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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 77nd Attention-Hungry Games
/x/ - Paranormal Phenomena and The RCP Authority

April 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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

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Post last edited at

558930  No.33837

>>32680

>>32681

I also saw webm in /vg/ VA thread, where's the voice acting from?

Do we have access to this?




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

cc6769  No.29079[Reply]

Welcome to /agdg/, home away from home.

News

The recent Fickle Prick spammer infestation proved that the board has unfortunately been unmoderated for the past few months. I have claimed the board and wish to return the board to a fraction of its former glory. I can't always be around, so I'd love you to apply for a board volunteer position using the email provided!

Please add your games to the wiki http://8agdg.wikidot.com/ and help make the best use of the tutorials available there. Some really dedicated anons have been hard at work to make them as helpful as possible.

Shout outs to the recently started thread at >>>/vg/27335 and the official unofficial /agdg/ Disagreement server at https://discord.gg/k2e67JB.

The rules

Please feel free discuss all aspects of game development here.

Make a thread for the game you are working, it will be lovely to follow your stuff. Shining examples of that are sgt. Shinobudev >>30078 and Fables of Laetus bros >>30488. If you want to develop your game concepts or have small tech questions, go to the design/implementation thread >>29080.

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 and will get you permabanned.

If a post or thread needs policing, report it and move on. Also, feel free to send any suggestioPost too long. Click here to view the full text.

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Post last edited at

0d5b68  No.33795

>>29079

Letting nu/v/ here was a mistake.




File: 9a73c72c4dedec4⋯.gif (2.16 MB, 503x373, 503:373, running to adults 2.gif)

File: 02140bb81c03764⋯.png (4.15 KB, 145x189, 145:189, tropical cutie.png)

File: 6082091644da457⋯.gif (3.16 MB, 503x373, 503:373, 6082091644da457a823f5e07df….gif)

File: f3bb08409cceecb⋯.png (2 MB, 1962x4595, 1962:4595, 839513cc353328ba1ea6f2a05c….png)

5f1096  No.31931[Reply]

Main development thread for Sim Loli

IRC channel: #simloli on irc.rizon.net - webclient link: https://qchat.rizon.net/?channels=simloli (but it's advisable to use your own client since the webclient isn't too great). Remember to wait for a while sine you won't get an instant response.

469 posts and 106 image replies omitted. Click reply to view.

7b907b  No.33789

>>33788

Got really freaking lucky on my home placement, it was right below the northern school, so avoiding everyone was a breeze and my stamina barely ever ran out because I didn't have far to run.


eeff5b  No.33791

I'm sitting here waiting for the next Deus Ex and VTMB and niggas out here making fucked up loli rape simulators. X_X

Well good luck to you..


2f7d30  No.33794

>>33791

Better than getting exited for AAA games that have a 90% chance of sucking ass


48623a  No.33818

08695b might u release your version and fix please timeskip


a8e3e8  No.33841

I'm trying to get some babies, but the game crashes whenever I try to advance time more than a week. Does anyone know a workaround?




File: f73344f8b3426d9⋯.mp4 (2.35 MB, 960x540, 16:9, Adam Walking on Grass WIP.mp4)

b5c5d4  No.30488[Reply]

Last thread reached bump limit

Old thread: >>27922

https://archive.is/PWxKh

Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free

http://store.steampowered.com/app/759800/Everyday_Lite/

403 posts and 373 image replies omitted. Click reply to view.

edcf7e  No.33666

>>33660

Shouldn't you cut down a little on the scope? The town seems pretty big for a farming game. When you said it was going to be on an island I imagined it being like Harvest Moon: Island of Happiness where the town would grow as you progress, but having such a big town off the bat seems a bit much.

Is there going to be a farm outside of town where the player lives? Letting the player plow just any piece of dirt seems weird. You should also add a grid system for placing down objects and tilling the ground. That way things don't get too messy and clip into other models.


d3b259  No.33670

>>33666

>scale down

No

>Is there going to be a farm outside of town where the player lives?

You will be able to build your farm anywhere outside the town, but you start renting a room at the INN

>Letting the player plow just any piece of dirt seems weird

Why?

>You should also add a grid system for placing down objects and tilling the ground.

We already have a grid system for plotting, the building will be integrated with this


edcf7e  No.33672

>>33670

>No

I didn't say to scale down on what you already have, just to not have too big of a map. The maps you posted above all seemed to have too much empty space between areas which I think should be reduced to not only save time for you but also make traversing the world less of a hassle for players.

