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/agdg/ - Amateur Game Development General

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Winner of the 75nd Attention-Hungry Games
/caco/ - Azarath Metrion Zinthos

March 2019 - 8chan Transparency Report
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File: eef3cc42ef602ee⋯.jpg (23.5 KB, 399x399, 1:1, 1515771394482.jpg)

e6ae28  No.30453[Reply]

I had a small panic attack yesterday trying to figure out Unity. This crap isnt accessible. I've got an idea for what I expect to be one of the next hottest games and I can't make it, no matter how fuckin hard I try.

2 posts omitted. Click reply to view.

a5df9f  No.30465



8f4efe  No.30494

>Engine that opened the floodgates for half-assed shit to flood steam

>Not accessible

2aa863  No.33379


If you can't figure out Unity after watching some tutorials, you might not be cut out for gamedev.

749e2e  No.33389

File: 46bacae8bcdffaa⋯.png (167.78 KB, 833x1200, 833:1200, NHK_v1p090.png)


Clearly you should tell us the game idea so we can make it for you

c01d53  No.33419


I did it at age 14 with no previous coding experience, toughen up. You have to actually put effort in to learning. Just follow a bunch of tutorials until your competent enough to make changing to the complicated code, then try make your own basic prototypes and simple games.

I spent well over 150+ hours on my first personal project trying to figure everything out and using what the tutorials taught me. Coding requires patience and a willingness to learn.

File: 1449868912767.png (2.36 MB, 1920x1080, 16:9, cuphead-flower1[1].png)

899978  No.24379[Reply]

I want to make a game that looks like a 2D animated cartoon. Something like Cuphead. How did the devs make those Fleischer art? I'm not aiming for something overly ambitious. Just imagine those sprite games with smooth animations like the Marvel vs Capcom games and replace them with 2D art.

21 posts and 8 image replies omitted. Click reply to view.

a298c1  No.31911

File: 32119056ba9ee54⋯.jpg (44.7 KB, 720x405, 16:9, 1447985716378.jpg)



>If I had any talent at all

Practice, nigger.

36b2e3  No.31937

YouTube embed. Click thumbnail to play.



>it could be dope

It WAS dope, on the Wii.

21dcfa  No.33377


I remember playing some games on Newgrounds with this kind of art. they exist.

000000  No.33403


Learn to Code

000000  No.33404



File: 9327178766c7eee⋯.jpg (38.13 KB, 673x456, 673:456, 2b.jpg)

8d4f54  No.33318[Reply]

NSFW Loli for us

VN/ RPG about a dude in a place where adult women are loli.

3 posts and 1 image reply omitted. Click reply to view.

8d4f54  No.33323

File: 4c6f11d31b52822⋯.png (651.5 KB, 845x1476, 845:1476, 3.png)

99cd52  No.33342

File: 4c5c98c1aa7a6f2⋯.jpg (99.55 KB, 1280x720, 16:9, black-bullet-1006.jpg)


Is that your art?

Looks good

Also I like the idea, like Planet of the Apes, but instead you somehow end up on a loli planet.

I would never leave

9604f6  No.33345

The probability of this being actually made is -120%

3cd194  No.33363

there's a version on git and a download in itch.io

you don't want to see the placeholder art so just give me some time to draw pictures

8d4f54  No.33396

Its still being worked on.

File: b5758d1befeafee⋯.png (514.36 KB, 640x479, 640:479, ClipboardImage.png)

4bb9c0  No.33356[Reply]

How is the process of finding out how to modify a game?

How do you find out the format of the files, the scripts, etc?

And in programming do you have to add some logic to make the game "modifiable"?

31a54e  No.33373

File: 5fe52f0487279f2⋯.jpg (21.7 KB, 352x300, 88:75, rTr5OP2.jpg)

That is a very broad question. In some games all you can do is change textures or models. Some games have some kind of scripting system which you can use to add your own content (like Elder Scrolls Construction Set). Some games have a community of absolute madmen who reverse-engineer the game code and add all kinds of crazy shit, like Super Mario Maker 64, various Pokemon romhacks, Zelda randomisers etc. Technically you can reverse-engineer any game and add what you want, but realistically you will be dependent on whatever tools the community has.

