Thread #563481907
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Chocco milk for progress poasters edition
>Demo Days
Next: https://itch.io/jam/agdg-demo-day-68
Previous: https://itch.io/jam/agdg-demo-day-67
>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w
>Progress Posting Guide
https://pastebin.com/0xEt5atn (embed) (embed)
>Helpful Links
New Threads: >>>/vg/agdg
Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/
>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter
>Previous Thread
>>563393603
816 RepliesView Thread
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Progress Anchor
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im makin progress
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>>563482321
>>563482542
This is not progress. Don't reply to the progress anchor with your blog posts.
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>>563482032
This is outdated. I've decided to rework the entire enemy reaction system and turn it into a state system rather than the physics-based bullshit I was doing
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>>563483131
It's actually quite simple.
I create two points in space, attach them to the sword model, and run a script in a separate gameobject that's attached to the player, acting as a command center so to speak. Take a look if you want.
https://pastebin.com/2VSFvda7
>>563483372
Desperation
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how would the quest chain escalate?
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>>563482032
after two (2) weeks, it's finally working properly
I migrated the algorithm from python to C, I changed some things to save some memory, at the end I ended redoing pretty much everything and realizing why I did what I did almost a year ago... >>>/wsg/6127525
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>>563484698
yeah i had to submit a valid ID and a selfie
but soon im gonna be with the big dogs
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I will honor your wishes, Itagaki-San
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>>563484056
maybe "skip the over burnt ones". but what's the sinister twist
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>>563482870
I've been seeing variations of this same webm but I still have no clue what problem you're trying to solve or what you're even trying to do and I'm not going to look through messy code just to figure that out.
Can you just start from the top and explain what you're trying to do, how you're currently attempting to do it, and what's wrong with the current implementation
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>>563484698
You do. it's for tax/money stuff. KYC
>Know Your Customer (KYC) is a mandatory, multi-step verification process used by financial institutions and businesses to confirm client identity, assess risks, and prevent fraud, money laundering, and terrorism financing.
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>>563482656
Actually it IS progress because it's an important step for a sandbox fantasy rpg I want to make with financial systems and simulated economies. I am learning about various systems and engines and also making smaller projects as I go. Sorry I didn't jump dick first into my dream game
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I wished I had a dev team
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>>563485174
I’m trying to get enemies to react to hits properly in a way that works correctly.
I decided to refactor the whole thing into a state machine rather than anything physics related.
Because that’s how DMC and Ninja Gaiden do it. And if that’s the secret to creating good enemy reactions, so be it
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Full lineart done
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Are you guys gonna listen to Yae-chan's advice or are you just gonna be like Toby Fox and make reconstituted coal?
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Easter is over. After I get home from the mountains I'll go back to pnc Mongol.
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>>563489773
>>563490338
so i wasnt the only one who thought this? its the skull guy right?
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>>563489757
My systems are driven mostly by the animation with root motion rather than script, but things like launchers and knockback are handled by applying new vectors to the movement handler component.
I use the playables API to play flinch animations directly, and this can restrict what actions can and can't be activated for the duration of the clip. So it's more like the animation system can play one thing at a time and restrict other animation actions from being performed while active rather than a more complex FSM.
For movement and juggling, I never really designed my game around juggling, but the launch is defined by setting the aerial velocity at the start and setting a duration for ground snapping and gravity to be disabled. Knockback works a little differently with just the distance and duration and an easing type, but it's more precise to understand than the velocity approach. I'd probably try to unify these if I were to implement these in a next game, though.
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>>563489648
i prefer the succinct version of this advice with the legendary gamedesigner who put his name to it without hiding behind an anime girl
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Do druggies complain that they don't have the $100 needed to buy their drugs? No. They don't. They do what it takes to get their money. Don't have a worse work ethic than druggies, anon. Put in the work to make that game.
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>>563491812
personally i'd let the movement code only care about movement and applying whatever vector is added onto it, if you can refactor that out everything else should get a bit easier to deal with
the earlier webm feels bad because the movement snaps up almost instantly and the bird doesn't transition into the air state immediately, so the grounded flinch animation just looks wrong when played in the air.
for juggling, you probably don't want every attack to be launching, so check if the enemy is grounded before applying any upward movement. (you may need to rewrite your own movement component/modify someone else's to get more control over this)
https://www.youtube.com/watch?v=0xHE3ypX96U
snappiness in reaction animations is mostly about this, but i've also found that it's just fine to play the animation immediately without the blending part as long as there's a tiny bit of animation going from standing normal pose to impact pose (around 5-10f at 60fps at most)
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>>563492398
>>563492735
I find this meaningless. I dont think playing games makes you worse at making them, that's an analytical issue. There's decades of games made by developers who are clearly big fans of games they grew up with.
