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# /agdg/ - Amateur Game Development General

AGDG - The Board
Winner of the 36th Attention-Hungry Games
/alcoholism/ - The Attention-Hungry Games are the Dark Souls of Hunger Game Simulators
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Welcome to AGDG, have you ever made a game?

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

Post what you're dithering on.

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Post last edited at

35b3fd No.31376

>>31360

fuck off

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

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.

27 posts and 5 image replies omitted. Click reply to view.
Post last edited at

1c7ce1 No.31259

>>31187

Just put it in the rules. Source must be a formally bannable offence so all users will know to report it on site.

File: f73e4215a957ae0⋯.png (289 KB, 640x403, 640:403, lg-snapshot.png)

I have a several month long case of game dev's block.

I've been working on the pictured game completely solo for over a year now (building it up completely from scratch, physics engine and everything), and have been incapable of moving past the engine phase to the actual game phase. No level, mechanic, or design I come up with sticks, and with each idea I'm feeling more and more discouraged to put in the time to develop it, as I just end up abandoning it within a week. This isn't exactly a first for me, as I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far). Is there anything that can be done to break out of this cycle?

3c9d91 No.31382

Is level design the main thing getting you down? Because honestly, it looks like you're struggling a little in that department. Have you already tried taking natural-looking levels as a reference, are there guides to this kind of thing? Sorry if I sounded condescending, because I get the feeling that even if I did have those materials, I'd probably still be in an even worse slump than you.

213d08 No.31383

Well, you're spot on about level design there. The saddest part was, that picture was one of the *better* rooms I had to show off. Id say the reason they're so bad is because I can't even settle on my games core mechanic, which would naturally impact the way levels look. That "natural-looking" idea is definitely worth a try. At the very least, it'll give me an unchanging foundation. Thanks! Will report back if I have any luck.

39b3dd No.31384

>>31381

The way i would try to solve this is by first working on the characters move set and abilities.

In order to build levels that implement the game mechanics properly you first need to have said game mechanics.

Also doing it this way will give you many tools to work with which can make designing levels easier.(for example you have a mechanic to swing on ropes which gives you the ability to implement big gaps to swing across in your level design.)

Oh and your art-style looks cool. Reminds me of Ocarina of time.

874eb3 No.31387

>>31384

Thanks! It's what I was going for. That, and making it look like a certain 1977 Australian cartoon. I've been jotting down mechanics over this week myself. Will give that a try (especially since it gets me away from level design for a bit).>>31384

>>31381

go play similar games to what you are making and take inspiration from them.

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

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/

141 posts and 114 image replies omitted. Click reply to view.

f23901 No.31310

File: b6e4d8db4af7515⋯.png (51.4 KB, 1094x854, 547:427, Untitled-1.png)

File: 8f2f3f967c11e56⋯.png (53.44 KB, 716x832, 179:208, Untitled-2.png)

>>31301

I made you this sketch hopefully it's useful but it's a more ideal rig for the wings. Your model currently has 72 bones for wings which is absurd for a simple game character and would be a nightmare to weight paint the wing roots. Remember you should keep vertex deformations to max of 4 bones. You would run into almost 8. This approach is only 26 bones and covers all the important parts in <= 4 bones per vertex. Body language will be easier to achieve with this and will be 100x faster to animate. Rig bones shouldn't necessarily line up with the bones themselves. They can represent groups of bones.

As for your hair, it's really cute but I can't see it very well to make a sketch for it. However I do also see too many bones. You have 3 bone chains with about 11 bones. That's nuts man. Instead use 2 bone chains with 6 bones.

a33e9d No.31311

>>31310

I will lower the bones on the hair, but the wings are out of question, i need the mobility on them

f23901 No.31312

>>31311

If I can't convince you to help you then so be it. But your mobility will be animated better and faster with a simplified skeleton. Consider this last thing: your rig is using more than twice as many bones than the Skyrim dragon and has 6~7 bones per vertex.

a33e9d No.31386

File: a68c529c82c2088⋯.webm (879.69 KB, 400x416, 25:26, 2018-04-19 17-44-40.webm)

File: ac2f733504d1313⋯.png (318.16 KB, 885x792, 295:264, foliage new.png)

Our trees will change daily with this system, the leaf color will also change slightly every day

9579d1 No.31388

File: 6b3f7320cfe090f⋯.webm (1.86 MB, 508x476, 127:119, 2018-04-20 17-27-33.webm)

File: c661ee6ab05bae8⋯.jpg (113.07 KB, 1080x1247, 1080:1247, the bun.jpg)

Did you ever encounter a methodology for branching story construction laid out? Esp. handling it in engine?

