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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 6c29250141760ca⋯.png (12.33 KB, 400x400, 1:1, AGDG.png)

de77a4 No.29080[Reply]

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources

Tutorials/guides

Engines:

- Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html

- Unity: http://unity3d.com/learn

- UE4 tutorials and resources: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4

- Godot: https://github.com/okamstudio/godot/wiki

- Sly: https://github.com/guildhall/guile-sly (2D)

- Xenko: https://xenko.com/ (2D/3D)

- Construct 2: https://www.scirra.com/ (2D)

- Urho3D: https://urho3d.github.io/

Languages:

- Python: http://www.codecademy.com/en/tracks/python

- Javascript: http://www.codecademy.com/en/tracks/javascript

Other:

- WebGL Post too long. Click here to view the full text.

36 posts and 11 image replies omitted. Click reply to view.
Post last edited at

6ca1ba No.29327

>>29317

In a software engineering class my group made a Galaga clone in pygame.

The final result was decent enough, and working on it was never exactly challenging on my part.

You basically just create whatever classes you'll use in the game, then put some logic to use or update them in the main game loop. It was honestly less of a learning curve than working with Unity's 2D.




File: c5b2b89de27dca0⋯.gif (237.98 KB, 752x484, 188:121, pixel_waterfall.gif)

446b52 No.28950[Reply]

Post what you're dithering on.

Previous thread >>24615

31 posts and 30 image replies omitted. Click reply to view.
Post last edited at

6aa627 No.29318

File: b74b89814ce5c2a⋯.gif (5.56 MB, 515x616, 515:616, chain[1].gif)

>>29312

mesh, animation: blender

tacky over the top postpo: unity




File: d0ff32791978d96⋯.png (260.96 KB, 1080x1080, 1:1, logo_render_transparent.png)

cc6769 No.29079[Reply]

Welcome to /agdg/, home away from home.

Da Rulez

You're free to discuss all aspects of game development here.

You are allowed to make a single thread for the game you are working on as long as you have started development. If you want to develop your game concepts or have small tech questions, go to the design/implementation sticky.

Do not spam or dox. Spoiler any NSFW images. Spamming is defined as making the exact same post over and over again, or deliberately trying to hit a thread's bump limit.

If a post or thread needs policing, report it and move on. General complaints go in this thread or to [email protected]

Detailed notes on allowed content here https://8ch.net/agdg/rules.html.

Da Newz

The sticky threads are being restructured. There is now a meta thread and a general design + implementation thread.

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

ed3bbc No.29183

>>28136

>My mod is open source, and it works only on the open source campaign

>>29178

Source engine and open source are two different things, dummy.




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407b5d No.28844[Reply]

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

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

407b5d No.28898

File: c9940ccf397e388⋯.png (8.52 KB, 522x524, 261:262, ayy.png)

>Stylized barcode applied to title card

Mite b cool

Impossible to make out right now, but I like the idea


407b5d No.28918

>>28898

>>28844

small decoration idea:

>numbers in barcode are either all 66666666 or equal to 666


407b5d No.28923

>>28918

Well the barcodes I used in GROCERY for >>28898 actually do correspond to their decimal ascii value


56e323 No.29226


c62739 No.29326

>>29226

Welp, better than I can do. Time to give up




File: 30f186fb5ebf8f2⋯.gif (5.69 MB, 1000x564, 250:141, d6310e4d8636d8328da4b302af….gif)

1815f4 No.29223[Reply]

so we have an actual full time 24/7 server up, we have someone looking after that server and we have a mapper but so far the most important aspect we need hasn't shown up yet, which is coders.

we need coders otherwise our server is going to fail horribly, please consider having a look at byonds language and coding for us.

if you are interested please contact me at discord Wolfspider#8471

13d816 No.29321

a-anyone at all?


34bf0e No.29324

what server?

also, prove you are worthy of my incredibly valuable shitposting time




File: bf0f5a1182b622e⋯.jpg (16.17 KB, 300x168, 25:14, download (12).jpg)

d8b193 No.29236[Reply]

So I spent the last week designing on paper a game that was wondering my mind for a while.

So I want to build a city building game. Pic related is one of my favorite games of all time and I would like to make something similar.