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>>563493698
if you need the threat of poverty to make shit there's good news! the attention will die off and steam is stealing a significant portion of your income! you will be back at square one sooner than you think!
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i think nodev has nothing to do with psychology or lack of ideas or anything like that.
it's lack of good diet and exercise.
some weeks ago i watched some of thomas brushes first vids and he basically said his life changed when he started weightlifting.
and i noticed that recently i really had a shitty diet and i got really nothing done anymore and just feel like shit all the time.
i assume a healthy body just wants to do stuff and a sick body just wants to consume stuff.
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>>563495678
lack of thinking / imagination
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>>563495678
I doubt all gamedevs are good at maintaining themselves
>>563495969
I doubt all gamedevs are imaginative
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Added some mixamo animations im feeling pretty good so far.
I want to focus on the gameloop some more if i start getting the kind of response i want from players in the next two days then ill continue if not ill shelve this.
Still need to add a better health bar but im undecisive on how i want it to look
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On a scale of 1 to 10, how confident are you that you are gonna make it?
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>>563496252
1
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I've been making my own game engine for the past almost year and a half and now I'm at the point where I have to make a bunch of assets for the actual game and it feels like it's going to fucking suck making all of that shit worse than making the engine
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143 days left, I owe my game 20 hours of work. Today I'll be doing UI elements and maybe some 3D modeling if I have the time.
Yesterday I made a game design decision that takes nothing away from the game but makes a bunch of things a lot easier. I wonder how many such zero-cost decisions I'm still blind to.
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>>563497482
>catch up mechanics where old content and progression gets easier over time
I hate when games do that. everyone should suffer as much as I have unless they just naturally figure more things out about the game to make it slightly easier without blatantly making it more retarded.
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>>563497482
>WoW does this but in the worst way possible
yes it was over for wow when swift hand of justice an item i did like 30 fucking brd runs for was made obsolete as soon as i over leveled to 61
it didnt make a lick of sense
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semi working netcode in my game engine
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>>563492398
>aiee music theory will make me less creative
>learning artstyles will diminish muh style
>I can't spar or compete because I train to kill my opponent
>If I write fanfic I'll never be able to write my own story
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Steamie humiliation ritual
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>>563499336
this thread would probably better if you all grew up with me and my school friends. we played far cry 1 online, f.e.a.r online, warcraft 3, that old middle earth rts, counter-strike, quake, unreal tournament, metin, battlefield, call of duty etc.
it was a good time, but somehow i fucked it all up when i got into drugs :(
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>>563496252
If I could lock in and do it I'd say 8, where 8 is making it reasonably well and 10 is creating a hit that is able to retire me. As of right now it's a 2 because I have a habit of abandoning projects and deleting my old work because it feels like I'm moving forward in a way.
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>>563496252
7.
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man i really want to be part of a gamedev team, but everytime i look for collabs they all want to make furry games about gay sexuality and other weird shit. itch.io doesn't seem to be the right place... on top of that it's also a lot of young people and i don't want to work with teenagers.
what can't modern men just be heterosexual?
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>>563499220
We used to have CS1.6 and CS:S LAN parties with age of mythology and other random games that we could pirate and get to work on LAN. Sometimes we would even have LAN parties that went for an entire week, we would all sit around this ping-pong table with all our computers set up on it, it was the best shit ever.
pic related from 2013
>>563499226
kinky
>>563499275
No I am not doing any interpolation or smoothing yet - I'm thinking about how I'd like to do it.
>>563499380
lol it would be cool to have a skateboard edge-grind mechanic in my engine
>>563500214
Thanks mate
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POV: when i make it
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Why arent you doing something easier than videogames?
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>>563506028
trve this is what boku looks like nowadays btw
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>>563400145
Fuck yeah HUnwussy.
>>563422037
It looks really cool to me. I like the art style and character design. I thought the crane game looked a bit stiff and rough at first; but then I realised that it's a puzzle / mini-game within a different game I think its appropriate.
>>563422037
You can't judge too much off just some swinging against boxes; but this is the list:
Hitstop: When an attack collides (enemy to player, player to object, etc) freeze both objects in time for roughly the same amount of time; with long freezes for bigger hits.
Reaction: Make enemies and players perform reaction animations when hit. Bonus points if the first frame is mid-reaction to better sell the Hitstop.
Wind-up: Swings should follow animation fundamentals, obvious wind up and springing of knees, arms, before throwing out exagurated swings that come out quick.
Wind-down: Spend a half-second after an attack in the last pose of the attack; combined with the wind-up and hit-stop it should help "sell" that an attack is heavy and would hurt; and that your swords or what have-you have weight.