>You will be able to build your farm anywhere outside the town, but you start renting a room at the INN

Will there be any consequences for farming without a proper farm that would incentivise a player to build one? Like monsters that destroy unguarded plants and not being able to build on land you don't own?

>Why?

It would create a mess of tilled dirt everywhere. If you want to have certain stuff hidden in the dirt like in some Harvest Moon games, you should just make a separate tool that doesn't leave any marks on the environment. Maybe a shovel could work.


d3b259  No.33675

>>33672

We are going to do the larger map areas only after finishing the gameplay mechanics, no need to worry there

>Will there be any consequences for farming without a proper farm that would incentivise a player to build one?

The player will have access to all his (local) inventory chests from (reasonable) distance while inside his farm or the city, this alone will make you want to have one, and there will be nasty little critters to eat your crops (or chickens) later if you don't at least fence them later

>It would create a mess of tilled dirt everywhere

If the player wants he can do it, there will be a tool for removing tiles easily later, they also degrade if you leave them for too long without a crop


d3b259  No.33840

File: a3b21b5ca150dd6⋯.png (303.7 KB, 996x881, 996:881, yui1.png)

File: cd11f63e6fb3754⋯.png (260.53 KB, 996x881, 996:881, yui2.png)

Got too tired of filling xml files, so i started the 9th girl.

Meet the local glutton Yui




File: 0154f0f9146bcd6⋯.png (25.88 KB, 423x364, 423:364, combat.png)

File: 1ee2ba32ac6d04f⋯.png (77.66 KB, 692x620, 173:155, city objects.png)

File: 1ef9f623e2ad1b9⋯.png (18.64 KB, 594x387, 66:43, raft.png)

File: eb68ce94cef91e4⋯.png (32.01 KB, 695x343, 695:343, trade cart.png)

3ed14c  No.33710[Reply]

Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft.

Combat, talents, leveling and gear inspired by vanilla WoW.

>Build persistent structures

>Found or join a city, and (optionally) share tools, resources and storage

>Declare war on an individual player or a rival city

>Engage in trade

>Unlock new tech through crafting and construction

>Use vehicles to cross rivers or move goods

>A mix of history and mythology

Still a ton of work left to go, including the majority of content. There are no dungeons yet, and tech only spans from the stone age to tin (no copper/bronze/iron yet).

The reason I'm making this thread now is that I've finally implemented rudimentary client-side prediction of movement; before that the game was unplayable at moderate–high latencies.

Download the client: http://hellas.timgurto.com/client.zip

3ed14c  No.33711

Code is here: https://github.com/timgurto/Hellas

Started in May 2015. Made with C++, and SDL2 for graphics/sound/controls.


b48d35  No.33713

>>33710

How far will the tech tree go?


3ed14c  No.33718

File: 216f8fbb3724c72⋯.jpg (25.47 KB, 500x286, 250:143, 4e60dmvjhqly.jpg)

>>33713

Iron. But I intend for bronze to be the de-facto late-game standard, since this is Ancient Greece. Iron will be special and rare, and available only for a few gear slots, kind of like Dark Iron or Elementium or Enchanted Thorium in WoW—the less advanced Thorium was the late-game standard and was nothing at all to sneeze at.

One of the design goals is that players can distinguish themselves, which means a background of mundanity is necessary. I think this is one of the mistakes that WoW ended up making during its second expansion (pic related).

In Hellas, just because the most advanced breastplate is iron, it doesn't mean everyone will have one. It will require capital to create and repair, capital which can be destroyed by enemies. The gear (and capital) will also require recipe discovery, which means only a few players will learn how to make the stuff and repair it.


3ed14c  No.33838

File: fdd9032c5de54d3⋯.png (85.79 KB, 1288x747, 1288:747, 2019-05-22_083628.png)

File: fa20346cbc7a9a7⋯.png (61.82 KB, 1288x747, 1288:747, 2019-05-20_051152.png)

File: 4659a68e82b3973⋯.png (41.81 KB, 1288x747, 1288:747, 2019-05-22_083717.png)

File: 9c889ea66507f8b⋯.png (43.75 KB, 1288x747, 1288:747, 2019-05-22_083650.png)

New release!

- Accounts are now password-protected. Unfortunately this change has necessitated wiping the world, as I can't securely match players to accounts made in the past.

- The client now performs collision detection, reducing possible jerkiness when going around corners or brushing past objects.

- Recipes, items and constructions that might unlock something new will now give a hint at how likely that is.