My question is... What engine should I use? I'm torn between Godot and Unity. Personally I am decently fluent in C#, while I know just a couple of swear words in Python, so probably Unity is better, but I like Godot for its better support of 2D and open source structure.

What do you guys say?

3 posts omitted. Click reply to view.

3cf07c No.29246

>>29241

Unreal is not open source. Being able to see the source code doesn't always mean the project is open source.


3d7ced No.29259

File: 1f03d5810446fc5⋯.jpg (620.69 KB, 816x4088, 102:511, Tencent.jpg)

>>29236

Go Unity.

>>29241

Fuck Unreal, it's owned by the Chinese, see attached.


7546fe No.29299

File: 044ef20ad8a9a2b⋯.jpg (711.86 KB, 1920x1080, 16:9, Pharaoh.jpg)

>>29236

I'm highly interested in this, but first, what's the setting your aiming for? Renaissance, classical age? Modern Day? Industrial? Or is it just about making an economy game, mate?


6ca0bf No.29313

>>29236

>>29299

Does anyone know pipeline guides for soft sprite renders like these? Always liked those as opposed to the harsher looking ones. Adds to the sense of tranquility.

I know how to make 3D assets like that, never made sprites tho.


a3c2ad No.29323

you should look into godot to see if you like it, since it is more 2d centered and you already know C#, passing to C++ shouldn't be so hard (and it's faster with number procesing, which these games seem to use a lot)




File: 7e9cf7d119cfe84⋯.png (298.69 KB, 1439x760, 1439:760, cook.png)

ce4c99 No.27922[Reply]

Im currently going all out with my dream game, will be a farming game inspired by Harvest Moon: Back to Nature and Breath of Fire 3

Top down, 3D models mostly, with some sprites here and there will made on Unity

The theme will be "comfy", the game will focus on stamina management instead of time unlike most games of the genres, there will be no combat at least until the 2nd expansion All farming/gathering/crafting mechanics will have higher depth than the usual for the genre

Also all villagers will be qt girls, marriage and romance won't be on the 1.0 version, but very very veeery close friendships will be possible, also every NPC will have a specific way to help on the farm if you get close enough to them (example: the slav girl will help only taking care of potatoes, and only if they are close to a squattable object like a fence)

My brother is working on the unity part while i make some of the features in standalone C# executables for showcase

The first system in working on is cooking (25% done), you can download the current version below

http://www.filedropper.com/cooking

172 posts and 117 image replies omitted. Click reply to view.

5a571d No.29273

File: 64ba035b223d338⋯.png (76.18 KB, 310x235, 62:47, expeditions.png)

>>29267

Making the faerie expedition feature


5a571d No.29281

File: e18bb57018f1284⋯.png (145 KB, 800x400, 2:1, Map of the Alldrasian Repu….png)

Last lore post for quite a few months

Im now focusing fully on the demo, and will probably be able to release by September 1st.


5a571d No.29308

File: 8908feee24ef497⋯.png (331.77 KB, 1520x896, 95:56, exploration.png)

almost finished with the expeditions


5a571d No.29314

File: b7d18b0ceeda7dc⋯.png (97.09 KB, 250x250, 1:1, tired konata.png)

>>29308

The amount of bugs and shit im finding is a bit overwhelming, but expected due to the size of the expedition + battle system, hopefully will be done in 2 to 3 days


5a571d No.29322

File: 232cc47e146b704⋯.png (147.51 KB, 1518x898, 759:449, exp back.png)

File: 5e77503b9b7867a⋯.png (214.79 KB, 1518x898, 759:449, exp going.png)

shit is working, next the patrol system




File: 5375096c823415a⋯.png (53.98 KB, 480x480, 1:1, Aint_That_a_Kick_in_the_He….png)

bfc3d8 No.29316[Reply]

As stupid as it seems, although I can program, I don't know how to apply the 'programming mindset' for a game. My plan would be to make a sandbox game like Animal Crossing but I feel like I should learn how to make minigames or simpler stuff before I jump to that big project. I also don't know what to use:

Unity? I heard it's relatively easy and I can get shit done with C# (I can also use Java and C) and I can get a multiplat game easylly with no fuss. Any recommendation or suggestion?