I have a couple ideas and I'd love to compare them to industry practices.

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

5d882c No.31326

>>31269

> Elan Ruskin

that can't be real....

so it was a presentation, wasn't it recorded?

0b5921 No.31352

>>31270

This could only work if the game had no dialog but instead showed only vague images and sounds.

How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

It would need to be abstract communication, which could work with some games and themes, but not in an RPG we're all talking about.

At the end of the day, someone has to write the dialog. It has to be hand done based on a set of known decisions and events (I can't write something I don't know happens), so that means the plot has to be hand configured anyway.

You can make a complex story and intertwined plot and events (a program called Twine is actually good for doing this, you can make a game in Twine actually) just with more time. More time means more complex story.

But you can't make it truely dynamic or emmersive. You can make it so large and complex that it seems like it, but that's all.

000000 No.31353

>>31352

To continue this thought now on a different machine.

Can you envision a dialog-less game that communicates through to the player based on only vague images and sound?

It would certainly cost less to localise all the text strings :)

Because if anyone here can think up a game where this would work, I think I could easily code up a basic implementation.

I'm thinking it would need to be strongly character driven, because the communication seems like it would be very "emotion" driven.

Love Hearts floating above characters, high-pitched excited sounds from a character, that sort of shit.

Actually, this sort of thing could already be present in a game like Crusader Kings.

a6832d No.31372

>>31353

>>31352

>How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

I posted >>31269 for a reason.

889cda No.31385

In order to have something truly dynamic and responsive to the player would be to build some low or mid level AI. Otherwise anons have pointed out the flaws: you can't pre-write dialogue for a scenario that is dynamically created by the system at run-time.

Large branching stories are one way to go about it. Having some kind of Mad Lib scenario could also add a small amount of variety.

>Dost thou love me?

>Y/N

>N

>But thou must!

I've wondered, though, if some kinda of program could be written to take the 6-8 basic story types (man vs man, man vs nature, etc etc) and start to build out stories from them. Give it a huge database of names, locations, etc. If all of this fiction we consume is so repetitive, why can't we boil it down to the basics and then build something up from there?

File: 56111294a372edb⋯.jpg (68.42 KB, 633x758, 633:758, DIHB8z6XYAEDcGM.jpg)

How the fuck do I stop nodevving?

96cb6f No.31329

>>31275

Honestly stop doing it. Everytime I did it I would totally lose my ability to program and dev for 1 week before recovering. This is because jacking off destroys your dopamine receptors, therefore no motivation and feeling miserable.

939ae0 No.31366

>>31329

My brain must be defective, as I can fap and then immediately start programming for fun.

e4ca25 No.31377

File: 0f3f3ba8d2cce75⋯.gif (1.76 MB, 500x281, 500:281, 1508460335003.gif)

i can't even submit my game on steam since they shut down my bank account. i've thought of finding a publisher but i have such weak communication skills i doubt they'll ever even accept my gmae.

232297 No.31379

>>31329

I disagree with the idea of going cold-turkey. A better idea, which is working quite well for me so far, is to use jerking off as a reward for completing enough work in each day. This change in behaviour is easier to make than just quitting full-stop and it even makes masturbation feel more rewarding.

fcce85 No.31380

>>31377

So then release it on itch.io or something, and then get some sales / required donations, and when you have a few thousand, tune up your game again, and announce a Steam remaster for money.

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

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

3663cf No.31378

An open-world FPS zombie survival arena game.

The objective is for players to locate the hidden treasure and bring it to an extraction point, where a helicopter/boat/car will be show up at the end of the match. The player with the loot wins, but any player that makes it aboard the extraction vehicle keeps their life and anything in their inventory for future matches.

Your character is fragile and has a variety of potential ailments.

Blood loss.

Broken bones.

Concussions.

Hypothermia.

Infection from zombie bites (Takes ~3 hours to turn the victim).

Starvation.

Dehydration.

Sleep deprivation,

The only way to sleep is to log out of the match, and rest will not start accumulating until a player has been out for an hour. (so logging on to make sure you're safe every few minutes while sleeping is not a viable strategy)

Zombies are either calm or frenzied. When calm they will not climb ladders, enter windows, or break down doors, or even attack the player. Loud noises (such as car alarms or home alarm systems), the smell of blood, or a running player will frenzy a zombie, causing all nearby zombies to also frenzy and attack any non-infected in sight.

