Working on your game, right user?
Working on your game, right user?
One day. One day...
I was, but for the last few days i've been working on mods for Splinter Cell and Pandora Tomorrow because autistic reasons.
Currently unemployed, so no.
Still going. Did a playtest online last night with some randoms and it went pretty well
I'd rather spend time idea man day dreaming than making something
I'm too scared to.
Don't let your dreams be memes
I have it open, but I keep putting it off. I don't know why, it's not like it's annoying or anything. I get the same kind of "non-stop" feeling as when I browse Yea Forums or watch videos. It just takes a while to actually start after taking a break.
this looks awesome
how can you be scared to do something no one will ever find out about
Just make a rando account to post a demo somewhere. If people like it, then you can make the full thing. If people don't, no one would know it was you, so you wont lose any rep.
90% into UI overhaul, i now need to add skill tooltips because i don't have skill icons yet and i'll be ready to test all my classes and their mechanics/skills/synergies.
What's the game about?
Just got a full time gig as an ideas guy so indie dev'ing can fuck right off, been freelancing for half a decade/whilst working on my own shit and it's been hell.
I'm not scared of people finding out, I'm scared of the actual act of making games.
But why?
Zoomers don't even like playing games for themselves, the mere thought of making one causes them to have nervous breakdowns.
how do i release a game/demo lol
A tactical RPG, but with way less menu-ing to issue commands so it doesn't feel like a snorefest. Also the characters are insects (monk class is a mantis, dragonslayer class is a dragonfly, etc...).
That's a job? I thought that was just something people did for free.
There are multiple websites for it.
Yes, games designer is a job.
I want to make a stealth game so fucking bad but no one would play it and it'd just end up being my own decade long autistic labour of love.
Working on the networking of stuff, after this is done I'll start doing something more visual so I can post progress.
But you said idea guy, not game designer.
Thanks user
It would be worth it to see at least one person play it.
jfc, what do you think a games designer does user?
Think about how the game will play and what would be fun vs annoying and unfun through some thinking and trail and error. Also how to make a game feel correctly.
I gotta see if I can rig this damn cloak so that it can use cloth physics both when I use either shape keys or bones to deform it over the shoulder and when it covers the front of the character. Then I've gotta finish texturing everything and making occlusion maps for everything and work on the mask/hood then do sculpts for normal maps and occlusion maps for those.
/3/ work is fucking hard, man, and it still looks like shit in unity.
Also I hate how blender renders transparency.
That hair mesh is fine. How hard is it to fucking render its texture transparency properly?
finished a new enemy
itch.io
I'll make one if I get a simple but good idea like baba is you or something of that caliber because spending any amount of time on 3D shit or something with tons of assets is a waste of time
I was gonna start working on a homebrew game but it seems hard
That's quitter talk
>Think about how the game will play
What game user?
The game that just magically exists?
The game that's just there when you start a studio, come into work on the first day and it's just in a box waiting to be unpacked and worked on?
Do use your head.
The fact that you keep making these threads shows what a worthless, unproductive idiot you are.
not gonna give up yet but it's gonna be more painful than I imagined
what's a good artstyle when you hate pixelshit but you're still lazy
So, game devs just think of idea's but don't do anything with them?
Just take random images and fuck them together with very limited colors.
Pretending to be retarded is still being retarded user.
Untextured low poly with soft shading.
Throw in a couple of occlusion maps if you want to make it look like you tried.
That said its still shit, it's just not pixelshit.
You just said it in a confusing way.
Unity/Unreal low poly art pack, hand painted is nice, flat shaded is quicker/dirtier if you need to make something custom.
Unity makes me want to kill myself with its tilemap tearing bugs. Redpill me on Godot.
Should I switch if all I'm making is a 2D RPG like Pokemon?
How far have you gotten?
Are going to use 3D models ?
Mein nieger, I loved making Pandora Tomorrow MP maps as a kid, if we'd gotten an editor for SP content i'd probably quit my job and just make Splinter Cell games full time.
What are you working on?
Not planning on it since I don't know how to make them.
i think i'd rather have something clean and easy to discern
i'm doing 2d and i'm not going to use bought assets. i'd rather retain my mixel ascii parody style than stoop to buying graphics that a thousands of people have bought before me
Been working on it for about a month but 70% was just drawing assets.
>stoop to buying graphics that a thousands of people have bought before me
Never going to make it.
Name 1000 games that have used store bought assets.
Took some time to apply some of the UI stuff i've learned and moved the super moves from dedicated button to a build-up system.
Wish i was better at vfx.