545511 No.29320

>>29316

If you want to make very small projects just to get a feel for the creative process, I highly recommend Unity.




File: 8d422ad8d594f54⋯.jpg (64.32 KB, 587x391, 587:391, 1958-cj5-firejeep-redwing-….jpg)

c91d39 No.29319[Reply]

Is a non tickbased server possible? What is that even called?



File: 434d6dbc9e5d45a⋯.jpg (34.43 KB, 440x335, 88:67, IMG_2131.JPG)

fd5624 No.28253[Reply]

Wanna develop vidya (and beyond) already can program and know how to progress in that area, but how to get ahead in 3D art? CGCookie seemed like a good intro to Blender, but after running you through the very basics they went full Jew and blocked the rest until I give them shekels.

What other good resources are there for getting on with proper modelling in Blender rather than just kiddie shit like copy, add, navigate and delete?

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

4623fb No.28947

>>28529

>expecting a game company to use shit like linux

there is your first mistake, corporate conglomerates always uses 3DS Max and Maya because the workflow on those programs are much more efficient which ironically saves them much more money if they were to use something like blender.

Also you will be jobless, 3D Generalist or designer requires at least a decent amount of knowledge on some autodesk programs, if you lack them you'll probably never get hired tbh, honestly I have nothing against blender but when it comes to jobs and business, you're basically fucked.

protip; never buy 3ds max or maya, just torrent that shit, heck even use student version if you have to, do models and export via OBJ and do the rest on blender if you have to, just like go model.


279d3e No.28952

>>28947

how ironic, issuing a protip that a professional would never do.


301718 No.29214


e63a62 No.29305

>>28540

Sorry for late response.

No, I was just doing it for 3d modelling practice. I'm actually now working on an indie dev team and making swords for them (late 18th century European type game).


e63a62 No.29306

>>28947

Blender has plugins for Quixel, Blender is going to get output maps for Substance Painter and already has open source shaders you can use with maps from Substance Painter, you can freely switch to edit mode with a multiresolution modifier (while sculpting), resize an entire face, move back to sculpting with no issues (not a feature on Zbrush, last time I checked), many professionals use it to make advertisements; in short, I don't think people should write it off, but I don't think they should base their career prospects on it being accepted by all prospective employeers who want 3d models designed.




File: 947a98a11ca7a7a⋯.png (239.96 KB, 854x480, 427:240, Screenshot_20170719-163830.png)

0c5753 No.29297[Reply]

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games

10€/3D-Games

40€/High-Quality 3D-Games

+10€ for own Licenses +2€ for publish online with your name.

cc50af No.29303

File: 75afa5f41facead⋯.jpg (31.1 KB, 599x537, 599:537, ec615b5d48adab7b8399ce777b….jpg)

Unity3D? Are you familiar with json and do you have any example projects?

This is a development forum, if you're looking for contract work you need to describe exactly what you have to offer.




File: 37a2c6b32f7638a⋯.png (341.36 KB, 450x323, 450:323, kitty-dj.png)

File: 1ab47b19390c3bf⋯.mp4 (881.81 KB, 128x128, 1:1, Cold Hearts.mp4)

File: fae3fb6ef54f562⋯.mp4 (1.66 MB, 128x128, 1:1, Foray.mp4)

File: d6368318aeecd5c⋯.mp4 (568.26 KB, 128x128, 1:1, Cirque de Société.mp4)

File: 38d2ee34667b36c⋯.mp4 (1.03 MB, 128x128, 1:1, But the Future Refused.mp4)

d0a9cf No.29215[Reply]

Switched from Gamedev to music to escape a creative rut. I think I've made a lot of progress in the last month.

I'm curious what sort of music other people are making/need, I notice some music related threads died in the April 1st fiasco.

I'm curious about the music everybody else is making, assuming you don't just use placeholder music and put musicdev off until the end. Maybe we can get a general going with basic strats for GAME-music.

To start, here's a classic 'interview' with Grant Kirkhope that the Gamegrumps did back before Jontron moved east.

https://www.youtube.com/watch?v=t70l-9n1rCQ

My own current goal is to create a wide variety of musical ideas, that I can cannibalize later for games. I'm better at dark-ambient-thudhop than anything but I fuck around with my software enough to put out all sorts of material; projects I can use as references later if they're close to a feel/sound I eventually need.

https://xenmen.bandcamp.com/album/ep-what-did-i-ever-do-to-you

3 posts omitted. Click reply to view.