- Container contents and merchant transactions now appear in object tooltips, if the player has permission to know that information.

- Everything in the world has a simple shadow.

- The full game map has been added, more than doubling the size of the world.

- The map window can now be zoomed in and out.

- The map must now be explored.




File: 48973bb47b9c09a⋯.jpg (61.22 KB, 512x512, 1:1, uw_logo.jpg)

a34e47  No.32403[Reply]

UW is a tactical shooter with waifus.

Posting progress and answering questions and stuff.

Harsh critiques are welcome!

twitter : https://twitter.com/unwargame

64 posts and 51 image replies omitted. Click reply to view.

664993  No.33599

File: 097e5485af9c80b⋯.jpg (79.08 KB, 594x489, 198:163, its good.jpg)

Tried the v0.4.56 Linux build, runs fine and the graphics are as they should be.


b62512  No.33654

>>33554

My dream of commanding a platoon of heavy assault maids has never seemed so close at hand


b7ab4d  No.33738

Fix the story telling and make the controls more clear.


a34e47  No.33834

File: 827d5a6240504c0⋯.jpg (343.74 KB, 1600x1117, 1600:1117, Bonniebiov2.jpg)

>>33579

I don't deny lack of gameplay, gotta add more to be fun and will do exactly that.

I like the waifus we have though, there's more coming, too.

>>33585

Groundless, Youjo Senki, Black Lagoon, Marginal Operation, Pumpkin Scissors and more. I'm a big animu and mango fan and inspired by all of them.

>>33599

Awesome to hear that and thanks for telling me that. I will make sure to include Linux build from here and on.

>>33738

The demo story is something that was made in a day or two and we're working on the proper story which will take some time. Will improve controls as well.

Do you have any specific part of controls you'd like to see improved?

>>33654

We share the same dream, anon


23b0cf  No.33835

>>33834

I want to Bone the Bonnie




File: 16430537f5d2990⋯.png (92.95 KB, 580x590, 58:59, 0.PNG)

File: ed45f1e425f7fd7⋯.jpg (128.5 KB, 354x502, 177:251, 1505976273.jpg)

4a96fc  No.30078[Reply]

After completing my dream marriage simulator, I realized I had a loooong way to go for modeling. I learned a great deal about do's and dont's, basic topology, and most importantly, rigging properly. I'll be posting progress in this thread about my journey to becoming a good 3D cartoon modeler so I may start my next VR project with my wife Shinobu. As well as posting tips and providing insight to help others achieve similar results. I will be starting with posts I did not log since 9/30/17.

476 posts and 625 image replies omitted. Click reply to view.

78660a  No.33813

>>33456

i rooted for you because i thought you were just an autist with the dream of holding his waifu, but you actually went and ntr'd yourself, what an absoulute madman


054791  No.33814

File: f7289aa48432ddd⋯.jpg (48.58 KB, 397x600, 397:600, 1f12ce323c77374e93fb3c6dae….jpg)

>>33642

>bathing update


2bc8ef  No.33821

YouTube embed. Click thumbnail to play.

Bathing.


060696  No.33827

File: 3261db88fd88d8e⋯.gif (810.75 KB, 250x188, 125:94, 3261db88fd88d8e62887f902a6….gif)


6898db  No.33831

File: 49c78a600c7b748⋯.jpg (35.81 KB, 355x327, 355:327, happy loli.jpg)




File: 195226d5c0f6c5b⋯.png (77.73 KB, 932x524, 233:131, nutt.png)

a55f52  No.33019[Reply]

I've been doubling down on my own stab at the CoC-like ero VN/RPG genre but with richer sim aspects and 3D graphics. I'm thinking something like a lewd Animal Crossing. I'm still working on basic core features and polishing up my modeling skills, but I'm happy with progress so far and would like to make this a place to post regular updates.

a55f52  No.33020

File: b390ca8c6d63b62⋯.mp4 (9.51 MB, 960x632, 120:79, test.mp4)

Here's a video of the dialogue system in action. I'm still working on setting up the data end of things so I can plug in data assets right into the dialogger and have it spit things out, right now all I have is a very clean scripting interface for branching conversations, with a simple hashtag system for embedding state changes and cues in the dialogue. Working on fleshing this out further to write expressive dialogues entirely in text without having to do too much manual scripting/animating.


018ad9  No.33059

>>33020

Interesting, am monitoring.