Maps are crammed with destructible buildings full of items and cover from both the elements, zombies, and other players.

Lastly, there are three ranks of matches based on duration, and items/points can only be used in the same rank they were earned.

Bronze(30 minute games) rank introduces the player to the game without advanced needs or worrying about sleeping. Stealth and run-and-gun tactics are both perfectly viable as it may take 15 minutes to get to the extraction point on foot.

Silver(12 hour) matches make run-and-gun tactics suicidal, as ammo can easily be used up early in the match. Players can die from hyPost too long. Click here to view the full text.

File: 9bf8a44cd8bf7a7⋯.png (370.55 KB, 1600x900, 16:9, mainMenu.png)

Yup, that's the game I'm working on. A worm gear is a nifty looking gear with a spiral that threads through the teeth of a gear. It's a type of memory that stands for write-once-read-many. If it's all the same to aggy-daggy, I'll post progress here for anyone interested.

f9326a No.29483

File: 6cd5ae29c6caa49⋯.webm (2.55 MB, 320x240, 4:3, cgi.webm)

File: c0a63017e80a388⋯.png (1.37 MB, 1600x900, 16:9, firstPerson.png)

This is an online FPS. I hope I can meet some anons willing to help test play here.

f9326a No.29484

File: 9262c77b09c98cd⋯.png (34.11 KB, 1600x900, 16:9, gameList.png)

File: 5cf6155f9d7080d⋯.png (98.82 KB, 1600x900, 16:9, lobby.png)

Today, I finished the backend for retreiving/displaying/joining games running on the server. Hurray!

62d709 No.29485

>>29484

Do you have gameplay you could upload as a video? Also, is this commercial, or just for fun? Either way, is there a site with more info or a download you can link to?

ca1d30 No.31369

>>29485

I got a job and stopped working on this. If anyone wants, I can dump the project files here and they can take it over.

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)

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

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

e5ea2a No.31344

>>31343

The coplanar faces are already being tested in that way: it's just that they need to be sorted into the opposite space when the special case arises. So that's why there is a need for a special case.

I haven't experimented with a 2D compiler, but I have written a 3D compiler before, just using a less complicated BSP tree where I could put all coplanar faces into the front list without an issue.

000000 No.31345

>>31344

I may not understand anything about BSP trees... but isn't the point of it to separate everything into a tree based on like the vertices?

I guess, if you're always just subdividing, why would there ever be a special case?

e5ea2a No.31346

>>31345

Its explained as well as I can in the "bsp-explained.png" of my first post: If it sorts the geometry that way, it won't be able to prove that the two blocks are convex 3D spaces. With the special case, it can sort them in such a way where it can prove that. It's because the faces are directly on the splitter plane. We can't resolve them through splitting, and so even though there is a correct and incorrect choice, it's not immediately clear. The original compiler at: https://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm that I am basing my compiler on doesn't know how to deal with this special case, and it assumes that it never happens, so it incorrectly sorts them into the wrong lists, causing the compiler to fail later.

e5ea2a No.31367

File: 1a7ff4af5c7e669⋯.png (511.7 KB, 1204x865, 1204:865, Sigma Editor 2_2018-04-14_….png)

File: d28708cab8b277f⋯.png (79.94 KB, 1280x720, 16:9, sigma2_2018-04-14_13-35-14.png)

File: b2d720a84a31a5c⋯.jpg (320.08 KB, 1280x720, 16:9, sigma2_2018-04-14_13-35-23.jpg)

I finally got it to resolve the last cases that caused it to fail, so now I can start making more maps and if it doesn't break, then I will just keep moving forward and start working on things like physics, occlusion culling, etc.

e5ea2a No.31368

>>31367

Also I didn't explain why the wireframe picture has an awful polycount:

The screenshots show a really high polycount because I have the compiler configured to prioritize nothing but polygon splits, meaning that it increases the polycount as much as possible. In normal use the compiler will only split polygons when it would make the tree too imbalanced, so it doesn't actually increase the polycount that much.

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

Interested of getting into game dev?

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

Wondering how to move forward?

Dev resources

Tutorials/guides

Engines:

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

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

- 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:

Other:

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

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84dc1e No.31257

>>29189

>source

Ban this shit nigger.