89f034 No.29288

File: 736b0b2cf72ffa8⋯.png (3.2 MB, 2560x1600, 8:5, Screen Shot 2016-08-09 at ….png)

File: b870a9a3f3302c3⋯.jpg (117.23 KB, 640x407, 640:407, 1444361066332.jpg)

>>29250

C418 happened to be chatting with Notch in the Tigsource IRC and they happened to pair up. Not a common occurence, but I believe that sort of meeting is the most likely to be a good experience.

Grant Kirkhope got a musical degree and was a professional trumpet soloist, ended up in a metal band for a decade, had no success. A friend who got hired by Rareware as a coder suggested he send a demo tape, so he did, every month or so ("I had nothing better to do"), and after about a year they hired him on.

In general, without developing personal contacts, a portfolio and regular new demo tapes seem the way to go. Most of the interviews I've read are one or the other, I've never heard of musicians placed through agencies or anything; if that were an option we wouldn't be here, after all.

Have a small collection of your best, and keep making a little something every week, with a few medium/long term projects you gradually add to on the side, depending on time.

>>29251

System Shock 1&2 have both been big music influences on me, once I learned of them. I've tried to recreate a few tracks from #2, with very limited success; here's the only one I've released:

https://xenmen.bandcamp.com/track/onboard-the-von-braun

Sonic Spinball, old Sierra games, the early C&C games, Croc, and N64 titles are my musical foundation, then I spent ~10 years on Newgrounds because of my "I won't pay for music or pirate it, and I won't listen to music that's for sale" policy. I've listened to a lot of weird shit over the years, smalltime artists on Newgrounds have been my second wave of inspiration. My favourite guy is Pervokative (formerly Zen0n, I still haven't succeeded in duplicating his style, either composition or synthwork. I could recommend tons of othePost too long. Click here to view the full text.


89f034 No.29289

File: a32f62510906682⋯.jpg (294.54 KB, 1521x2544, 507:848, 77da363ed1a6aecf7573926f5e….jpg)

File: edd8e914f0ef652⋯.png (54.18 KB, 332x269, 332:269, 6f59a441dc87b73ed001cc2f55….png)

>>29252

Ableton, though I used to use Fruity Loops. DAW choice really boils down to comfort and workflow, and I like Ableton's warping (I like it a LOT).

It was only after trying out FL, tons of trackers (Rosegarden, OpenMPT, NanoTracker, and way more) and experimenting for years before I got a good feel for what sort of workflow I wanted, and how to gauge what DAW would best suit me.

I rely heavily on Kontakt packs lately. I've easily spent 2 grand on samplepacks (in addition to Ableton and FL licenses). If you want a *specific* sound, and you can't just record it yourself or you can't do advanced FM synthwork, you either pay out the nose or you're out of luck.

There's a lot of good free stuff out there, and if you learn your tools you can convert samplepacks designed for one tool to another. Thus:

http://www.afrodjmac.com/

^Learn from this guy, learn as much as you can. He's one of the best free sources, both tutorials and sample material. There's lots of free VSTs out there too, but before you start messing around you should read the wikipedia page (about VSTs and anything related you come across, and just keep spreading out and learning). The better you understand what you're working with, the harder it is to fuck up, and the easier it is to identify your own weak spots *AND* how you can fix them. Way better to do that research early than to wander blindly.

On the side, for a long time I've wanted to reverse engineer my favourite soundtracks and document them. I've made many attempts at Sonic Spinball over the years, for example, but just this month I'm finding myself satisfied with the results. I'll make a webpage with MIDI tracks and some notes about the original composition in a bit. Composition is finally spot-on, better than any MIDI versien I've come across or any of my previous attempts, instrumentation is subject to change:

Post too long. Click here to view the full text.

20d3cc No.29300

>>29250

I would imagine you start small and move up incrementally(hoping for a lucky break the entire time).

Perhaps make a bunch of free music and to make a couple tracks for devs with promising/slightly successful games in hopes that you can look for work with the tag line "I made the soundtrack for X".