73ce94  No.33390

File: 229af92ed128058⋯.png (264.69 KB, 1280x800, 8:5, fall_demoday_new.png)

40944d  No.32567[Reply]


Demo-lition edition

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

36 posts and 24 image replies omitted. Click reply to view.

4110e8  No.33043

File: 7c82a99ea049beb⋯.png (84.16 KB, 800x600, 4:3, 153964075872.png)


Interesting idea, however, link and pic-related.


512765  No.33295


That + politics. I get why more and more people are moving to much more moderated communities to try and avoid the current "culture". My inner tinfoil-hat tells me someone is behind the mass dumbing down of millennial's and Gen X who'd otherwise oppose the status quo. More realistically though, it's probably that but to a larger extent just instant gratification and shortened attention spans.

368e92  No.33310


Why would somebody have to be behind it? Humanity was given the society it wanted. As long as you can show up to work every day, then society is designed to keep you alive. Kinda like how cows don't need to do anything except eat grass and grow. The side-effect is that people become stupider. If there's no reason to learn things, then most people are going to be perfectly content going through life ignorant.

We also insulate ourselves from danger. Initially this meant protecting our homes and families, but slowly things have gotten worse and now people want to be protected from thoughts that make them feel uncomfortable. Eventually people will get scared by anything they aren't familiar with. The scariest thing is that humans want this. I once had a supervisor complain to her boss, saying "he makes me feel unsafe". This was in a fucking factory lol. We have these people in the blue-collar industry now.

Anyway this rant doesn't belong here really. My point is that people are perfectly capable of destroying their own society without any external force.

eccf91  No.33350


>Humanity was given the society it wanted.

Not really. Colonialism forced this way of life upon the rest of the world.

They didn't want it, they were forced to accept it. And it doesn't end there.

The forced institution of fiat money puts everyone into debt slavery.

The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

2c0beb  No.33386

YouTube embed. Click thumbnail to play.


I wasn't making the argument that you as an individual wanted this. It's what out society collectively decided. I live in the west and therefore I talk from a western perspective. There are cultures out there that do things differently, but so far it seems that capitalism is the only system that's working. Unfortunately it's also self-destructive.

>The banking cartel don't have to work. They just leech of the rest of mankind like parasites.

Debating this would require a comprehensive explanation of how economies work. I'm not prepared to do that here, however The Ascent of Money is a good primer.

File: 1401b7b50993517⋯.png (1.26 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

6a50f4  No.31634[Reply]

I spent almost a year making this shit. Its a clone of Wizardry in RPG Maker MV and I have no idea how to release it. I want to submit it on steam but i have no money to pay for the publishing fee.


-Job creation system (Fighter, Mage, Priest, Theif, Bishop, Lord, Samurai, Ninja)

-Job change system

-8 floors of 3d dungeon exploring + puzzles (although not very complex)

-boss fights

-super hard difficulty

-90% grinding and

-terrible graphics, all prerendered no animation

-cursed items, chance of permanent death on revival (just like in the original wizardry),

4 posts and 5 image replies omitted. Click reply to view.

32a9fd  No.31702

Isn't the publishing fee like $100?

bdfcab  No.31724


In the ex-Second or currently Third World, that can be a significant portion of the average paycheck.

b6628e  No.31936

What is it about Wizardry that interested you to re-create it? That's an obscure taste in 2018.

02aeb1  No.32119


how many testers do you have, how many hours have they spent beta testing, how many hours long is the game

publishing on steam is a beast in and of it self. doing a non-shit job is a lot more expensive than the publishing fee.

But two hours of man labor is plenty expensive on its own.

580bcb  No.33362


Damn dude I love Wizardry, sign me up.


Is it not possible to heal using your priest and then recovering his spellpoints for free by sleeping at the stable?