Animation blending: Use whatever is at your disposal to tween and blend between animations; but feel free to break your own naturalistic rules to "sell" a rapid hit, block or reaction. Watch a Street Fighter match, see how when someone gets knocked into the air they basically snap from grounded stance to a completely helpless in-air animation after the Hit-stop. Its not realistic but it looks cool as fuck and is readable.
Hitboxes: This will be case-by-case, but I made an animation system that turns hit-boxes on and off mid swing. It looks like a series of steps.
Frame 0 - Animation starts.
Frame 0 - Stun / lock the player movement.
Frame 45 - Super-armour activates.
Frame 48 - Check for Heavy-attack (held button)
Frame 85 - Hitboxes activate
Frame 85 - Weapon Trail activate.
Frame 120 - Everything deactivates.
Frame 160 - Check for combo.
Frame 190 - Release stun / player movement.
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>>563504386
>>563506014
you know you gotta raise them too right?
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I got the movement to be a bit smoother, the only thing the client has access to is to send inputs to the server btw, I think cheating should be impossible with this method, not that anyone would bother to cheat in this game.
>>563502283
>>563502963
both wrong I'm in Tasmania, Australia
>>563501396
I miss it every single day
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have you ever had a moment in your game dev where it was like Trek and you said something like;
"Wait, if I just reroute the positronic neutrino field through the EPS Grid, we may be able to send a subspace pulse through to their sensor array."
?
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>>563508372
Err, the other day I thought.
"Of course, my wrists are interpolating based on shortest-route information; but if I write dead-keyframes to the right of the timeline the interpolation will respect the rotation without any visible artefacting to the player."
And then I did a test, got a false positive, spent two hours doing something dumb before realising it was a bad and dumb idea for big fuck-heads so I tucked the character's elbows in a bit and solved my problem.
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>>563481907
the frydarian tale is a masterpiece in the making, it's the kind of work the artist tales his entire life bringing the world to life and i respect that a lot, i feel like recently devs are shying away from worldbuilding for pure skinner-box systems with a gimmick social media friendly aesthetic
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I finished all the proggy I wanted to do today
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what have you been thinking when you got into gamedev?
iirc i just wanted to see how it works. i had absolutely no thoughts about money or anything like that. mostly i just liked coding.
the thought that i have to make money with it kicked in later cause i literally can't do anything else.
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>>563515232
those are going to make someone hungry for little cakes.
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>>563496071
Added healthbars today, please give me feedback
the dopamine is incredible.
https://itch.io/game/edit/4467695
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>>563514837
in the pre-unity-indie-nudev era, game development still had a reputation of being among the dark arts of programming. this made it attractive to me, because i need to be good at everything, and understand every difficult subject, or i feel bad.
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>>563515603
>>563515710
The off the shelf game engines make the easy stuff easy and the hard stuff harder.
Making your own engine front loads the pain so that you understand everything.
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>>563492398
>the non-gamers:
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Fuck, I feel like this is the last year the last train to jump on gamedev before a gigantic wave of normies and software engineers, who got fired because of AI, start releasing shitloads of games on Steam and Itch
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>>563519448
it's a waste of effort because right now the most important thing is the camera and the enemies spacing
even if the attacks were feeling good, the camera would have everyone giving feedback saying similar things, it's also the lowest development cost for the highest improvement right now, in other words, the easiest thing for you to make things feel vastly improved
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>>563519734
then I'm only going to try to frame this differently for you once more
the movement in those games is based off of the camera, "forwards" is towards the enemy
right now, your enemy is almost always to the side of the character which looks like it feels extremely unpleasant for the player
additionally, the enemy flying through the player rotating the camera all over is dictating the players movement constantly
all of this is easily improved by fixing the camera and enemy spacing, I'm not going to try to make you do this any further though, make your game however
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>>563482032
fanart progress
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>>563482032
Fully done
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>>563520498
I’m like 50 percent sure this is the right thing to do
>>563520565
Niceu
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Am I ngmi if my "vision" is just three games stapled together?
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>>563520721
You're NGMI not because of a lack of vision, but because of a lack of conviction in your vision. No one who's so insecure that they have to come to cry on an anonymous basket weaving forum to seek validation before building a prototype will ever make it.
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>>563520669
For comparison with the old one
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>>563521054
I can say with conviction that I would play my game. I can only hope that enough internet strangers would play my game to make a massive-ish multiplayer game function.
>>563521734
Are you keeping the bullet hell gameplay? I liked RotMG well enough, but my 2d hack-and-slash combat will surpass it.
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>>563190010
Too busy to dev over the weekend
Nothing flashy to show today. Spent the whole time learning how to use Flecs and integrating it into input and rendering
>muh ECS
I like it
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>>563518850
yes, the numbers represent the possible states, once a position is defined, it "collapses" those around it depending of what can be next to it and so on
when the collapse is done incorrectly it looks like picrel
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>>563523814
>he doesn't even have the conviction to say "you're wrong"
I accept your concession.