89f034 No.29301

File: 1a8e3a8379c3d3b⋯.gif (411.04 KB, 499x281, 499:281, 1a8e3a8379c3d3b2ef9419b6d8….gif)

>>29250

>>29300

I've thought about this a bit more since the other day; it boils down to what lifestyle you want. If musician-for-hire is the lifestyle you want, then you've got to resort to hard hustling. Decide on a market niche to fill and mass produce music, then do whatever you can to penetrate the market. "Game Musician" is still not a well defined occupation, except for shovelware and addiction-software (eg 'phone games' and PopCap). If so, I hope you're comfortable making genre stereotypes tracks nonstop.

If you just want to get a soundtrack in one game, but not put your whole life into gamedev, here is one of the better places to do that. Anywhere devs are posting demos (not just discussing development but sharing demos, those guys are more approachable); post tunes and try to chat up particular devs.

Here's some relevant interviews:

http://fizmarble.com/2013/01/11/an-interview-with-music-composer-waterflame-castlestorm-castle-crashers/ *

https://www.rockpapershotgun.com/2013/01/21/behind-the-sounds-hotline-miami-and-ftl/

http://lacedwithwax.com/interview-el-huervo-on-hotline-miamis-legacy-vinyl-and-why-its-best-to-steal-art/

https://www.reddit.com/r/IAmA/comments/2g1gx3/i_am_moon_an_electronic_musician_you_probably/

Most of these guys, or the iPost too long. Click here to view the full text.


89f034 No.29302

File: d75c672afd50f56⋯.jpg (47.26 KB, 552x674, 276:337, bvQQaZ9.jpg)

>>29252

Another thing for any people relatively new to music dev, here's some major strategies I've learned that work well for introverts:

- Remember to update old accounts so people can find your new shit. You may not think anybody still remembers that post you made 15 years ago on the OC Remix WIPs forum or that MIDI you put on vgmusic.com, but there's someone out there. They might not ever say a word to you but they're out there, and they'll share your shit around as soon as they find your new stuff. Same holds for your MySpace or Soundcloud or whatever.

- Stick to content-centric platforms like bandcamp. Resist the temptation to talk about why you're late posting music etc. That'll just make you discouraged when you're still not posting music as often as you want. Don't talk, just release, that keeps you production-focused and not drama-focused. The less you announce, the better.

- When you want to make music and are stuck for ideas, give yourself arbitrary extreme *CONTENT* limitations, like using only three instances of one synth for the whole song, making a percussion soundfont entirely from blowing-into/flicking/licking your mic, using a single (~1-7 second) sample for the whole song and distort it differently in each track, or writing a single loop and then warping it with effects to create the whole song ( https://soundcloud.com/void-pointer/void-pointer-grijsheid ). Avoid track length goals unless you already know of and like Tangerine Dream.

- Try and recreate instruments from your favourite music, but *SEPARATELY* from your main music dev projects. It's a deep rabbit hole, so pace yourself. You can spend months recreating the sonar ping in Kirkhope's goldeneye soundtrack and still not be satisfied. Expect regular disappointment and roll with it; your real objective here is to better learn your synths/samplers, not necessarily to actually recreate the sound. At first. After a few years of scattered attempts you'll have a better success rate, but expect most sounds to be too hard for you to actually reproduce at first. Keep moving on, you can return and reattempt later.




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File: 1462768074624-1.gif (2.16 MB, 509x382, 509:382, playing doctor (4chan vers….gif)

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f57988 No.26682[Reply]

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

167 posts and 56 image replies omitted. Click reply to view.

1479bc No.29209

links are dead


d263a4 No.29218

Still going good?


45def1 No.29286

no updates for nearly 2 months. I'm actually worried that he might have been jailed or something.


a7ee17 No.29287

>>29146

Doing palette-swaps can be done entirely in code and you can specify the swaps once and it magically works for every single sprite.

Doing facial features/etc requires a fuckload of art work for every single animation, pose, etc.

>>29071

Fixed.

>>29209

Yes

>>29218

No. There's been some setbacks. rip my devtime.

>>29286

I'm not dead. Also it's only been 1 1/2 months. And I posted updates on other sites ~1 month ago. I've just been busy as fuck with life. 60+ hour weeks + other responsibilities outside of that that I have to take care of.