File: 5748bf55776e029⋯.png (347.74 KB, 1141x835, 1141:835, gremlin party.png)

File: ad704733d381ff8⋯.jpg (634.19 KB, 977x1200, 977:1200, gremlin kc.jpg)

File: cc06c0fa7a52ece⋯.jpg (199.89 KB, 714x842, 357:421, lackadaisical gremlin.jpg)

File: 1836ca70039923c⋯.png (163.33 KB, 895x893, 895:893, gremlin ohayou.png)

File: 254e9107f160736⋯.jpg (352.27 KB, 2800x4000, 7:10, gremlin chemist.jpg)

49b4b0  No.33333[Reply]

reminder to keep designing your games so you can attract a gremlin waifu

914420  No.33334

File: 338ccf1bf9fd33f⋯.jpg (49.81 KB, 500x476, 125:119, 338ccf1bf9fd33f5bbae21d869….jpg)



b482fa  No.33344

File: e009b238391a009⋯.jpg (62.84 KB, 597x335, 597:335, dubs.jpg)


We have our orders boys

File: 27b2ccf2361e7c7⋯.webm (729.24 KB, 1440x1080, 4:3, dedwarebulletin.webm)

File: 5b6561c10e626be⋯.png (235.08 KB, 640x480, 4:3, 1.png)

File: 34aef1d1ab486f5⋯.png (280.39 KB, 640x480, 4:3, 2.png)

File: c5d3de5b60f005e⋯.png (241.75 KB, 640x480, 4:3, 3.png)

85dc4a  No.33283[Reply]

f24cb9  No.33285

About what? The awkward video or the unreadable screenshots?

512ff6  No.33322


Wait what is this?

File: eddaa23753b69d7⋯.mp4 (15.81 MB, 1920x1080, 16:9, Shitty demo.mp4)

b70ac8  No.32310[Reply]

I'm looking for suggestions for my desktop mascot program. That and I also want to share my progress. As to whether you can consider this a game, there's a togglable WASD so I consider it so. That and I plan to add extra gameplay/ interactions down the road.

So far it has gravity, can be thrown around with velocity and that's about it. It also reads all its sprites (placeholder) and movement variables from an XML file; allowing anyone to easily mod themselves a custom mascot.

I also plan to have to wonder about the screen and walk on open windows by somehow finding solid color blocks of pixels. The goal is to have a nifty desktop companion that's superior to the Chii one that's also included in the video. I also plan to pay an artist for custom sprites.

That being said, any ideas on features I can add? I'm trying to make it both entertaining and somewhat useful beyond eventually supplying the user with >>>/robowaifu/ propaganda.

38 posts and 18 image replies omitted. Click reply to view.

afdff4  No.32614


The character should be more bouncy. If you drop her form too far up, she should bounce once before stopping on the ground. Same for the sides of the screen. Physics are cute.

Also, does the system you have support using animated images? I think that might be important in the future.


If you grab her midair, she'll stay in her falling animation.

b70ac8  No.32615


I like the bounce idea, I'll see about adding it. As for animated images, the images used are gif so there shouldn't be any trouble using animated images. You can test this by replacing the frames in Data with a gif of the same name. If not I'll see about adding it.

> bug

thanks for reporting it. The next big feature apart from another code refactoring is the animation state manager which should handle all animations and fix these issues. I appreciate the feedback, it'll make the next update a lot better.

980de6  No.32623


>You can test this by replacing the frames in Data with a gif of the same name.

The two .gif's I tried animated only the first 2 or 3 frames, which made them look awkward.

ae47f3  No.33234

As much as I like the idea of desktop mascots, they do occasionally get in the way, so maybe a way to put them in time-out while you're busy would be good.

Drop in a kotatsu, a cardboard box, a bubble or something and put them in it while your busy, then when you don't mind them wandering around and interacting remove the 'time-out' object.

6aec55  No.33290

File: fdbba102c015b7c⋯.jpg (108.59 KB, 768x768, 1:1, drinking my problems away.jpg)


Genuinely a great idea. I might as well use a box and throw in a Metal Gear reference if I ever get around to it.

Off topic, but like most of my projects I've once again burnt myself out once art became an issue. So I think I'll henceforth just try my best to improve my coding alongside learning to 3D model + maybe some light art. I'm not a genius so I dunno if I can actually get good at multiple things like that. But hopefully in 2-3 years I'll be a skilled coder and able to produce good quality drawings and 3D models.

TL;DR - project is on hiatus because I'm autistic.