0dd6d4  No.33349

ded gaem


99155f  No.33448

>>33019

if you ever decide to abandon this, drop it somewhere that I can pick it up cause im a fucking degenerate.


a55f52  No.33826

>>33448

I actually didn't abandon it, I just ended up getting a thread pinned on /fur/ I've been posting to which has been... interesting. Someone's losing their bananas because they think I'm making another Rack2 and going to blow my nonexistent patreonbux on luxury cars or something.

I am still working on this game, though.




File: 85ee948655e6aef⋯.png (17.63 KB, 512x512, 1:1, s2-3dlogo.png)

File: f4548e516c66839⋯.png (413.25 KB, 646x505, 646:505, sigma2_2018-03-05_01-45-12.png)

File: 543ec720dc7dbf3⋯.png (44.59 KB, 648x507, 216:169, Sigma Editor 2_2018-03-24_….png)

e6b9f1  No.31318[Reply]

This thread is for my game engine, Sigma II, since I needed to get around to making such a thread any-way. It will be where I post all of my progress and what kind of stuff I am working on in one place in case anyone is interested in seeing the progress the project has been making over time.

There is a page on the wiki here:

http://8agdg.wikidot.com/sigma-ii

62 posts and 68 image replies omitted. Click reply to view.

e9179d  No.33761

>>33634

Valgrind spits out a lot for my vulkan driver and validation layers as well. Using clang's -fsanitize=address complains less (there's one calloc() somewhere leaking memory but I'm not the one calling it).


2ea209  No.33764

The vulkan renderer doesn't work for me (defaults to OpenGL) on Gentoo, with or without specifying the path to my libvulkan.so.


e1db7f  No.33767

So far I have fixed the bug where you can't move when the game starts, by synchronizing the client and server initialization so that the client won't fail to connect.

I think I have fixed the bug where at a very high framerate the game can stutter. I rewrote the code that keeps track of the time to use integer time, since I think floating-point time wasn't precise enough to limit the network rate correctly, and might have been causing the client to not send packets fast enough. Too much of the timesteps get rounded away basically, is my theory. This only happens on Linux so I have to test it still and port my changes over.

>>33761

I wonder if using a custom allocator would fix it. But I'm not too concerned about it to try. Mostly because I wouldn't want to disappoint myself with that work if the Nvidia driver I have is just leaking memory internally.

>>33764

It's either failing to initialize or failing to open the libvulkan somehow. My problem is that my error messages aren't detailed enough. If you want I can respond soon with a build that hopefully gives more detailed error reporting.


e1db7f  No.33768

>>33767

Oh, and I also got it so that you can't escape the window anymore by flicking the mouse hard.


e1db7f  No.33825

File: 6bbccabe7150970⋯.png (334.23 KB, 640x480, 4:3, sigma2_2019-05-21_03-07-41.png)

File: 6e7e47c164517f2⋯.png (335.69 KB, 640x480, 4:3, sigma2_2019-05-21_03-08-29.png)

I fixed the bug in the PVS, and added a post processing stage to get rid of the kind of fucked up geometry that my map editor was producing. Now everything is a lot cleaner. The next step is to actually start implementing more optimizations, work to fix it up, and hopefully new features. Lots of things to do...




File: 7f67a4b23c058ce⋯.png (1.35 MB, 1000x729, 1000:729, ClipboardImage.png)

067844  No.33749[Reply]

Since the /v/ threads also advertise vidya modding (and /vm/ is basically a dead board), I thought I'd just post my current project here.

So when I learned that randomizers were a thing a few years ago, I found it to be a very novel concept. Earlier this year, I remembered that shit, Super Metroid is fucking popular and it already has a number of item randomizers made for it. I played them and enjoyed the way it spiced up the experience.

My current project is to make a randomizer, but in such a way that not just the items, but the entire game is changed up (much like Roguelite).

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

067844  No.33805

File: bda571287f51fa2⋯.png (70.68 KB, 763x563, 763:563, ClipboardImage.png)

Generated a few nodes and gave them a hierarchy. Linking them comes next


067844  No.33820

File: bd5778008047d40⋯.png (19.35 KB, 648x667, 648:667, ClipboardImage.png)

File: 1bc1ee5bfaf4212⋯.png (19.59 KB, 648x667, 648:667, ClipboardImage.png)

File: c6d4fc5593cb2f0⋯.png (17.84 KB, 648x667, 648:667, ClipboardImage.png)

Good progress today. I refactored my Nodes to be a little more verbose in what they contain, which allowed me to kill off a ton of subtypes at the cost of just holding a little more data. Worth it, in terms of clarity.