7c97f1 No.31332

File: 6b7f92e64af118c⋯.jpg (73.51 KB, 640x480, 4:3, 237Ny42omwc66_l.jpg)

I'm a rank newfag. Other than some rejected ship art for someone else's space RTS that went nowhere, I've got no real experience making a game. However, a recent floating ball of inspiration hit me in the face and I want to do my own take on turn-based battlefield games like Final Fantasy Tactics A2 or Shining Force. With help from some drawfag friends IRL, I should be able to get what I need for the art relatively easily, and I've put down a lot of rough planning into plot, characters, and abilities.

Having said all that, I'm kind of overloaded with choice for the various game-maker programs out there. I want to be able to use a controller or mouse/keyboard to move the characters around on different types of terrain and do actions in either a 2D overhead or 3D 3/4 view world. Does anyone have any recommendations for a program that will do what I'm describing?

b1859d No.31362

>>31332

I found UE4 to be quite easy to use because using blueprints you can avoid actual coding for 90% of things, and what you described should be possible without too much trouble.

7c97f1 No.31363

File: d86a3fa4c1163ab⋯.jpg (7.37 KB, 201x255, 67:85, thumbsup rocket.jpg)

>>31362

Thank you very much. I'll look into it.

UE4 is "Unreal Engine," right?

ddb7ab No.31364

>>31363

Yes. Post on this board again if you need help with the project.

File: 419df72c43fd97a⋯.png (29.04 KB, 800x332, 200:83, OpenGL_logo_(Nov14).svg.png)

I'm pretty good at OpenGL and engine dev. I've been working on a city builder game in the style of Sim City 2000.

Does anyone know a good efficient way to make a mousemap for an isometric engine?

I've done it by writing integer values to a second color attachment that correspond to the tile index in a map array. But I can't help but think there's a simpler way.

7 posts omitted. Click reply to view.

f232e6 No.31355

File: 728c1556cb7e469⋯.png (11.25 KB, 396x262, 198:131, ClipboardImage.png)

>>31354

I must be daft.

My drawing routine looks like:

for(std::size_t y = 0; y < m_city.m_mapSizeY; ++y){    for(std::size_t x = m_city.m_mapSizeX-1; x != static_cast<std::size_t>(-1); --x)    {         auto tile = m_city.GetTile(x,y);         // calculate the drawing position then draw    }}

I guess, I don't understand how I could iterate through tiles? Would I instead start with the Red Quadrant, and draw it, then the Green, then Yellow and then Blue? And basically if a Quadrant has sub-regions, I would draw them in that same order?

5793c3 No.31356

>>31355

well you have a "window" onto the map that you can view, so, at each level of the quadtree, you could just continue iterating down the tree in the nodes that intersect with the viewing window, and drawing the tiles in that node if it is a leaf.

Here is some pseudo-code:

typedef struct{    uint16_t low_x, high_x, low_y, high_y;}bbox_ttypedef struct qtnode_s{    int16_t type;    struct qtnode_s *children; //assume that this array only has 4 elements: its a QUAD tree after all}qtnode_t;void draw_quadtree(qtnode_t *node, bbox_t *view_window, bbox_t *bounding_box){     //in this example, a negative type implies that the node is not a leaf of the tree.    if(node->type > 0){        //draw the tiles associated with this node if it is a leaf        draw_tiles(node->type, bounding_box);        return;    }     for(uint8_t i = 0; i < 4; i++){        //create a new bounding box that is one quadrant of the old box        bbox_t child_bbox = derive_bounding_box(bounding_box,i);        //iterate deeper into the tree if it intersects the view window        if(bbox_isect(child_bbox,view_window)){            draw_quadtree(node->children[i],view_window, child_bbox);        }    }}

Which might give you the right idea, of course since this is a kind of basic example I didn't do an optimization like holding all qtnode_t's in an array, and storing an index into that array. But it should give you an idea of how to iterate through such a data structure even if I didn't explain any of the helper functions in detail.

5793c3 No.31357

>>31356

I didn't answer the last question: since you are relying on overdraw to draw your scene correctly, you would always handle the red subtree first and the blue subtree last for all subtrees. So you thought of how it would work correctly

fb56f8 No.31358

>>31357

Right. I think I got it now.

But this compression really only works where there's sparse detail right?

Oh but different aspects of a tile can each be in their own quadtree.... like types, is a road, etc etc?

5793c3 No.31361

File: 749d3300ac83558⋯.gif (4.83 KB, 348x348, 1:1, quadtree.gif)

>>31358

>But this compression really only works where there's sparse detail right?