File: 12ff90085cb1617⋯.png (170.1 KB, 500x417, 500:417, AAAAAAAAAAAAAAAAAAAAAAAAAA….png)

0d8913  No.33274[Reply]

I have an idea for a bullet hell electronic card game (inb4 'don't start with your big idea,' this is mostly just for me to learn), but looking into some of the aspects of everything that goes into dev work from normal wageslave software development, I'm honest-to-God feeling overwhelmed.

Where exactly do you guys start? Do you begin with the proof-of-concept? The Character designs? Learning music theory? Learning how to model? Trying to get into contact with people to help with some of the work? I already know which engine I want to use (UE4 with C++), but for pretty much everything else I'm hopeless in prioritizing which I should learn first, or even the basics of.

For some of your one-man-teams out there, how exactly did you get started?

75dfb7  No.33275


>Trying to get into contact with people to help with some of the work?

Don't ask people to waste time working with you if you've never made anything before and don't even know where to begin, not to mention when it's "just for you to learn".

>I already know which engine I want to use

>prioritizing which I should learn first

Make (or learn to make) a game prototype with your engine and ignore literally everything else. It's completely useless to make "character designs" and shit if you don't have anything resembling a game yet. Use MS paint placeholder graphics and some random audio files until you have the game's functionality down, then start polishing the assets.

Becoming a 1 man army is not a weekend project, it's going to take you something closer to half a decade if you want to go that way and not suck balls at it, unless you're specially talented. Art, music, and programming are all involved enough that most people to dedicate their lives to one of them. Of course you'll get overwhelmed and confused if you try to learn them all at once as a part of a game, those are 3 completely different fields so you need to treat them as 3 separate skills to learn, not as components of your game.

If you want to 1MA them then learn the required skills first, because any game you make now will not be relevant to you by the time you've learned art/music/whatever.

If you don't want to 1MA then you definitely need some kind of skeleton of a game before you can ask people to make assets for you, otherwise you're asking them to do work that is almost certainly never going to be used for anything.

933276  No.33279


>half a decade


933276  No.33280


Also to answer your question OP, you should do what >>33275 says. Coding is the hardest part for brainlets so if you can cross that bridge and establish a functioning prototype then the rest can come together nicely. When you want to make something look nice, then make it look nice. Design in advance is something that you do when you have experience with the process.

09717c  No.33289

File: 20477d77fb5ddb7⋯.jpg (23.09 KB, 335x250, 67:50, 6Q1MFfa.jpg)

File: e9c0807a27faee1⋯.png (347.03 KB, 640x480, 4:3, 1.png)

File: d55a7b14daeefe1⋯.png (442.91 KB, 640x480, 4:3, 2.png)

File: 377321e1b76cfca⋯.png (470.19 KB, 640x480, 4:3, 3.png)

File: 20b28389127ad93⋯.png (336.82 KB, 640x480, 4:3, 4.png)

4054c2  No.33235[Reply]

What do you think about this? Feedback/First impressions?



f2e8d8  No.33236

Did you make this? My first impression is that I have no idea what it's about and I can't figure out what to do. An intro or tutorial would be nice. Is it supposed to be a walking sim?

753a80  No.33239


Somebody here likes mason lindroth a bit too much

03ba02  No.33287

looks like some puzzle game

File: 994fa1170b618d1⋯.png (5.09 KB, 220x244, 55:61, 220px-The_game_maker_logo.png)

5b6d62  No.33188[Reply]

Is there an engine that's basically functionally the same as gamemaker, but doesn't limit what platforms you can release to? (Or at least doesn't charge for multiple licenses for each platform)

3161e7  No.33191

bde46d  No.33277


Not the OP, but thanks for the suggestion. I'm giving it a look.

Not sure about the java dependency to use the IDE, but maybe a promising alternative is in the works from what I've read?

3161e7  No.33281


Yeah they're working on this: https://github.com/enigma-dev/RadialGM

File: 96e28d36e56452c⋯.gif (410.65 KB, 499x477, 499:477, demoday_2.gif)

2639d5  No.33244[Reply]


>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

3 posts and 6 image replies omitted. Click reply to view.

f552e6  No.33253

File: af750ae14552f0b⋯.webm (9.72 MB, 1024x600, 128:75, 2019-02-02-1902-30.webm)


Nice to see your progress. I like that there's a target now. The gun looks better than before. I didn't notice when the gun ran out of ammo. That happens to me IRL sometimes. The gun gets bugged near the end of the video.

