I WILL work on my game today after I finish this youtube video.
Game Dev
needs ideas for my sci-fi mil-sim
I don't have a single original idea in my head.
What are the main elements of Roguelike games? I'm talking about games that borrow elements from the genre and aren't necessarily grid based turn based games with procedurally generated dungeons.
>perma death
>meta progression
>acquiring items/skills
>procedurally generated content
What am I missing?
good gameplay
both extremes are bad, i have too many and i will never finish any of them
>good gameplay
I think a lot of my favorite roguelike games my happiness comes from getting an item or beating a boss regardless if the actual gameplay is good or not. I really enjoy Vampire Survivors because I like upgrading my skills and that game's gameplay consists of walking circles around enemies. I think if I had to choose I would pick progression over "gameplay" although you could make an argument that the progression is gameplay.
I don't have original ideas but I have a lot of favorite mechanics from other games that I am trying to incorporate in a way that hasn't been done before. I think a lot of "innovation" is simply combining two things you like.
This. I'll start working on a project and then think "but this one would be better!" and put whatever I was working on on hiatus indefinitely. The hardest thing is motivating yourself to do what you want even if there's a "better" alternative.
Blue women
I do, but I don't tend to make those games because building on a childhood favorite comes with a built-in audience of people who like the thing already.
working alone is hard, not just because you have to do everything yourself, but you also don't have anyone waiting for you to do your part, so it's very easy to get distracted and abandon the project, or even do something that you know is not very good but you don't care since no one is judging it right away. It's also a lot harder to test the game and see what's good and what's not since you only have your perspective. However, I'm a massive schizo that hates relying or having to rely on other people.
that's why i have my trello board so i always know what i'm working on. without that i would wake up every day and only see the whole elephant instead of the single piece i planned on eating today. easy to get overwhelmed without tackling it bit by bit.
yeah i have a to do list as well, but whenever i get to a part I'm not as good at, or not sure of what I'm doing it slows down a lot, having someone to help me push through those parts would be great if i weren't a schizo
that's when you leverage being a solo dev and work on something totally different for a break. not sure how to balance something? guess i'm working on art this week.
Got myself working again on the game and ported the game to an updated engine just to get controller support.
The game now has full controller controller support but updating the engine resulted in so many problems on my spaghetti code so there's now trouble with collisions, switches and other stuff.
Idk if im gonna keep working on it with updated engine or roll back to its original engine without controller support.
Is there a way for lazy faggots like me who dislike programming to learn it? I have a sort of mental block around retaining anything I learn with it, because I just hate the actual process of programming.
visual scripting maybe?
get someone to teach you, you probably hate the "process of programming" because you don't understand it well, and it will get easier when you learn. but maybe you do hate it, if so you'll have to find a programmer
I don't know if there's any secret sauce.
I enjoy programming, or at least I've somehow tricked myself into believe that, and I have trouble learning it.
>have all of these ideas in my head
>gradiose epic story filled with lots of interesting characters, all events are interconnected
>gameplay and story both compliment eachother extremely well
>almost 0 ludo narrative dissonance that I can think of
>every time i go to start writing out things i start feeling like its not good enough
How do i overcome the barrier of putting my ideas to paper/typing. I know it seems silly but when its all in my head it feels less vulnerable. I dont know whats wrong with me. I have so many amazing ideas for this game you dont even know Yea Forums. So many ideas.
just write some story instead
just fucking do it nigga
the only people who will bully you are losers on Yea Forums
they're all gay retards and don't deserve any respect so forget them and make your game
>after I finish this youtube video
Absolute prancing lala homo man
I'll look into it.
How are Unity's visual scripting tools?
I don't really know anyone who could teach me.
Maybe, but I don't want to give up just because of something as silly as "I don't like it". It just feels like I have no idea what to do whenever I try programming.
I'm having fun with this, if i could i would do nothing but design stuff.
Roguelike games actually don't have meta progression.
The basic design philosophy is that the only thing that gets better is the player's understanding of the game world and of the right way to use the tools that are available.
Do I just bite the pillow and insert C or C++ into my anus Yea Forums?
JAI
>How are Unity's visual scripting tools?
they acquired Bolt a while back and incorporated that into the unity engine itself, its decent
theres also adventure game creator for unity, which you can torrent fairly easily and is visually programmed with pre-ordained logic nodes
never coming out
I won't. I need that holy fire of passion to make vidya and sometimes it's just not there. I'm not gonna force it, it comes and goes like it always does.