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crowbcatcunt uploaded a new resident evil 4 video today, where he explained in a much clearer (for the normalcattle) way why the OG resident evil 4 is souful and why the remake is soulless. and yet, in the comments, an enormous amount of normalcattle just simply dismiss his video and just say "da remake is good duh" without even watching it.
how is this related to /agdg/ you may ask? well i've seen a bunch of anons (or it was a single anon but whatever) constantly complaining that they don't understand the current market. well thanks to that video i realized why. these same people are the only ones buying games on steam. basically, "gamecattle" is just "normalcattle" who are shallow and don't care for games in a meaningful way. your understanding of and relationship with games is not shallow enough to make it. it's not surprising that neurodivergents (which most of this thread is) struggles to comprehend the normalfag mindset. the two latest /agdg/ successes, nuns and guns and wasteland bites start to make a lot more sense as to why they succeeded when you analyze them through a shallow mindset of a normalfag.
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>>563524436
>>563524468
here's your playtesters btw anons. use these "people" to test your game concepts, they are very closely aligned with the "normalfag" mindset
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you don't need to make slop
why do you assume you need to make slop
are you doing this for money? is that why you think you need to make slop? low effort low quality dopamine slop made for the lowest common denominator? you think making a bad game will make you more money?
lol
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>>563524653
the youtuber doesn't matter, the fact that you hinged on the youtuber instead of the actual point i was trying to make shows you are a subhuman normalfag
only normalfags hyperfixate on a namedropped individual and try to derail a discussion with that
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>>563524814
>the youtuber doesn't matter,
then you should have ignored me but you took it personally
>you are a subhuman normalfag
yeah you're right I should watch more youtube like you and not be a subhuman!
>only normalfags hyperfixate on a namedropped individual
you're hyperfixating right now, gotta stand up for your favowite utoober!
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>>563524816
what's your marketing strategy? that's all that matters, changing your game won't do much past a certain point
>>563524854
i asked if you needed help i didn't say you did
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>>563520721
>>563521734
Very based
>>563522901
>Are you keeping the bullet hell gameplay? I liked RotMG well enough, but my 2d hack-and-slash combat will surpass it.
Very cringe
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im gonna not make a game because i never finish any of my projects but anyway here is my game, i just started.
Persistent mech war sandbox. No matches, no wipes, no fairness.
Players deploy into a massive always-online battlefield, scavenging resources, fighting over territory, and extracting what they can before getting wiped. Everything is player-driven—economy, conflict, and faction control.
Mechs aren’t stat sticks. They’re built like actual machines. Weight, power, heat, recoil, and terrain all matter. A multi-limbed walker can carry more but is harder to control. A humanoid frame is flexible but fragile. Every build is a tradeoff.
Progression comes from salvaging, crafting, and engineering better systems. Power isn’t given—it’s built.
Factions compete in a constant war. Reputation tracks your actions. Strong players become targets. Weak players become scrap. Top players rise as “Legends” and influence faction objectives, shaping where battles happen across the map.
No safe meta. No permanent advantage. If you get too strong, the game pushes back.
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>>563525015
>what's your marketing strategy? that's all that matters, changing your game won't do much past a certain point
I don't have any. I just need to put the game for sale on Steam, I don't need to actually get any sales.
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>>563524152
You have to understand that the vast majority of players are not invested enough in the medium itself.
The original fans from psx era are now in their forties, aka u play games some nights for an hour or two. Work exist, family (hopefully) exists.
Remember also that most ppl don't even finish games at all.
You shoot some zombies, you see the pretty gfx and animations and you are content.
This is the same lens you can see re8 and 9 success, and also new mh.
Capcom has also found what I could call the Nintendo enshittification formula for maximum sales. You take your historic ip, make a new game with a fancy front, tone down rough edges so people have some fun till they move on (who cares if they complete that game or not, let alone playing it again or ng+), so you can leave a good memory of that bland experience and be ready to buy a new chapter in a few years.
There is no room for a challenge in normie games, with the exception of souls since it's le funny prepare to die meme
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>>563525594
wrong image
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>>563525814
Pretty much.
Why hammer down a deep gamplay when you can frontload that experience and satisfy 90% of your userbase
>I won't make slop
The argument that better design lead to a better game and sales it's always been a meme
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>>563524152
REfags are just insanely sensitive to any criticism partially because the nu-RE fandom has so many gays and women in it.
Other remakes don't get the cult level worship that the RE remakes get. Like no one would blink an eye if you said the Demons souls remake was soulless. No one cared when he said the Dead Rising remake was soulless.