2639d5  No.33254


Thank you for playing. I was told last time that there needed to be something to shoot at so I added a target for demo day. The current gun is less of a placeholder, glad you like it. I've already fixed the floating magazines since some people in the /v/ thread brought it to my attention.

I don't know why but that gun bugging out there at the end is really funny. It threw a fit. The bug seems to come from inserting a magazine that came from the table and has been in the inventory into the pistol. If I had to guess, magazine collision is not being disabled properly.

707aba  No.33256

YouTube embed. Click thumbnail to play.

Shinobu Project

Autistic singleplayer experience with my waifu.

There is a new tutorial inside for controls and instructions.

This is hardly a game and more of a simulation of hanging out with a loli. Will eventually have more outside adventures where you can explore places but the main focus is taking care of her and deep character interactions. I'm working on v0.4 right now which will have more props and stuff you can do with her like video related. v0.5 will have bathing.

Download for wangblows here no Patreon required, it's a free game: https://www.patreon.com/posts/23946970

6fa943  No.33258


Fug I forgot. Anchoring. >>33256

2ac820  No.33260

File: 9d7deeb2cfc9377⋯.png (9.24 KB, 628x412, 157:103, heaven.png)

File: 888ce47baf8432b⋯.png (26.68 KB, 580x394, 290:197, hell.png)


Earth B

An unfinished demo for an RPG Maker game I'm making inspired by LISA: https://mega.nz/#!90pDmaaS!qG2erTzL-gBLstHkGdqv-T2-rIs01MlfawEubzI0OnU

Controls: numpad or xbox 360 controller, 0/B is cancel/menu, enter/A is confirm.

My goal is to make a cyberpunk QRPG that plays open-ended, kind of like Fallout. You're dropped in a world with little exposition and you're given a vague suggestion to kill stuff and collect artifacts. Since it's a 30 minute demo for what's intended to be a longer 5 hour RPG, not much of the story is revealed. Whether or not you want to learn about the world is up to you. There is a Quest Log in your items to help you stay on track.

I did a couple interesting things with the battle system. First of all, there are certain Techniques that "expose vulnerabilities" and then you can use other Techniques that target those vulnerabilities for extra damage. There are also "Gambits" which let you sacrifice 75% of a stat to simultaneously sacrifice 75% of the enemy's stat. Some Gambits expose vulnerabilities without doing damage or costing TP. Then there are a bunch of status effects. You also have the equivalent of "Act"ing from Undertale with "Check battlefield".

I still have a lot of the stock graphics in place, so brace yourself for that…it's not pretty. Music is either by me, from Sonic Xtreme, Nier, or anime.

Due to it's open-ended nature it's been really difficult to beta test so expect bugs too. It's "over" when you are free to leave the city and blow up all three magic barrier generators.

File: 61b3be003709cfa⋯.jpg (24.11 KB, 620x450, 62:45, 61b3be003709cfa510f6f2d48b….jpg)

File: d68905337e7e5fe⋯.jpg (47.06 KB, 620x450, 62:45, putinsky.jpg)

File: 397c4ea6cae647a⋯.jpg (28.95 KB, 415x300, 83:60, putinsky2.jpg)

File: 374cced9c855aec⋯.jpg (33.52 KB, 320x320, 1:1, putinsky desu.jpg)

f3d68c  No.33224[Reply]

I begin with lowres image of irl person. In Gimp

>I scale him down to 10% with cubic interpolation.

>I scale him back up to 1000% with no interpolation

Now I have glorious pixel image of Comrade Putinsky to use as art asset in shitty pixel game, no artistic ability required. I provide two additional Putinskys created by the same method, with variations in the scaling percentages.

So I have a question about this, but I'm not quite sure how to word it. Basically are there any ratios or formulas that would achieve the optimal result for this effect? Like to accurately imitate an 8bit or 16bit art style.