0f982c No.29298

>>29287

Any chance that you could release the latest code in git and let others contribute and help?




File: 93e7f11ac41cc0e⋯.gif (2.41 MB, 340x256, 85:64, adorable confusion.gif)

6d72d1 No.29242[Reply]

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

309de2 No.29243

Player-kun (VO): My name is Player-kun. I've been the volunteer lifeguard at Typical-high's indoor olympic-style swimming pool since junior year.

Small-tit-chan: "Plaaaya-KUN!" [running towards the lifeguard stand"

Player-kun (VO): At first, I just wanted extra-curricular credit, but eventually... I found another benefit of the job.

[Player-kun looks at small-tit-chan's tight moist glistening body as she runs in slow motion]

Small-tit-chan: [breathing heavily] "Player-kun!" [catches breath] "Y-y-you weren't on duty yesterday!"

Player-kun: "Hi, Small-tit-chan. No I had a doctor's appointment."

Small-tit-chan: [curious] "Doctor? Are you okay?!"

Player-kun: "Yeah, I picked up an ointment called ASTROGLIDE."

[SUDDEN RAPE]


de20a6 No.29244

Just recycle some the plot of any H doujin manga. Eventually, you could see some scenario that really inspires your creative juices.


9b47e1 No.29254


0bb34a No.29290

File: e92d4bfb968f5bf⋯.jpg (213.51 KB, 680x800, 17:20, 2d9e0c3f3ee265f1fd6f2b9601….jpg)

>>29242

Likewise.

The one idea in particular I've been cultivating the last few years involves the PC traveling to a Pacific archipelago, building a home, and discovering it's already somewhat inhabited.

There's a few (monster)girls there, the spirits of virgins sacrificed to the volcano god (who, punished by higher gods, is now also mortal).

The volcano god's remaining power can be eroded by making these virgins into non-virgins.

The PC will be there for a while, ultimately for several years, possibly starting a family with one of the girls.

OP, it depends what gets you off, or your target demo. Dicks get triggered by whatever. I hate vapid women, coincidentally a woman stuck on an island has little choice but to acknowledge reality around her. I have a pregnancy fetish, hence -> PC-can-start-a-family.

Try just writing out rough lewd scenes and flesh them out later. Focus on building a general narrative, and that way you don't waste your time writing things that you later decide suck.

Did you have any specific thoughts about what you want to do in your story? Have you played that halfchan collab VN from a few years back?


a3bb77 No.29294

>>29243

I'd fap to this.




File: 2d10201cc13d199⋯.png (1.73 KB, 102x62, 51:31, Capture.PNG)

0af337 No.29059[Reply]

Sup /adgq/. I'm planning on making a sort of game backend thing with a database (MySQL? or maybe a higher performance one if it matters) and a front end in whatever. Would this be at all viable? I didn't try benchmarking latencies or throughput yet so I have no idea if it's going to cause issues loading object data from a database for a game.

6 posts omitted. Click reply to view.

0c95c7 No.29161

Eve online uses it so yeah.


ce517a No.29171

>>29066

These are all tools that one can use as part of game development. It's very possible to integrate gameplay inside a website into a wider networked game system. It's perfectly normal to use a managed database system to store and sort data for your game.


04f621 No.29174

>>29066

>discussion about tools that can be used to make games are not gamedev

Holy shit youre retarded


ef40a6 No.29292

>>29059

SQLite is usually used for an offline database


ade890 No.29293

Woah, do not allow your database to be connected to in any way freely. That's begging to get fucking ruined. Create a server that communicates in some well-defined API (Protocol Buffers, Cap'n Proto, and homemade JSON are good choices), and use your database from that. There are way too many things a raw database connection can do to trust that. You should only expose the absolutely most limited functionality necessary.

That, and raw database queries are brittle. You can make changes to your database while still maintaining a stable frontend API if you use a server to broker your data. If you allow raw database connection, your API will be impossible to keep stable. This also moves all the server logic from the server side into your client side, which you don't want.

If your concern is "TCP messaging for various front ends", then bypass that shit entirely and use a proper message serialization library like protobuf.

Again, if you can access your database directly from the internet, you're doing it very fucking wrong.




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