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>>563526312
you're focusing on the wrong thing here. it's not about resident evil at all. it's the fact that "people" are willing to excuse slop games at all ever.
the point is that it doesn't matter if your game is well designed, well thought out, made with soul. none of that shit matters. all you have to think about is how to make sure your game is "good enough" for 2 hours and what will make your game go viral on social media. in 2026 that's really all that matters for an indie dev.
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Go cry about the lack of non-GMO gluten free fair trade free range ethically sourced AAA titles with your fellow losers who never buy nor play video games over at >>>/v/. This is a thread for small ma 'n pa Sysco-sourced indie games.
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doing this art pass.
Here is a picture of some tergain.
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>>563525375
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>>563527574
First time?
My tip: just make a shitty game with really good art and gimmick, like Slots and Daggers. Fuck that game, piece of shit with 3 hours of gameplay, but the guys a gazillionaire because he has good sense on what sells.
Literally a slot game, holy fuck. So many struggling artists are GMI for the shittiest games possible.
Also whats ur progress boss
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>>563527987
no I meant the art pass, I've seen all the other progress
I'm aware it's only an early phase, why not have the height of the grass and other stuff vary though? it should be very simple with everything else setup already
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>>563527574
>>563528170
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help!!!
cakes can have two flavours and I have 5 flavours but I dont want 25 choices so customers can request one flavour of the two
for example if they ask for chocolate you can give it a strawberry and chocolate one and its gonna be fine
the issue is the sprites, how do I indicate the player that one flavour can be whatever they want?
also the position of the flavour doesnt matter either
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>>563484069
This is the future of indiedev, or dev in general. It's creating systems that create instead of creating the things by hand which is impossibly long. Not only it saves time but it can then be plugged in to the player and then they can create as well. It's the basis of Tiny Glade indie game which sold 500 000 on Steam in 2 weeks.
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>>563529049
Have the part where the player can choose be a gray and faded like how blender makes the "passive" part of the sculpting icons
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Halls of Mongol. Gonna finish them tomorrow.
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Mecha game dev here this shit is so easy wtf.
How are you guys even having trouble with this?
LOL.
LMAO EVEN.
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>>563525363
>>563530659
I like your idea but I seriously hope your mechs aren't that human-shaped in the final version
Just be careful with your scope. Focus on the primary gameplay loop.
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>>563531338
its gucci,
im basing the game off of The Mech Touch.
I fucking love that web novel.
there's gonna be plenty of variety and stuff, mech customisation will be a rip off of MWO with more depth and plenty of mech body types, think zoids for for non human and gundam for human and battletech mechs will be frontline mechs from the novel.
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>>563533154
>You'd be lucky to find one guy who has that and works with you well. Finding a whole team is like winning the lottery.
you're more likely to release a game as a solo dev that makes a million dollars than you are to find or build yourself a good team
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>>563482032
Progress: Working on a new idle pose for combat.
Do you prefer the left 3 or right 3 options. Any clear favorite I should go forward with? Right now I'm thinking number 2.
>>563520565
Very nice work!
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A game about being a muscular huge futanari woman running a pastry store near a university, but they add feminizing ingredients to all the cakes and pastries and you slowly see the patrons become bimbofied if they're gorls and sissifed if they're boyes. You make small talk with customers who buy stuff and can fuck them if you do well.
This is a million dollar idea and you know it.
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>>563534475
456
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>>563534580
Just ai generate some reference pictures for characters based on picturd art. Use one single femboy mesh for all femboys, one single girl mesh, and one unique futa mesh. The girl and femboy meshes have shapekeys that change their shape so you can blend between them based on what you feed them. Milkshake makes their tits bigger. Chocolate cake makes ass bigger. Etc. Characters just have different hairstyles clothes and colors but are based on the same body. The shop is a single location and you don't need much else assets besides maybe a bedroom. The only real work after that is animating sex scenes and writing dialogue.
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>>563535225
I really feel bad for fygoon, the only attention he gets these days is only from shitposters
last week I say him enthusiastically posting progress multiple times on /v/ only to be completely ignored each time
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>>563534475
Not 6, you dont want your arm fully extended. 1 and 5 are kinda pushing it, but i dig it. 1 has a lazy look to it. 2's right arm looks unflattering. I'd say between 3 and 4, but much more so toward 4 because there's a slight gap between her arm/hand and her head and her legs arent fully extended
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>>563535278
Attraction doesn't really work within gradients but thresholds so it's unlikely you'll get any good results with slider min vs slider max. I also think you're underestimating the work required to get that workflow up and running. It might even be cheaper to create individual meshes and animations than troubleshooting the edge cases of one shared mesh/topology/bone mapping. That sounds more like something you would do with an art team available.
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Added more unit variation and im starting to like this.
Theres a delicate interplay with action management and movement. I will update the itchio soon
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here is a picture with a smoother noise texture scale.
