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

File: 1434842008723.png (170.31 KB, 1088x832, 17:13, logo_transparent.png)

c16a10 No.18696

Do you make games? Me neither! Come watch how a complete nodev just like you struggles to deliver something vaguely shaped like a game in 40 days!

End goal: Making a 3D game in Unity with all the work done by myself.

Previous experience: I did a flappy bird clone with a friend in love2d half a year ago (I did code, he did art) until I broke the code and decided to ditch the project. I have installed Blender and fooled a bit with it, I have installed Unity and then uninstalled it to make room for games. I have a graphical tablet and some working experience of GIMP, and I have an electrical piano (a Yamaha Piaggero NP-11) that I bought half a year ago and haven't played in five months and a half.

This trainwreck will be extensively documented, only on /agdg/!

Chance of success: 3%?

b49115 No.18704

I believe in you!


c16a10 No.18713

Last night, I couldn't really sleep all that well. So when I woke up I spent some healthy half an hour lying down in my comfy bed. At one point inspiration hit me, I grabbed my phone, and recorded myself humming some melody.

http://vocaroo.com/i/s1H9yIR9iP1y

You can even hear my voice break a bit. The melody is repetitive, but it is supposed to be a base to work with in the future. I don't really have any sort of experience with music composing software, so I guess that will have to wait. This was a freebie, when I actually know how to do stuff I will not have to stop and try to improvise some melody.

Overnight I downloaded Unity 5 and Blender. I think I will divide the areas of work on Code, Art (this includes concept art, modelling, UV unwrapping, rigging and animating) and Music. Until I know how to do anything at either of the three I will train myself on each of these matters.

ART: I've already downloaded "Game Character Creation with Blender and Unity", which seems like a good bet for the Art side of things, and I had already Loomis' "Fun with a Pencil" sitting around, so that will cover that one front.

CODE: I got "The C Programming Language, 2nd Edition" sitting around, too, but I gotta check which languages I can code for Unity with. It has been some time since I last coded, so I am rusty.

MUSIC: I will download LMMS and fool around a bit with it. In the interim, I will take the towel off my piano and try to translate my humming into actual notes. I also have to download some books on music theory, maybe something like "Music Theory for Dummies" will do.

I also gotta write down design docs (I've been cooking the idea for this game for a little bit over a month, but never written anything down) and lay down some actual schedule that ends with some game done around the first of August.

Chance of success: 4%?


71adc4 No.18714

>>18713

give me a vivid image of the scene that you wish to evoke with music and I will write for you a composition. do not be vague or you will get a vague response:

>uh yeah I want it to be fast paced, energetic, angry, but also strong and cool

be more like

>describe an exact scenario that this tune would appear in, with examples or references to other songs / pieces similar to it, or perhaps games / movies / whatever, and any additional musical cues you want e.g.: key, particular intervals, and such and such

also

>loopable y/n

>length..?


12286d No.18715

File: 1434876598395.jpg (93.76 KB, 620x269, 620:269, 1433995157719.jpg)

>>18714

I think he wants to do all of this by himself. To try and become a one-man army, that kind of shit.


c16a10 No.18716

>>18714

Hi, fellow nodev! I want to do it all by myself, but I am not against the idea of having others show me what they'd do to try to adapt it on my own somehow. Learn from the example, you know. Specially for the first song, to let me have gain a foothold fast.

I was thinking of a lethargic, almost nostalgic title theme, played on violin, or cello.

If you want to use the humming as a base, I'd appreciate a song, around one minute long, with a low-key, lethargic feel to it. Loopable, if possible.

I'd like it to contain melodies taken from my humming, a slow rhythm like the one in The Protomen's Act II's Intermission ( https://www.youtube.com/watch?v=buOz6-bSTpQ ) and the sound and feel of some of the violin-heavy songs of Bastion ( like the first four seconds of Bynn The Breaker: https://www.youtube.com/watch?v=NrndRM9thzg ), with short notes instead of drawn out notes.

Thanks for your support!


71adc4 No.18717

>>18716

This is a rough take on your opening melody, with the short pulse as you asked, and I built on it for a bittersweet climax. I'm not sure whether or not it's loopable, and I can certainly do better but MIDI synths are MIDI synths.

http://vocaroo.com/i/s1kz35NSQmbb


c16a10 No.18718

>>18717

Thanks! I like it a lot, specially the harmonies you've done in the middle bit. I am certainly going to use bits of this for the final song.

