angel

finished that game and its out a month ago
Anonymous No.718004965 >>718005445
>>717999698
>guys I have this amazing idea I need to show the world
>proceeds to make the same generic thing we've seen dozens of times
>doesn't even do anything to improve on it or make it more modern
>same exact fantasy tropes, nothing even a *little* unique about them (almost looks AI generated)
yeah yeah I'm sure your creativity is limited by this "learning process" and you'll eventually 180 to making an amazing masterpiece.

>inb4 I'm just doing this for me
if that was true then you wouldn't have made a thread about it and published an itchio.
Anonymous No.718005445
>>718004965
thanks for the bump
Anonymous No.718007369 >>718007843
>>718001208
updated it so it's quicker, still not perfect, but it's a start on some of the problems there.
Anonymous No.718007843
>>718007369
dunno if it'll stay though I gotta get online looking like the local version and that is a headache still
Anonymous No.718008441 >>718009287 >>718009493
>>717998410 (OP)
Your environment art is super ass. I need to be able to tell that I'm facing a tunnel that was just on my right after I turn towards it. It makes navigating extremely disorienting when everything already looks the same. You should also put the minimap on the screen as a crutch to your shitty art and have tab be for opening up the full map as it is currently.
Your creature art is good which is why I'm baffled that the dungeon itself looks like it has no effort put into it
Anonymous No.718009281 >>718009684
>>717998410 (OP)
I managed to release my solo and first project on Steam roughly 2 months ago.
I am very happy with it and that some people bought it.

It's called Dungeon Drops
Anonymous No.718009287 >>718009630 >>718009684
>>718008441
I just remembered, Phantasy Star 1 has really similar graphics in its dungeon crawling sections but because moving from tile to tile and turning was animated it was much easier to keep track of what was happening visually. The blinking effect plus the unclear graphics makes your game significantly worse
Anonymous No.718009493 >>718009630
>>718008441
Yeah, it's the basic bottom layer with nothing built on it, like torches with animations flickering, cracks in the wall, or other landmarks that might give more visual clue to where you are. It's also missing a second go at it with shading and detail, but part of the charm for myself is that it looks like Phantasy Star which is large inspiration. I haven't quite gotten there yet. There are also a lot of menus that haven't been implemented yet, but there is also intention with everything looking the same and wanting people to get lost. I don't know how I feel about a minimap staying on the screen with you, but there's a lot of missing menus still and I think it'll be alright when it's got some brothers and sisters. A compass might help relieve some of that. Little rambly but coffee kicked in.

Thanks for the feedback.
Anonymous No.718009630
>>718009493
Yeah those walls screamed Phantasy Star 1 to me so good job if that's what you were going for. Still, like I said here >>718009287 PS1 had ways to keep you oriented even without a map. I shouldn't feel lost the moment I turn
Anonymous No.718009684 >>718009998 >>718011973
>>718009287
yeah, I have all the bricks in a separate layer for future plans of animating in a similar way.

>>718009281
super cool, any inspiration from super puzzle platformer deluxe?
Anonymous No.718009998 >>718010567
>>718009684
For sure, i actually had a top 3 score for a bit in that game! And loved playing vs with friends.
Anonymous No.718010567
>>718009998
nice I don't think I touched any leaderboards, I liked the cyborg with missiles best. Velgress from UFO50 and TowerClimb are some other ones I guess I consider adjacent to the genre if you haven't tried them they're fun.

Dungeon Drops looks solid though good on you.
Anonymous No.718011973
>>718009684
>I have all the bricks in a separate layer for future plans of animating in a similar way.
Cool, I look forward to playing this again once you've added that