I'm going for voxels which are not as emphasized. I don't like the lego block look.
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>>563536429
>How is this a hard to understand concept.
because they can't take any criticism to heart, they're a bunch of newfag snowflakes shartykeks >>563536854
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>>563534475
good shit anon
>>563535617
Post game? thats right you dont have one. fuck off you probably dont have enough art skill to criticize his art
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My game has sold one, yes ONE, unit today.
Thats one unit more than what your game has sold noob
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>>563536353
>>563536429
That's not it, he doesn't get ignored because of hate. Hell, I would say the only attention he gets comes from it.
I think he gets ignored for one simple reason:his game is just very uninteresting
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>>563537389
>his game is just very uninteresting
he doesn't want to admit it and went on a full blown melty like all these other joshie and other sharties and anons have been telling him this but he just mistook it for shitposting
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>>563536353
>>563536429
>>563535553
let me guess, pedophile or troon
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>>563537314
>you lost tranny
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>>563537576
this is you
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>>563537576
See what I mean? You don't actually like his game or even care about it. You just talk about it in hopes of pissing off a certain group of people which is what makes fygoon's situation even more tragic.
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>>563537389
Thats why im being ignored, fuck my chud life.
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>>563534739
Noted
>>563535086
Thanks, but which one?
>>563535617
I agree that 6 is out. 4 looks the most heroic and is probably the safest choice I think. 1 is the most nonchalant, which might sell the cool factor more. So maybe I'll do rough animations for 4 and maybe 1 or 2 to check in game. how they feel.
>>563536990
Thanks anon! Though I think his points weren't bad and I don't mind not getting hugboxed.
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>>563538082
>>563538185
which caste is physically strongest?
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New bokubelike just dropped
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>>563538701
>non epsteinians
Pathetic.
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>>563539020
There's no way you aren't a little faggot cuck loser who got bullied and raped on a daily basis growing up if you're going to ride the cock of a 5'3" mutt.
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There's an effect I'm trying to achieve in Godot:
>you see by using a radar device
>it sends out a pulse every second
>you get a monochrome image of dots where closer objects are brighter (plus might have to factor in surface angle for better clarity)
>the device takes its own position into account, so it's not a 1 FPS slideshow, you have smooth movement as far as the static environment is concerned
>however since the mapping pulse is once a second, anything moving (like an enemy) won't be smooth, but will appear to jump position with each pulse
Approaches I've thought of:
>manually send out thousands of raycasts (too slow)
>use the depth buffer from a low-res 1FPS subviewport image (current approach, pain in the ass, not sure I can factor in surface angle)
>compositor (sounds like it might work best, but requires a lot more learning)
Any experienced Godot devs know which path is best? Or if there's a different approach I'm missing?
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>>563539397
>>563539575
case in point, keep proving fygoon right
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>>563540060
>you get a monochrome image of dots where closer objects are brighter (plus might have to factor in surface angle for better clarity)
This isn't how radars/lidars work. Are you just terrible at describing how a radar/lidar works or are you actually trying to make something different? If it's the later, can you make an example sketch of how you want it to look like?
>>manually send out thousands of raycasts (too slow)
You can send thousands of raycasts per physics frame, or hundreds of thousands per second. The limiting factor is probably going to be drawing that onto a texture, but it's easily achievable with a DrawableTexture2D (new in 4.7).
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>>563540638
>This isn't how radars/lidars work. Are you just terrible at describing how a radar/lidar works or are you actually trying to make something different? If it's the later, can you make an example sketch of how you want it to look like?
Similar the scene at the end of the Hoarder trailer, starts 2:09:
https://www.youtube.com/watch?v=hsuDT3VrgyE
I have no idea if this is remotely realistic sonar/radar/whatever, I just like the look. But I'm autistically annoyed by the moving door being captured smoothly despite the visual pulse-scan effect.
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>>563540358
I'm fine with applying a shader to a texture. The problem is either it's fully continuous, capturing smooth world movement, or it's a slideshow. Depth buffer info isn't retained so there's no obvious way to make moving objects appear temporarily stuck where they were half a second ago.
Obviously enemies need to be physically moving ingame, contrary to the visuals, since they can attack you etc. Maybe have every object turn invisible when you put the radar goggles on, leaving a visible copy of itself behind? This would work for mainly-static environments but becomes a pain to maintain in more complicated environments. I feel like it should be achievable as a purely visual effect.
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how tf do i start my post apocalypse game? all the nerds will call me a hack if i copy anything fallout has done
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>>563525620
I've got a friend who is nice, but kind of also a casual. I don't understand people who would put hundreds of hours into a hobby but never quite engage deeply with things.
For example: In Destiny 2, you are allowed to equip two primary weapons, but primary is the "weakest" infinite ammo backup weapon for when you don't have ammo for other types.