Yeah, so if every tile was different it would be wasteful. If the terrain is too noisy, then the quadtree will take up more space. If you have low detail terrain surrounding your city, then it would make sense. As long as you have enough groups of similar tiles, it saves space. For example, a map of a desert, or water tiles.

File: 8c9879ee242d4e7⋯.jpg (157.1 KB, 974x710, 487:355, 2b492324003bb547fd3bcc3032….jpg)

File: e9904a4392aefc5⋯.jpg (16.03 KB, 240x384, 5:8, acbe3469e41d5c87e3cbefe612….jpg)

File: 567982244b76313⋯.png (804.27 KB, 1400x450, 28:9, edd32be04c6d56851842af31e5….png)

File: 98360ec11accd22⋯.jpg (59.18 KB, 564x564, 1:1, eae43a233dbeb2fff62e4b5737….jpg)

File: f93ff062c57f57f⋯.png (69.96 KB, 540x413, 540:413, tumblr_p1zotaKPpk1uls4sno1….png)

Post cool images, resources, that sort of shit that really gets the noggin' joggin' and inspiration flowing

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

688301 No.31262

File: b4a7a14b51713e5⋯.jpg (142.39 KB, 900x774, 50:43, zun_teaches_drawing_by_con….jpg)

File: 252636cf81ec548⋯.jpg (498.03 KB, 800x800, 1:1, Yajirushi.full.1115053.jpg)

File: 91257b791be7cc8⋯.jpg (347.64 KB, 1600x1200, 4:3, ws_Stalker__Call_of_Pripya….jpg)

File: 9f3f59b7d8ff41e⋯.jpg (476.73 KB, 1000x1225, 40:49, tumblr_mvsjd2Me2i1rmxv6uo4….jpg)

File: fe7a29e01d31011⋯.jpg (154.39 KB, 703x1000, 703:1000, TElZAom.jpg)

A selection of aesthetics

e51793 No.31298

File: b6950b093c3a6af⋯.jpg (75.99 KB, 315x565, 63:113, 1681841.jpg)

File: d04b84244c2689e⋯.jpg (149.98 KB, 1200x478, 600:239, APS_underwater_rifle_REMOV.jpg)

File: 617a20d28fba9df⋯.jpg (143.7 KB, 1920x909, 640:303, autism.jpg)

File: fa3e3b39aefa47c⋯.jpg (257.24 KB, 880x572, 20:13, Fukushima-Exclusion-Zone-2.jpg)

File: 71c7b3d87899503⋯.png (367.22 KB, 600x897, 200:299, redheadAK.png)

e51793 No.31299

File: 9ddf387649999cb⋯.png (1002.52 KB, 1080x720, 3:2, GunkanjimaIsland.png)

File: eee49690f0a575d⋯.png (1014.34 KB, 1024x618, 512:309, GunkanjimaIsland2.png)

File: eb52efeb260e6b1⋯.png (4.45 MB, 1800x1201, 1800:1201, GunkanjimaIsland3.png)

File: b28c79b9ea1c96a⋯.png (980.89 KB, 1000x607, 1000:607, GunkanjimaIsland4.png)

File: b877f9a0fa1a250⋯.png (1.22 MB, 1024x683, 1024:683, GunkanjimaIsland5.png)

c07bde No.31328

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9f010a No.31359

I like to go on random word generators and generate a couple of words and try to make an idea inspired by these words, it got me some pretty original and interesting ideas

File: 8ca2d4f427d7076⋯.jpg (223.48 KB, 693x512, 693:512, 20180108_223007.jpg)

Whats with the agdg guys and being so unwilling to actually follow through? Its like every time I talk serious with you people, you freak out and go no-contact, like youre scared of actually getting something done.

In the long long ago, I worked with an independent studio in a permanent position, after a couple of years we had to downsize because we had some salty ass programmers get a beef with each other and ended up with the programming lead the only one left. He about had a cow and we immediately tried to replace them, but this was juuust about the time Indies were blowing up, and suddenly every faggot on gamasutra with a high school programming credit wanted insane levels of pay. The director stepped down and I was put in charge, I put a halt on development, dumped a few dozen grand into the studio, and pulled out some smaller, personal projects so we could produce quick content and get some new cash flow.

Then our servers ????? Resulting in massive data loss, our programmer had forgot to back up his work the entire month, and all of my personal backups of his builds were from the same timeline. He got frustrated and quit, I literally begged him to not give up, but he told me "good luck" and fucked off for 5 years before contacting me again.