Behold, dog
don't think just do
cute but hard to look at
working alone is awesome, I bow to no one.
To address op's picture
Singletons are good
Gamedev is easy
only plebs lose hope
>developed by Jonathon bl*w
No thanks senpai
Does anyone actually work on stuff in these threads, or is it idea phishing for hack devs?
>Singletons are good
based.
>Does anyone actually work on stuff in these threads
you realize that many games came out of this place right
>Do I just bite the pillow and insert C or C++ into my anus Yea Forums?
C is worthless for gamedev, you can learn C++ but if plan on using an existing engine then check first whether C++ is what you want to use. Every performant engine is written in C++.
Thanks, I'll give Bolt a try.
>C is worthless for gamedev
shut the fuck up spastic
>cute but hard to look at
why?
So many layers of pink on pink
visually dense
There is a lot going on and it all blends together. This is overdesigned.
Literally just halo but better.
I'll work on a game when my art can finally be jerked off to. I'm not quite there yet, :(
Terrible balance
Sample of art?
>spend 2 hours fixing a bug
>turns out the code is correct and I literally just forgot to set a few zero-value variables
many such cases
Today is the day I fix my bullshit. I realized that I fundamentally fucked up one of the algorithms for the movement mechanics and had to totally redo it, and I've been putting it off for two months, but today is the day. I already have the algorithm written, but still have to code it. Send me your energy, lads
metaprogression is for rogueLITEs, dumb catposter
start by breaking up your big tasks into smaller ones, if you're still feeling like that's too much to approach, then break them up even more.
so, for a character model, break it up into actually modelling it, then doing whatever textures/art on it, rigging the skeleton, and animating.
that way you can do a couple of things and move onto something else if you're bored.
also, set some deadlines for them. if you have trouble with sticking to them, write them down on a calendar or dry erase board. i do think virtual whiteboard/planning apps and websites help, but i personally do better at sticking to goals/deadlines if i write it down with pen and paper.
this way of approaching work made me a lot more consistent. instead of thinking i have to tackle some huge aspect, getting stuck, and procrastinating, i do a few small things for code, then for art, maybe some particle stuff, etc.
literally start writing it.
when you put it on paper, it stops being another idea and starts turning into something tangible. it's great in your head because it's not sitting in front of you, so you have the idealized version of your story right now.
as you start writing, you'll notice some aspects fall short, some aren't needed. but the plus side? you'll have everything in front of you, so connecting the dots is easier.
what's keeping you from writing it, is that you're worried that the written form won't be as good as you imagine it in your head. that's fine, you can always edit and revise as you go along.
if you don't start working on it, then it'll always be an idea in your head. the problem with ideas is that, even the best ones, will escape you at some point. so it's better to start forming it on paper before you forget.
That's pretty common, even worse when your code is actually fine and the issue comes from somewhere else
>spend 2 hours trying to fix a bug where my character can't aim diagonally
>turn out the code was fine, my keyboard is ghosting
I'm writing an editor for my configuration scriptable objects because I have a shitton of them already and I've only started adding them.
Does UE5's Nanite imply that artists do not have to retopologize their static meshes anymore? (ignoring memory constraints)
You better not be just moving trasnfroms buddy
>went from 600 fps to 300 fps after implementing new feature
do i think of this as losing 300 fps or as losing half my fps?
>change one background to look slightly bluer
>have a stupid argument with my programmer about it
>he claims I made the mountains look too blue and it looks bad
>I told him to fuck off and that it looked better now cause the mountains look further away and it adds depth to the scene
>months later
>"oh hey did you change the mountains they look good"
>they literally look the same as before, I didn't change shit
I swear to god I am going to kill him, and then myself. Still my best friend though
Think of it as of a shitty code that needs refactoring
show mountains
Say I have a magic system that's broken up into classes for logic reasons
If I want to have 50 spells, do I really need to have 100 files (1 .cpp and 1 .h for each)? Even if the difference between most of them is just going to slightly different values?
Here you go.
These aren't blue at all
they look too blue change them back
Here's the old colors.
Hell no.
do you really need a second person to make a game like this ?
I can't program and he can't draw so yes.
i'm not sure what you mean by classes but if it is in the formal sense then yes classes are typically separated into files. would making them interfaces work?
Maybe I should pick up my old unreal project...
>broken up into classes for logic reasons
>difference between most of them is just going to slightly different values?
Which is it?
not blue enough