2D games in Godot work as a 2D game, you only have XY axis to deal with, no Z axis, next minor version will have Atlas spreedsheet, no need to pay for license, and there is a good amount of free tutorials on the internet.
youtube.com
roblox.com
1 down, 999 to go
I'm going to try and find a programmer because I can do everything but programming and I'm just too retarded to learn it on my own, it seems.
use gamemaker, it's easy
i literally just said i don't want to use asset store graphics, how the fuck did you interpret my post as the exact opposite
I have in the past and GMS won't work very well for the kind of game I'm making
What game are you making?
A hacking sim like Uplink or Hacknet, here's some concept art
That could work in gamemaker.
GMS really, really does not handle UIs very well. I have enough experience with it to know *that* at least.
People flipping content on other market places is an entirely different thing, but to get back to the point I was trying to make, no one gives a shit about art, and I say that as a professional artist.
PUBG, 100% store bought garbage, no one cares.
Risk of Rain 2, garbage low poly, lots of store bought crap, no one cares.
Overcooked 2, lots of store bought crap, no one cares.
Every mother fucking game with trees for the last decade, Speedtree, no one cares.
Sekiro, a TON of environmental store bought assets, no one cares.
Ace Combat 7, store bought assets, no one cares.
My point is if you're not an artist, don't have a strong artistic vision in mind, I guarantee just getting a good quality and "appealing" package will serve you way better than holding onto some retarded ass faggot opinion that "stooping" to the level of store bought shit is somehow beneath you or your game.
I mean shit, look at fucking Supraland, again, 100% store bought assets and people are literally praising it for it's art direction which amounts to a mish mash of random Unreal/Unity shit and fuck awful post processing.
looks good
Trying to make a card-based RPG in UE4. Should I use DataTables or put the struct info in sub-classes for cards?
youtube.com
It's okay to be cheap.
Data tables for sure, you can probably find some templates or example projects to have a look at how others have tackled it and then figure out what you pinch to make it how you want.
>Sekiro, a TON of environmental store bought assets, no one cares.
>Ace Combat 7, store bought assets, no one cares.
looks awesome, user. What are you using to make this?
How does one decide what game to make?
I've got half a dozen ideas, fully fleshed out game design documents, project plans, a lot of pre-production work and research but I can't decide which to pull the trigger on and dedicate myself to.
>tfw you can't figure out how to properly spherecast for a camera collision system or a proper ground check
being a brainlet sucks
Roll a die
I believe I have posted this here multiple times before but I made a prototype of a Hotline Miami like game with a body swap mechanic where you play as a cute girl, trying to infiltrate buildings.I don't have the skills to draw (at least proportionally correct) nor to compose. What do I do? Does drawing them in paper like AAA devs do help? Do I just git gud?
He probably 3D scanned models. But art direction is a lot more than just using scanned models, he's a brainlet who thinks he's smart. If you give that retard the same 3d scanned assets that From used to make Sekiro, he wouldn't be able to make something even 1% as appealing
You can uses some assets to make your own stuff . That is what I do. Change colors, patterns etc. You can even use some high def pictures and re-render them in low resolution, switch colors around etc.. Most games have some bought assets. Just don't overdo it.
original poster here (not the guy you replied to, that wasn't me)
also pubg looks like utter shit exactly because it's a generic asset flip of a game. it doesn't matter that no one cares, it matters that i care. 99% of people have shit taste in everything and don't even know what they want most of the time.
All i keep doing is expanding the sexual lore of my cutesy RPG for my own deviant purpose. I can't even focus on making assets, writing, whatever because in the end i feel guilt ridden about all the sexual thoughts i have. It's mostly all self-insert cheese pizza because of what I've been through as a kid and i want to relive the fun parts
>Sekiro, a TON of environmental store bought assets, no one cares.
>Ace Combat 7, store bought assets, no one cares.
What?
Try to make an rpg but the characters keep changing and then you gotta rewrite the whole thing but then it fucks up the game so you just redo everything
>Does drawing them in paper like AAA devs
?
I bought a course on udemy about Unity but I'm not very far into it
You know, those sketches they sell under the name "concept art"
I realized that the reason I am not making games even though I want to is not only due to laziness when it comes to learning new things in life but also because I'd rather actually do these project type things with friends, none of which have an interest in game development
but spending my free time doing this alone is not going to cut it when the return is almost definitely nothing and the end result won't compare to the stuff out there because I am not a genius
You don't want to make games, you jsut want company.
{spoiler]faggot[/spoiler]
UI is pain in the ass in general, makes me want to kms every time.
Describe your dream game Yea Forums
t.typicalindiedevsyntax
no I have friends but they want to do different shit
get more friends
Sims 2 + Artificial Academy 2 + Football Manager (as a school principal manager instead)
I dunno how I'd get some who'd like doing shit like game making as a fun way to spend time together
before you write a game, write a compiler
llvm has a pretty good tutorial for writing a toy compiler
It's Unity.
im buying it
???
You'll never have as much time going as now.
Before you write a compiler, design a CPU.