May I ask, which software have you used to make this?


71adc4 No.18720

>>18718

anvil studio. it's a bit clunky at first but you don't need to worry about much to make decent music. from there I export as MIDI and use some website to convert to mp3


c16a10 No.18721

Proposal for the game:

- Mental Block (working title) -

The player character is shown to be a disembodied floating brain, which hovers over a floating lab coat. The player character starts with the brain only, and throughout the game he has to regain the different parts of his body.

The different parts of the body symbolize the different parts of the human psyche. These split on “primal drives” and on “primal defence mechanisms”. The three primal drives are the eyes (which symbolize the fear), the heart (which symbolizes the love) and the guts (which symbolize the anger). To each of these primal drives, the psyche develops defence mechanisms. In the face of fear, humans observe and rationalize the world around it, understanding it to let the fear go away (this is signified by the brain). In the face of love, humans develop the ability to withstand stress and provide support not only for themselves but also for the others, they become resistant (this is signified by the skeleton). Finally, in the face of anger, humans develop the ability to react actively and often violently to outside stimulus that incite said anger (this is signified by the musculature). Finally, the skin, as the ability to provide warmth to others and to show inner emotions to others in a healthy way, represents a healthy human being which will nurture others in their relationship, instead of burdening them down.

In the game, the lack of existence of each of the nine elements signifies something.

-Non-existent eyes: Unwillingness to acknowledge one's fear, inability to perceive the world as it is.

-Non-existent heart: Unwillingness to bond oneself to anything or anybody, bitterness, lack of “sense” in life.

-Non-existent guts: Unwillingness to acknowledge one's anger, lack of drive towards changing the outside world, powerlessness.

-Non-existent brain: Inability to form a critical judgement of the world.

-Non-existent skeleton: Inability to withstand stress, abuse, frustration.

-Non-existent musculature: Inability to take action on the world to change it to suit your needs.

As it is, the non-existent drives show a character's unwillingness to accept part of their humanity. Once they accept it, they will be able to develop the defence mechanism of said drive.

It bears saying, in the face of traumatizing experiences, humans tend to either develop the defence mechanism affected (heal from it), or avoid the grief negating the primal drive behind it (disappearing the primal drive and the accompanying defence mechanism).

Finally, the system works on the basis that each individual bases his psyche on the prevalence of one of the primal drives (and their corresponding defence mechanism). This means that in the face of traumatizing experiences, different people will react in different ways, always shielding themselves behind the defence mechanism of their prevalent primal drive, which cannot dissappear (if it disappears, it means they've gone insane beyond recovery). And thus, fear-motivated individuals will become thinkers (floating brains), love-motivated individuals will become martyrs (walking skeletons) and anger-motivated individuals will become warriors (slimmering masses of raw muscle tissue).

I've had this proposal on the works for some time now (a month, maybe?). Is it any good?


951c18 No.18722

I just want to throw in my support for you DespairDev, I have a similar deadline and even less experience, if nothing else watching your progress will hopefully ensure I keep working.


951c18 No.18723

>>18721

What would the actual gameplay for this be?


c16a10 No.18724

>>18723

I know, that one post is just /ideaguy/ material. I've discussed it with a friend, and my proposed plot and gameplay was very... reminiscent of an "artsy game", so I am reconsidering what can be reworked. I want to keep the psychology undertones, but probably push them out of the spotlight.

My previous idea was to make this a linear, story-driven 3D adventure game about how a guy that hides himself too much on his mind takes back his agency. A healing process of sorts. It even had a little critter that you had to follow around like your guide, the role that Navi or Tatl accomplish in the 3D Zelda games. I may still go for this idea, but the basics of the gameplay were "as you grow out of the mental block, you acquire new ways to work with the environment around you". Brain, Skeleton and Musculature enhanced your abilities, and past one point of each you get special abilities (Brain lets you piece out the environment and the enemies' behavior, including tells for avoiding damage and the like, Skeleton means you get an actual HP bar instead of relying on the one hit kill, and lets you shield yourself from damage and Muscle allows you to inflict damage on others in various ways depending on which levels of Brain and Skeleton you have), all the while having to deal with the three health bars, if you may, of Fear, Love and Anger. If you get too spooked you lose your ability to reason, if you lose what you love you lose the ability to withstand hits, and if you let anger consume you, you just snap and give up.