>"No, but in real life, assault rifles are strongest."
>"Yeah man, but we've been over this for years now, this is a video game. See how fighting a boss takes hours? Do you SEE the numbers that pop up when you shoot?"
>"I have my build like this, I have an assault rifle for medium short range and a Burst rifle for medium long range so I'm always prepared."
>"I get what you mean, it's just not that type of game anymore."
>"Look when Destiny 1 first came out it was primaries only."
>"No! See you are already falsely remembering, and we've spoken about this before, Destiny 1 had [etc]"
And so we got him an exotic that auto actually presses one of his buttons for him but he's too retarded to even stand in his own healing area and walks out of it and dies; and I spend all game following him with a "healing gun" so he can action hero and contribute because after years he still has no fundamentals. Sorry for the rant this sits on my chest. He buys $90 games every few days and never plays them, he drives the industry; and he likewise switches jobs every few months too for executive roles, never learning a job either.
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>>563534475
I decided to base it on 4 but try to add some of the other ones as flavor. It's still pretty rough.
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>>563536245
Its about time i clothed them, i was suggested to and I think they are right. I could start sharing it further online and getting more testers if I did so
Added a difficulty system and unit variation, let me know what you think.
https://angular.itch.io/evil-tactics
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>>563542076
This is called LIDAR imaging IRL. You can make this effect in Godot with a skinned particle emitter: https://docs.godotengine.org/en/stable/tutorials/3d/particles/complex_ shapes.html
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>>563545543
>these bounces
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>>563545524
it's just a survival sandbox game i intend to have you start somewhere and then be free to go wherever the fuck you want. i don't want there to be an intended story forced on the player but if you go to the right obvious landmarks you'll receive cryptic directions from npcs that eventually lead to and "end" of sorts
>>563545546
inspired by the image i used i see
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>>563545410
meh
>>563545546
holy shit
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>>563529193
It doesn't create shit. It just gives you organic-looking noise which can be used as background or inspiration for meaningful>>563529193
handwritten things.
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>>563525363
I like your enthusiasm, but what's the GAME here?
>2D or 3D?
>1st person or 3rd person?
>If 3rd, over-the-shoulder or top-down?
If it's multiplayer I gotta assume it's real time. Are the weapons all aimed by the player or is it more survivors-like?
You gotta answer and CODE all of these questions before you get to any of that other shit
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>>563546146
I know what you mean, did you know you can just buy games off the internet too? No joke, they have other people's names in the credits but no one actually plays that far so what's the point in changing that mistake. I'm still waiting for Steam to let me list my idea though, the issue is someone else also uploaded it first.
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>>563545837
Patreon exclusive version.
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>>563546563
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>>563540643
just read some of his antics on the archive
https://arch.b4k.dev/v/search/image/Q0B%2BFAJcIHs20mV2K6MChA%3D%3D/pag e/3/
It's just one reaction pic he's using and already you can see how narcisstic he is.
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>>563524152
all of this chud talk
your game has to be fun
wasteland bites IS fun.
guns and nuns?ITS FUN
its that simple
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I hate Blender
I hate Blender
I hate Blender
I hate Blender
I hate Blender
I hate Blender
It shouldn't be this hard to make brick fucking walls. do I need to make these bricks one by one and stack 'em? using array and bevel just makes look like shit.
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>>563547393
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>>563547330
>Anon you responded to.
Hes annoying but in a way that sort of charming.
Hes like a nerd out of time, you can almost see him being stuffed in lockers or gushing about baldurs gate 1 or somthing.
Yet theres some unawareness that makes him endearing.
He perfectly reflects his game art.
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Hello everyone.
first time posting here. I'm new to game development but I'm pretty well versed in design. My game is a quake-like boomer shooter + metroidvania hybrid. Right now, I'm learning to code and working on the game in Godot, though I have experience doing level design for Q2 in Trenchbroom.
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meanwhile agdg frankly wants to copy videogames to compete with big AAA studios and 7 year old indie iii games.
I wanna actually get inspiration from pop up books, mangas and board games to make something diferent from a videogame.
My own blue ocean project, rather than competing with other shit that already exist.
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>>563550413
worse
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>>563550190
Post game culture promotes whodevs who don't care when thread flopdevs accuse us of being nodevs. Just don't be a faggot who feels the need to share your unfinished game purely for the sake of some fleeting (You)s from internet nobodies who would never ever buy your game.