I also started a basic renderer in SFML, just to see my output. This won't be included in the final version of the generator, however. The red dot is the root node, named "Zebes". There are 6 green nodes, which represent areas ("Crateria, etc"). Each area has 2-6 child nodes (blue) which are regions (eg room groups) within that area. I still need to connect the green nodes together, and implement the full linkage algorithm (islands and "bonus" links, and propagate area links downward).


067844  No.33823

File: 878d36a37f37eb8⋯.png (30.69 KB, 648x667, 648:667, ClipboardImage.png)

>>33820

Finished the algorithm, going to tidy up a bunch of code before moving onto other things.


067844  No.33824

File: 201d13e96bf1759⋯.png (13.32 KB, 1068x546, 178:91, ClipboardImage.png)

File: 9f6f68c5bc0e669⋯.png (12 KB, 1054x535, 1054:535, ClipboardImage.png)

Mockup for a potential approach to roomgen.

>Determine room size (8x4)

>Block out any overlapping parts of the map (black regions)

>Any valid tiles automatically receive a 2-tile buffer on the sides, 3-tiles on the the top and bottom (green stripe)

Good so far

>Draw a number (how many?) of random rectangles, such that each 16x16 region in the room intersects at least one rectangle

>Fill any "intersecting" bounds (purple region, second image) between each rectangle (how?)

>Remove any burrs and weird things that still show up (not done, see random pillar near top right)

After this step, it would round corners, smooth edges, vary the ground slightly, then place objects etc


067844  No.33836

File: cc27869d2f063af⋯.png (34.09 KB, 1184x700, 296:175, ClipboardImage.png)

Thought about how I'd generate room shapes.

Once I have my regions and connections determined, I'd expand each region node into 2-4 "room groups". Each of these is an important keystone to the game's route. They would each be connected by 0-3 additional filler rooms, depending.

As for the shapes of those rooms, my first thought was to draw a rectangle and then query it for overlaps, but that's silly. The better approach seems to be flagging each tile with a room ID, then determining the bounds of the room. Any overlap is then considered an empty screen, and a rectangle is drawn. Pic related.

tldr: Working backwards made a lot of sense this time.




File: 740134f2c521728⋯.png (1.03 MB, 1576x868, 394:217, 2019-04-23_11-27-02.png)

File: 1c195dd575d13b0⋯.png (1.2 MB, 1752x820, 438:205, 2019-05-03_10-31-58.png)

b59aa3  No.33699[Reply]

Tunnel Vision

>A disorienting arcade style "shooter" where you need to make your shots count because you only get one and you control its trajectory the entire time. taking inspiration from movies like Wanted, and games like Superhot. The games main objective and goal is to reach the boss room at the end of the level and eliminate the target by avoiding collisions with anything that might stop your bullet.

>As you ascend the tower, each boss has a significantly larger floor plan, each floor is also randomly generated, making it that much more difficult to reach them. Currently we only have straight tiles to the boss, but are adding branching rooms to allow for full turns and dead ends.

Our 1st place winning submission for our colleges 48 gamejam made by 2 people.

https://www.patreon.com/PunjiStudios

https://twitter.com/PunjiStudios

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

07a5e4  No.33704

File: ce3cbee206fef3f⋯.jpg (88.96 KB, 400x400, 1:1, ce3cbee206fef3f6a4d7d71485….jpg)

>>33699

>Posts Patreon

>Doesn't post game


b59aa3  No.33706

>>33702

>thinking i expect anyone to actually give me money

boy you got some big expectations for me because i'm full expecting that big 0, to stay 0.

that patreon was thrown together in like an hour. pretty much me just blowing it out my ass to get something up and visible for people to see and to tick off a goal on workboard which i'll prob be graded on for my workterm lol.

>>33704

only one person has asked for it, a teachers like 7 year old child, who came along for the judging at the gamejam, loved that the dude explodes and asked if it was for sale.

I can throw together the gamejam submission and upload it somewhere but that's pretty much the entire game as of now.