The idea I had already laid down was very linear, but I suppose the system could work on a more open environment, too. Although the working title won't apply anymore if you can start from positions other than the aforementioned Mental Block.


951c18 No.18726

>>18724

The theme of the game makes me wonder if you should even focus on health and attacking at all rather than just solving puzzles using the various body parts, more of a point and click approach.


4ea9eb No.18727

>>18721

We 2deep4u indie game now.


c16a10 No.18729

File: 1434898325550.png (392.01 KB, 832x1088, 13:17, mental-block-cover-art.png)

I think I am going to go back to my original idea. A linear game, that plays on a level to level basis. As your character grows out of the mental block, he develops more and more his other parts of the body. The gameplay is not going to be combat-based until the very end of the game, and even then it will be an afterthought, since the crux of the game is to advance onwards (you could say it is a 3rd person puzzle game). It isn't very revolutionary but the setting and the idea is not something I've heard anywhere else, so it is good enough for me.

There are three sets of levels:

-Areas that are for brain only: these are the tutorial, and the basic presentation. In these, you just have to navigate the level and avoid enemies to advance.

-Areas that are for brain and skeleton: these play like stealth sections in most other games, you can make noise rattling them bones to attract enemies to your position, and you can withstand a hit or two, but to advance you still have to avoid the enemies.

-Areas that are for brain, skeleton and muscle: Combat areas.

Pic related, I've put way too much time on this drawing, art is not my forte.


b49115 No.18730

>>18713

I don't know why, but this recording was really touching.

You have pretty good recognition of tones ... i.e. you're not off-key.

Maybe it's just hearing something human on a chan. I don't know. Made me happy.


951c18 No.18731

>>18729

Am I the only one seeing Waluigi?


c16a10 No.18732

>>18731

I wish you were.


951c18 No.18733

>>18732

You're planning on making this in 3D right, might be a good chance to practice, see if you can make a simple version of this, ought to look better or atleast less like him.


c16a10 No.18735

>>18733

Right now I am looking up the basics of Unity, but when I am done with the current lesson, I will boot up Blender and try to remember how stuff worked.

The most I got to do back in the day was making a very crude sword, so I still got a way to go.


c16a10 No.18737

File: 1434903901216.png (61.2 KB, 819x333, 91:37, 39DaysofDespair.png)

This crap is going to take a while.


12286d No.18738

File: 1434906223749.png (114.66 KB, 487x328, 487:328, very real.png)

>>18737

Nice to see you've already started on this.


c16a10 No.18744

File: 1434922730176.png (14.21 KB, 1004x578, 502:289, first_steps_into_the_wild.png)

Boy, don't I love Blender.

At the present time, I am trying to learn how does Blender work (I did try to see how Unity Editor worked in broad strokes, so far I don't think it will be the cognitive bottleneck for me). It is still early for me to bake anything functional, although I am capable of making horrible, horrible models through extrusion, and the three basic transformations. UV unwrapping and texture work is still black magic, but I'll get to it eventually.

Chance of Success: 4.5%?


3bd0cd No.18752

>>18744

> doesn't use sculpt mode.

> doesn't know about retopo.

I Want to Believe.


c16a10 No.18761

File: 1434980026913.png (66.73 KB, 679x391, 679:391, blender_manual_built.png)

Today is not a good day, schedule-wise. I have lost most of the morning because of having to accompany a family member to a medical procedure with sedation, and as I type this I have to prepare for a rendezvous with the dentist.

In the interim, I've finally managed to build the Blender Manual. Yes, that's right, you build it. Downloading stuff is a matter of the past, get over it. I am in Blender overdrive mode, until I see I can defend myself in it I probably won't do much else, lest inspiration finds me again.


951c18 No.18764

>>18761

Looking forward to whatever you manage to produce.


c16a10 No.18813

File: 1435073970404.png (89.11 KB, 960x540, 16:9, brainguy2render1.png)

Well, Blender ain't easy. But at least now I got a new "model" to see Unity gobble into a myriad of poorly documented pitfalls for the newbie. Then I'll go stick my brains into Blender some more.

I know the texture isn't properly mapped, I stopped caring a bit for finesse two hours ago. I just want some sort of thing out of the hours I've dumped into Blender so far.