After learning just how fucking hard programming is with dyscalculia is (Even a visual system like gmk eventually hits a wall where I get a fucking panic attack trying to figure what the fuck im doing wrong.) I fell into a drunken mess, got a shitty wagecuck job, and have lived miserably since.

But every now and then I come into agdg threads, pick up some guys, and become immediately disappointed by their unwillingness to work.

What does it take to get you people to devote a fraction of time each week towards something you supposedly wish to do? What do you want, scifi games? Fantasy? Noir? Platformer? Action? Puzzle? Ive got them all, premade, in need of nothing but a programmer and artists. What excuses can you possibly keep making?

What is honestly stopping you from saying "you know what, former professional artist and systems designer? Youre right, I need tPost too long. Click here to view the full text.

3bf6e3 No.30584

>>30578

You've basically made Corruption of the Champions without the story or random encounters.

Why not add interactions that you can control throughout the day?

3f1b08 No.30703

>>30551

What?

>>30427

Since it's a hobby, motivation > dedication.

ddbee9 No.30750

*Didn't read any comments just dropping how I manage to finish stuff*

If you are having trouble with 'motivation' just do this:

1.when you decide to start a project, be absolutely sure you want to finish it, write why you should finish it down.

2.given that the reason was good enough, dedicate a small effort everyday to it, even if you do 1% every day you would still finish it within 3 months, and you can do even less everyday, as long as you keep doing it.

3.if you are in the mood don't quit because you finished your 1%, keep going until you feel like it

b00a50 No.31296

>>30427

dyscalculia has nothing to do with being good at programming

def1a6 No.31325

>>30427

I can't fucking work on this botnet machine! that's why!? jesus fuck!

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WE'RE STILL LOOKING FOR PEOPLE, MAINLY LEVEL DESIGNERS/ WRITERS

Infinite Wars is a project made up from anons from 8chan that's been going for over one year now, at a slow but steady pace. I thought i'd make a thread here to show off progress and see if anyone would be interested in helping us out. These pictures are from several different versions, and as you can see most of the art is placeholder. However, codewise a lot of things are done and ready, and we're lacking in the design department.

I guess i haven't got much else to say, ill be back with some more info and screenshots.

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

ab954e No.29686

>WE'RE STILL LOOKING FOR PEOPLE, MAINLY LEVEL DESIGNERS/WRITERS

<LEVEL DESIGNERS

level design is not game dev.

7f8ac3 No.29687

Read a bunch of synopses for those thriller novels 50yo white men read and steal ideas from there.

Or what about ripping off reality. A global loosely connected web of NGOs made up of cushy "activist" jobs given out as bribes to families and proteges of important people by politicians and billionaires. A country begins to unravel them and other countries invent pretexts to fuck them over.

f751c8 No.29690

looks interesting

64c20b No.31297

1cc870 No.31317

File: 32f2871bfddef5a⋯.png (191.24 KB, 1278x716, 639:358, 94f48d29gerw.png)

i'm too lazy to finish this...

File: e424d53b1cdf673⋯.png (1.1 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: bc47a7df2413ab8⋯.png (2.4 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

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File: 3c9aff2858e2d92⋯.png (1.35 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:

http://beelzebox.net/

I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips):

http://8agdg.wikidot.com/beelzebox

itch.io link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:

https://shodanon.itch.io/beelzebox

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751cea No.31286

File: c773d7471f0c028⋯.webm (13.85 MB, 1920x1200, 8:5, Desktop 2018.03.12 - 22.2….webm)

>>31285

also some horsing around the village.

I know the music is too loud

it's Wise After the Event by Anthony Phillips

1b8642 No.31287

>>31285

>Believing in gods makes them real

Look at American Gods, it’s a pretty neat show exploring this.

>this explains the current political climate imo

Semi-spoiler: the show comes to a similar conclusion, but more in the aspect of why people just “fall in line” with w/e belief is convienent; which is architected by the “Internet” or “world” god consciousness.

751cea No.31288

>>31287

I'll look into it. I have friends that really enjoy Gaiman's stuff, while I never checked it out.

>spoiler

That won't work in a medieval setting though, would it?

1b8642 No.31289

>>31288

The spoiler was in relation to the context of the show.

Whether or not one could abstract that to a fantasy setting depends on one’s creativity, I can think of 5 different ways to do so off the top of my head, but that’s me.

751cea No.31293

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>>31289

I guess I'll come up with something when I get to know the show. Thanks again

Also, posting cool fanart I got a few threads back

yes, Jesus anon later made Beelzebuff

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