I want to be more helpful to anons, so here's a FOSS tool (Apache2 license) for making sprite sheets and animations. They don't really mention it, but there's an offline version of the app under downloads.


426850  No.33225

Why are you scaling it back up? Just render the game view to a low resolution target texture then scale that texture up to window/renderer size. You also have way too many colors. Clamp to a fixed number and range to mimic an indexed palette. Also you'd get better results with some slight sharpening post processing to better define features that are lost during downscaling.

131aca  No.33226


I would tell you that you can then use posterize or one of the other color tools to limit the palette, but they don't apply dithering so it's still shit. Perhaps you could convert it to 256 colors with dithering in Kolourpaint, then open it in Gimp and posterize it, then open it in Aseprite to tweak the palette however you want. Or maybe Krita does all of this, I've not used it extensively yet. Just in the short time I have used it though, it is way better than Gimp so it wouldn't surprise me.


>Why are you scaling it back up? Just render the game view to a low resolution target texture then scale that texture up to window/renderer size.

>Also you'd get better results with some slight sharpening post processing to better define features that are lost during downscaling.

Also this.

d29cd4  No.33227

File: f140140d2393d4c⋯.png (44.12 KB, 620x450, 62:45, vlademon0000.png)

Most actual pixel art™ uses 1x1 pixels and not 10x10 pixels like in your examples. Don't make blocky pixelshit anon.

You can manage to make shitty C64 looking stuff by converting to a low color depth with dithering, then apply a sharpening filter and a blurring filter. Pic related is a demon version I made quickly using that technique + a bit of manual editing in GraphicsGale.

>accurately imitate an 8bit or 16bit art style.

With today's technology this can't be automated. You'll still need to adjust it and manually place pixels and use the various pixel art techniques to do it justice. Read the pixel logic PDFs if haven't already, they should be on the wiki.

f5e275  No.33238

File: 39229bbb68dfc2d⋯.webm (273.46 KB, 640x360, 16:9, CYKA BLYAD_.webm)


>/agdg/ summons abdulov

YouTube embed. Click thumbnail to play.

fae4ca  No.31829[Reply]

>tfw this video summarizes me whenever I think about making something

How the fuck do I actually come up with something and make it? I always feel like I'm just screwing around and can't come up with anything when I'm actually devving. It's only once I leave my PC and start doing something else I come up with fantastical ideas for stuff to make but it's usually never anything specific like an environment to build.

How do you guys do it?

27 posts and 2 image replies omitted. Click reply to view.

0ee16c  No.32551

For me its the opposite, I have so many ideas but don't know to approach them. I can code and I am fully capable of planning I just stop once I start it.

1d62a1  No.32560


Just to add my input to the pile.... Whenever I play a videogame, there's some voice in my head which says things like "this game would be better if they did X". Over time you start building up a mental image of your perfect game, and slowly start to fill in the details of exactly how it would work. Then you start to make it happen. And whenever I sit down to play some vidya, and I get frustrated by some mechanic, it reminds me I'm supposed to be working on my own stuff.

As for these more specific details, it's part of building up that mental image. Imagine sitting down and playing your finished game. Let your mind create whatever details it would like. Then write that shit down in a design document or wiki. It's important to write this stuff down so you can remember it all. Let the ideas build up and then go over them and think of a way to make all these separate ideas come together.

825e0b  No.32638

i dont think its even worth making a game, I've spent 10 years of my neet life playing vidya all day, and 90% of the games I want to play have been done 20 years ago. I'll often find myself thinking up of an idea for a game, and then find out its already been done on the SNES and it's 100times better than something I could ever do.

You should just make assets and templates for a preexisting engine since idiots are asset flipping and pushing shit onto steam and other platforms.

f4ca0d  No.32642

Between old games being clunky and new games being made for the lowest common denominator, there's not many games worth playing. That's the niche to fill.

1a7da5  No.33233


>I know a dude who thinks Minecraft and Rimworld are new things, even though they blatantly ripped off Dwarf fortress

Are Minecraft and Rimworld not good games? If they are good games, I don't understand the argument you're trying to make. OP is asking for help coming up with ideas, not making the next Doom.

>Every ones just reusing old ideas and adding a twist to it.

Aka the history of mankind.

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