71dc9b No.18814

File: 1435074796577.gif (1.25 MB, 425x328, 425:328, 760.gif)

>>18813

That's really good for something made on such a short notice.


c16a10 No.18823

File: 1435086422439-0.png (213.67 KB, 960x540, 16:9, brainguy2render2.png)

File: 1435086422441-1.png (66.65 KB, 960x540, 16:9, brainguy2blenderinteralren….png)

Well, I opened the file and learnt a great lesson: XCOM Enemy Unknown taught me the ways of compulsive saving my progress and I have to apply the same principle to 3D modelling. I redid the UV map, and have mapped properly the texture now. Have some Cycles and Blender Internal renders.


7e80e6 No.18824

>>18823

Planning on going low poly look or not gotten around to smoothing it out yet? If the latter you may want to read into subpatching assuming blender uses that.


c16a10 No.18828

>>18824

I think I will go for the low-poly, maybe not for style so much as it lets me do enough work to make the deadline. If I get enough time, I can polish it for that low-poly feeling.


c16a10 No.18830

File: 1435097049520.png (133.72 KB, 960x540, 16:9, brainguy2render3.png)

>>18733

Waluigi, now in 3D.


7e80e6 No.18836

>>18830

I'm surprised it still looks like him but I guess that's just going to come with that angle.


c16a10 No.18911

File: 1435184689519.png (219.01 KB, 960x540, 16:9, brainguy2render5.png)

I tried to make the brain look a bit better, and got over the fact that quads don't have to be euclidian. I have probably lost too much time into this already, tomorrow I will put out something more than 3D fuckery.


71adc4 No.18930

Why not a full set of teeth?


2b60eb No.18934

>>18930

It looks terrifying enough as it is.


7e80e6 No.18943

>>18911

I feel like more brainstem and no jaw might look better but I imagine you want that in there for the sake of speech.


0a3fb1 No.18945

I honestly think adding a few teeth on the bottom jaw, maybe just like 3 shitty ones or something, would give it just a little umph that it's missing. But that's just my opinion


94ba93 No.19060

Any progress today DespairDev?


b448a5 No.19177

He dead.


b74c42 No.19185

>>19177

Rest in pepperoni.


caf582 No.19203

>>18911

>8 days ago

dispairdev is kill


c16a10 No.19273

Hi. I have left the project in hiatus. I have never been very good at keeping routines, so this was a bit of a challenge for myself to see if I could do that. I should have gone for something easier if I really wanted to work that through. Also, probably not involve any third party in it. I will leave this project for a bit until I feel like I have the guts to follow through. Thanks for your support and your kind words so far, everyone.

You know that feeling when you look back, and you are sure you've done some achievements but you can only see all your scraped projects? I am in there now. I have felt like this for a while. I am sorry. I picked the name in part because I knew this would be a swim or sink scenario for me.

This has not been the first time I've disappointed anons over some online project. I guess I'll redeem myself some other time.


281628 No.19275

>>19273

Better to keep going now and have an unfinished project by the deadline than to just scrap it.


58d5e9 No.19278

>>19273

You can do it, just force yourself to make a little progress every day.


b45c3b No.19283

>>19273

>I will leave this project for a bit until I feel like I have the guts to follow through.

We all know that's not true. Once you've lost all the momentum, you will never return to it.


281628 No.19361

File: 1436372192714.webm (3.34 MB, 1280x720, 16:9, NeverGiveUp.webm)


c1dddd No.19464

File: 1436600310114.jpg (162.13 KB, 760x800, 19:20, Shit I'm mad.jpg)

>>19273

YOU MOTHER FUCKER.

LISTEN TO ME RIGHT NOW.

I AM GENUINELY ANGRY AT YOU.

THERE IS NO REDEMPTION FOR SOMETHING LIKE THIS.

YOU SAY YOU AREN'T GOOD AT KEEPING A ROUTINE? OH BUT YOU ARE.

YOUR ROUTINE OF SCRAPPING PROJECTS AFTER YOU GET THE TINIEST BIT OF WORK DONE.

FAILURE HAS BECOME YOU NODEV, YOU STARTED A CHALLENGE AND YOU WALKED AWAY FROM IT.