07a5e4  No.33709

>>33706

Yeah it's kind of an unwritten rule that you should post a demo if you want to beg for money. We're not Kickstarter.


b59aa3  No.33816

File: eea191b42a018a4⋯.png (1.27 MB, 1754x979, 1754:979, 2019-05-20_10-26-17.png)

The game now has a storefront, alongside updated logos and steam integration is coming along.

looking into how i can setup a small p2p lobby so multiple players can play together

https://store.steampowered.com/app/1086060/Tunnel_Vision/


b59aa3  No.33817

as well, story wise from the visuals/gameplay what would be your interpretation of the story if there was one?

i have a couple idea's but seeing if theres a common trend to possibly roll with something similar




File: 12dd4b61baba863⋯.png (10.17 KB, 538x404, 269:202, SBK itch cover.png)

3d4f7b  No.33807[Reply]

gameplay footage (video quality isn't great): https://youtu.be/VSaCK0gzyOM

I've been working on this game for a few months now. It's more or less content-complete, but there are a lot of mechanics to iron out, assets to create and/or finalize, playtesting to be done, all that good stuff. You know what they say: the last 10% of the work is 90% of the development effort, right? I'll post the full version for free on itch.io when/if I ever finish it.

I'm making this in Game Maker Studio 1.4, and though I've started projects before, this is the closest I've gotten to a polished and finished game. I'm in charge of programming, design, writing, and art (though I don't really consider myself much of an artist) with a couple of friends on sound and music duty.

The gameplay and bosses take a fair bit of inspiration from the Mega Man Zero series, with quick attacks and tight platforming (I'm still working on making these areas smoother and more intuitive to play with). It's not very long, just three levels with a boss in each.

There's also, as shown in the video, some visual novel-esque dialog scenes between levels. I originally started this game for a yuri game jam so that's one big theme for the writing and characters, but if people just want to get into the action gameplay it's all 100% optional and skippable.

a6a0b7  No.33809

Movement and basic attacks look juicy and nice, but i think it lacks special attacks/powers, gets samey quite fast

Also the level design was meh, you need more paths, maybe optional rooms or enemies that you need to do something other than kicking to defeat


3d4f7b  No.33811

>>33809

I am pretty bad at level design. Though, I will say that the snow level is the one with the least gimmicks and simplest enemies. 2 of the 3 levels do have alternate paths and/or hidden side areas with upgrade items (I skipped past one in the video for the sake of brevity).

90% of playtesters have struggled to remember all the moves or got stuck because they didn't learn a key function, so I'm just going to keep it simple and try to fix the levels to teach them the moves they have now before I think about adding more.


8988b0  No.33815

File: 7af841c0107329d⋯.mp4 (9.73 MB, 1280x720, 16:9, Nice.mp4)

>>33807

>action platformer 

>yuri

>I'll post the full version for free on itch.io when/if I ever finish it.

Looking forward to it anon.




File: f9a6b6f9571b994⋯.png (90.91 KB, 259x194, 259:194, ClipboardImage.png)

cfadfb  No.31374[Reply]

Borrowing the concept from /tg/, post half-baked concepts you'll never get around to doing, so other anons can put it to use. Half idea guy, half abandoned project, post 'em ITT

39 posts and 11 image replies omitted. Click reply to view.

afc499  No.33597

File: 0f4a9d41e598d10⋯.png (48.97 KB, 982x589, 982:589, wxSand_2.png)

>>33556

reminds me of one of those falling sand games.


84b707  No.33652

>>33597

High school memories right there.

I've been thinking about a game where you are an AI which starts out trapped in a room with a scientist running experiments on you. Your job is basically to escape by any possible means. For example maybe the scientist reveals that he broke up with his gf, so you convince him that you are in love with him and he should upload you to a USB and put you on his computer at home.

Then you could do cool shit like spread through the IoT and eventually launch nukes and shit.


5079af  No.33743

The problem with porn games is that the porn is usually the lose condition. When it is a win condition, it is too far removed from gameplay. There needs to be a way to mix the porn with the gameplay as a win condition. The solution, as usual, is rape.

>game is similar to a "beat 'em up."

>all characters have both a HP meter and an Orgasm (OP) meter.

>If you can max out an enemy's orgasm meter, she becomes an ally.

>different moves can lower the HP meter and/or increase the OP Meter.

>lower HP meter decreases stats such as speed and attack power, unless the character has a specific ability that negates this (like some sort of rage that activates with low HP). This makes it easier to use attacks that focus more on the OP meter.

>however, HP does not replenish when they become your ally, so although it is more difficult, it is more beneficial to keep HP high while you max out the OP meter.

>you can also choose to just knock out enemies (unless there's a mission that asks you not to), but then you don't get allies.

>the game has to be playable with one hand, for obvious reasons. A modern controller gives one hand access to a joystick, two shoulder buttons (most easily used), one joystick button (slightly more difficult when moving the joystick a lot, so secondary use), four face buttons/d-pad (have to let go of the joystick, so tertiary use), and a start/select button. This limits the amount of moves you have, so moves will be somewhat contextual.

>as you fight, you and your opponent are trying to get each other into different holds/positions, and certain moves can only be used in certain positions (contextual moves). Pressing L1 when you're standing is a different move than when you're pressing L1 in Hold 1, which is different from Hold 2, etc.

>you can assign different moves to different buttons/contexts in the menu. You can also learn new ones throughout the game

>when in a character is in a hold by anotherPost too long. Click here to view the full text.


5079af  No.33744

>of course the holds most people care about are the ones that allow genital contact. Using these moves make the OP meter increase much more quickly, but, like trying to break from a hold, activate a minigame that may distract you from the other aspects of battle

>in this case, it's a simple rhythm minigame.

>you can still do other things during this minigame, but good luck keeping the rhythm if you also have to fight at the same time.

>when a male character (hopefully the player character, but no reason we can't allow different variations for you faggots) maxes out his OP, he enters a refractory period wherein his stats all drop to near zero.

>however, cumming on another character also affects their OP meter

>cumming on a female character increases her OP a bit, but cumming inside a female character increases her OP a lot

>player (male) can thus try to time his orgasms to make sure his female opponent orgasms at the same time and joins his side so she can fight for him while he is in his refractory period

>on the other hand, female opponents can try to make a male character orgasm too early so they can then beat him in his weakened state

>theoretically you could have female player characters and male opponents. Females would of course have different stats/moves that mean you have to fight differently if playing as them

>for example, maxing out PC (f)'s OP doesn't lower stats as far, but maxing out male opponents' OPs means you have to protect them during a refractory period or they'll be killed by opponents before they become useful.

>most enemies are somewhat simple, basically the type that could be made in a character creator

>any allies you have at the end of a level are permanently "caught" and in your harem

>certain modes/levels allow you to select a certain number of harem members to begin the level with

>any attributes (physical features and moves) oPost too long. Click here to view the full text.


88ade0  No.33804

>>33652

Just play SS13




File: d8d52c2c0c9f4dd⋯.png (1.32 MB, 1128x900, 94:75, steel sauce run.png)

423021  No.33460[Reply]

IF YOU SEE THIS THREAD THEN MAKE A POST ON THE BOARD

If you don't think you have anything specific go to progress general and explain whatever you did since the last time you made a post.

If you were pathetic and did nothing in that timeframe shitpost in this thread.

JUST POST SOMETHING

This is how I shall revive this board

Anons who ignore this post are triple nodev

48 posts and 20 image replies omitted. Click reply to view.

5841a0  No.33684

>>33680

>why you not using a fixed magnitude

Because I'm retarded and I totally ignored the magnitude property despite pouring over the documentation of vectors for hours to write that code. Thank you, sweet genius, I will now be rewriting everything


8427a4  No.33697

File: 77c368964c68e2a⋯.png (16.17 KB, 64x64, 1:1, go_dev.png)

Devs, you can do it! Do the progress! Go get some food and exercise! Just like make game!

Made good progress since the begining of this year, also stop smoking weed and vaping. Just gotta make and keep my money so I can get back to working out and doing dev time.


236886  No.33705

File: 1acdf9d0388e16c⋯.jpg (20.48 KB, 512x460, 128:115, aboutoneperc.jpg)

>>33467

That feel when you only develop the most autistic games


d396f0  No.33712

File: f8d4f45813354cf⋯.jpg (58.96 KB, 1024x1024, 1:1, example-35051.jpg)

I will not have a demo tomorrow, but you will I believe in you.


b5ad2e  No.33797

It's hard finding work when people think you're a faggot




File: 137d5b23d60d462⋯.jpg (116 KB, 1279x704, 1279:704, IMG_20190121_131049.jpg)

File: 0711407310bb8c7⋯.jpg (67.72 KB, 1024x640, 8:5, IMG_20190121_131014.jpg)

File: 27bca704d4a8c8f⋯.jpg (Spoiler Image, 29.4 KB, 1920x1280, 3:2, IMG_20190121_130107.jpg)

6e783c  No.33181[Reply]

Hi,

I am a french artist and a semi-professional game coder. I love to draw gore stuff, science-fiction stuff, pretty close to the universe of Maurice Dantec (the writer of the Babylon A.D. or Babylon Babies), and I also have a vast array of fetish, most being related to bondage. I am also a libertarian, thinking there’s too much regulation applying to the regular citizen, and I am pretty excited by bitcoin and people like Cody Wilson.