CHANCE OF SUCCESS 3% SOUNDS ALOT LIKE 0% NODEV. YOU EITHER SET OUT TO DO SOMETHING WITH EVERY INTENTION TO DO SO OR YOU FUMBLE AROUND TO MAKE YOURSELF FEEL LIKE YOUR BEING PROACTIVE.

THERE IS A DIFFERENCE, BETWEEN THOSE YOU DO AND THOSE YOU DO NOT. A GAP THAT ANY MAN CAN SCALE BUT IS A THOUSAND MILES WIDE.

YOU KNOW WHAT? TODAY I'M GOING TO START MAKING A GAME AND POSTING ANGRY STATUES ALONG WITH IT TO REMIND YOU EVERY TIME YOU LURK HERE THAT NOTHING WILL CHANGE UNTIL YOU LEARN TO MASTER YOURSELF.

40 DAYS OF DESPAIR? MORE LIKE A LIFETIME!


c16a10 No.19474

File: 1436620807047-0.png (103.15 KB, 960x540, 16:9, brainguy2render6.png)

File: 1436620807048-1.png (52.53 KB, 824x376, 103:47, exportedbrainguy2_1.png)

File: 1436620807167-2.png (93.82 KB, 824x381, 824:381, exportedbrainguy2_2.png)

>>19275

>>19278

>>19283

>>19361

And more specially >>19464

I am back.

I tried giving brainguy a labcoat, I think I will have to redo it from scratch at one moment in the future, the topology was done poly by poly and I am sure there are better ways to do it. I also did it without a model sheet, which is something I should have done before for keeping some semblant of proportionality in shapes and sizes.

Then I dragged it to the Assets folder of the Unity project, and the second picture happened. I had some duplicated vertex here and there, and some of the normals were not consistant. God bless CTRL+N. I also saw that most of the shoddy work on UV maps and textures I had done on Blender does translate to a shoddy textured model on Unity. Granted, some of the quads were translated to tris for some reason, I have to look into that...

Now I have to unshoddify it at Blender so maybe I get a better model at Unity at the end.

I think drawing some concept art of the character (so I can get a feel of what I want the character to look at the end, and also, get some mileage on my drawing skills) is in order. After that, I'll get a proper model sheet, and I'll dive back into modelling tutorials to try to make anything better than this. The other route would be to roll with this model for a bit and try to animate it to see how animation works. I think I will go back to modelling, though.

I hope to hear more from >>19464 in the future.


c103f8 No.19483

File: 1436630187710.gif (692.26 KB, 260x146, 130:73, nomercy.gif)


c1dddd No.19497

File: 1436667893303-0.jpg (157.47 KB, 630x410, 63:41, Thinker.jpg)

File: 1436667893304-1.jpg (108.88 KB, 1016x786, 508:393, Morte.jpg)

>>19474

It's probably best to start working on the game aspects before you put to much work into modeling.

You could probably rough out the early levels now and and get a feel for how the game is going to work.

It's nice to have a pretty looking model, but actually starting the game is more important(also good for motivation).

Plus I want to see that skull clunking along for comedic affect.


b27024 No.19504

>>19497

Modeler here, can confirm. Getting down the workings of your game is more important than modeling, visuals need a context in which they work. Write code first.


c16a10 No.19509

>>19497

>>19504

OK, then I guess I am doing either level design, animation, or code next. Animation I have never done before, level design I've only done in games like Portal 2 or the like, and code I have gotten my hands dirty into a bit in the past, and I have read a lot on.

I've been brushing up on how does Unity handle animations, and it seems pretty clever so far. I didn't know how animation blending worked in the inside until now.

I think my goal for the time being should be to make some proof of concept level to test out most of the mechanics. The thing is that the game has three different kinds of gameplay depending on the development stage of your character. When you are eyes and brain, you are basically playing a stealth game. When you gain heart and skeleton, the game plays like an escort guiding game, in which you can take hits, but your companion can't, so I guess "puzzle stealth game" could be the definition. By the end of the game, you end up having to fight proper, so there it becomes an action brawler of sorts.

Which kind would you like to see first?


72f31f No.19511

>>19509

Animations and models aren't necessary until later/at all depending on game type.

Code, gameplay sound and particle effects is enough to make a game with a nice feel.


8be80b No.19702

>>19509

From what some industry vets have said it's easier to work on level design once you've got the systems worked out, lets you dick around in the game and see what feels right.


dac8fb No.24733

ripip




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