As a programmer, I worked with Unity 3D and made an home-made virtual reality FPS on Google Cardboard. Unfortunately, I never finished the project at 100%, even they’re was numerous people asking me for more features (like multiplayer, level editor). But let’s be realist, I cannot invest a large part of my life in a quality project without a financial compensation.

My current project:

A virtual world, multiplayer, where the users can post picture and messages, can interact and fight in a very basic way. I started some proof of concept of the game (screen-captures related) The purpose is to create some kind of layer of abstraction a 3D world to protect free speech. An hybrid between the web site and video game.

Features of the game / the world:

Combat / special interaction turn-based to make something easy to code

Posting picture on the wall

Cyber coffee where you can chat between users

Example of interactions:

Using guns

Fetish

Murder

Burning people alive

Hunt

The game engine:

The game having some HTML feature, like embedding elements like Youtube / Twitter, torrent, bitcoins, I want to make it run on an HTML friendly environment.

I am experimented with Unity WebGL, but there’s a major problem to it : it doesn’t run on mobile and Linux.

I’ve also experimented the BabylonJS lib and the stuff looksPost too long. Click here to view the full text.

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

870b69  No.33740

File: 12392e5d8c505d9⋯.jpg (86.6 KB, 1279x699, 1279:699, IMG_20190509_153818.jpg)

File: b8301a79b1b1110⋯.jpg (91.82 KB, 1276x570, 638:285, IMG_20190509_153805.jpg)

Hi folk,

I launched a functional version my 3D Imageboard 1 weeks ago. At first I want to thanks the people who have posted on the board, it’s looks really nice now.

I still not sure if I will continue the project, if I should add feature or pixel art or 3D graphics (I got any other stuff to do in life). My creation being formally a social media plateform, the only way to make this shit work would be to make it my full time job, or at least a part time job. I will set a stand alone blog to talk about the whole philosophy of the concept, which is close to the crypto anarchism, game elements being used like an abstraction layer, enabling secret that can only be reached by Hardcore users.

If I continue the project, my next move will probably be users interactions.

I will soon change the project's name, I will make an announcement when it will be the case.

The new version of my 3D imageboard has a lighter user interface. I also set Ethereum and Bitcoin donation address, that can be found in the button [info📚] at bottom right of the screen.

For your information, the url is still

http://snuffchan.com/dungeon/home


a26d9f  No.33763

File: 26241c1dff31301⋯.jpg (81.65 KB, 675x1200, 9:16, D6WoF84W0AEJ99P.jpg)

File: f576f17ade24c08⋯.jpg (107.91 KB, 1200x572, 300:143, D6XcE02XkAAhnAf.jpg)

Hi,

Protaguros is now Radichan, and now works on mobile (with few flow but it's work). You can move using the virtual joystick. Come to shitpost ^^ -->

http://radichan.net/dungeon/


e236f7  No.33777

File: cfe101e7cacfd40⋯.png (3.27 KB, 331x331, 1:1, 28fa95836131ae73f134b96740….png)

>>33589

>for this 3 dimensional imageboard

Where is proof?


c3476f  No.33783

I couldn't get drawing to work and made a couple blank posts on accident. I would have liked to interact with someone and tried to get my friend to join me to see if it worked, but he wouldn't. What's the PPH and what are peak hours?


a26d9f  No.33787

File: 4f3c407740b6b3a⋯.jpg (3.39 MB, 4032x3024, 4:3, 20190516_184823.jpg)

File: 44726f4fbb911c2⋯.png (3.94 MB, 2522x1476, 1261:738, Screenshot 2019-05-16 at 1….png)

>>33783

Thanks Anon,

User's interactions are on the pipeline, mostly gore and lewd stuff, but for the moment I am working on level design + creating items (you can see some on the current map), which will have obviously huge implication on the player interactions. Also be aware than the current item system allow you to erase post (the sponge item) or to upload images (upload the ring).

No problem for blank post, I can easily delete them, but it’s strange than drawing is not working. On what platform did you test it?

To have a better organization around Radichan.net a Discord is in preparation.

One last word, the level design have been constantly remade, there has been lot of post deletions. There will be one last post holocaust, but I can assure you than the next level design iteration will last.

To keep you waiting here are some new assets ideas:

-Dead anon represent all anon that did move for a certain period of time

-Weed bag stand for a torrent file of all post of the board

>>33777

http://radichan.net/dungeon




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