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>>563549729
>>563549691
Game is called G.U.N.M.A.N.
what does it stand for? who knows! imagine if the movie fortress was an FPS. The premise is that you are an escaped prisoner in a massive underground complex on pluto, narrowoly avoiding strogification after getting guns for hands. as you progress thru the complex, you upgrade your body becoming more machine and less human. at this stage we're (brother and I) are learning to use godot and code. most effort till now has been in just planning the story, the mechanics, level design, etc, and doing some practice/demo setpieces/levels using quake 2 as a proxy. trenchbroom uses brushes instead of meshes, but i believe you can export the trenchbroom level geometry as a .obj to godot, and then we use that for colllision and wire up all the actual nodes in godot.
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>>563550661
https://func-godot.github.io/func_godot_docs/FuncGodot%20Manual/FuncGo dot%20Manual.html
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>>563549542
>>563550661
new cris on the works
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>>563529193
nah. If you want to be efficient, the answer isn't proc gen, proc gen is a nightmare to work with.
The answer is STOP MAKING OPEN WORLDS
tetris is one screen
balatro is one screen with a bunch of UIs that appear over it
etc
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>>563550661
Dont worry about the story. Games like that take forever to make. In a year you will contradict whatever you have planned now.
If you are hooked to a story make a book.
You yapped way to long before talking about the cool thing
> you upgrade your body becoming more machine and less human
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>>563550974
"story" is pretty minimal, in terms of plot. what I mean by story is more the setting and tone, since those are going to set the stage for gameplay, level design, and abilities, wich we've spent all the time so far figuring out, including the logic system for a blackboarded/FSM based enemies. heavy emphasis on the upgradeable weapons.
>>563551216
kek. I like that, might use it for an ability name (better than "Bear Arms"). you get an early ability inspired by that Outer Limits episode where your character literally sweats bullets. I'm calling it "ammocrine glands"
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>>563550661
>>563552517
>character loses his humanity to become stronger only to escape having lost it all....
ludo
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occupancy sampling result.
Some chunky tergain.
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>>563546563
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>>563553075
You guys are too good to be true. That name is literally perfect for my game. I spend days trying to come up with a cool name and you did in minutes.
Thanks a lot.
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>>563547598
No i dont. tell me right now!!
>>563549025
I tried but nothing looks good. I'm trying to get a nice brick pattern for a dungeon crawler and every method looks like shit to me.
>>563549109
tanks
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>>563552784
most metroids end with you escaping thru the structure with a timer to avoid the base self destructing. so i thought, what if YOU were melting down self destrucing and you've got to run into the nexus core to alluhu akhbar the cosmic entitiy instead?
>>563553024
>>563553075
Gay Ugly Nigger Massive Assault Neutralizer (G.U.N.M.A.N.)
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It's a bit mean, but I have some harsh words for Nortubel.
First of all, the starting cutscene has no sense of direction or plotting at all. It is very strange how it starts in media res with absolutely no framing or context; everyone immediately is shouting "are you okay?" "what's going on" etc while we the player have no fukken clue what they are even talking about. You could say no character development happens in these crucial early lines because even though we see them in sequence we have no context for their words (which are generic anyway).
Then the gameplay is way too complicated. There is a massive tutorial section merely on getting your companion to climb ladders. It is really overwhelming. I wouldn't try to say it's a hard rule that complex gameplay is fundamentally poor, but platformers kind of have their appeal in simplicity. Not to mention babysitting a companion is like one of the most hated game experience ever. I think that to have this kind of gameplay the #1 priority should have been simplification. Make the controls as simple as possible and the challenges as clear as possible. Yet the game is quite overwhelming and complicated. In a sense, it's not very fun.
I think the art is cute and I like the idea of someone making a devoted /ss/ game, but I'm surprised this opening made it through years (?) of /agdg/. I don't think it would have taken much to reshape this intro to be a bit better.
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>>563517412
fuck i swear if i get into game development seriously and its instantly swarmed by normies
fuck why does everything i get involved in DIE the moment it touch it
aaauaUUUFUGUGU
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>>563550775
based. thank you
>>563550876
wat?
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>>563554717
>>563555221
>>563555348
:(
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what should the text on this card be
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i have no interest in sex having i;m nore of a cutie than a hottie like amy rose stop talking bad about my cuteness today at mental health group they said "we dont think and feel thankful for food enough" and i said arigato gozaimasu!! then we saw a snake on the walk and i said i was thankful i saw a snake because they kick ass
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>>563560373
been settling in
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>it works
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progress: I just spent another week doing nothing
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Alright aggy bros. Hypothetical. I'm an unc. I'm learning to draw but /ic/ is giving me meme advice like telling me to read books. Instead I will learn like a child and copy things until I get good enough to draw my own things. Am I going to make it?
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alright, who took a bite outta this hill?
https://youtu.be/T5fU7m-jR_s
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>>563562515
I learned to draw by copying pokemon and DBZ, and then moved on to copying from life(people and figurines..my gunpla). drawing from life made my brain grok form(very important), copying art didn't so much. copy what you like though, drawing more >>>> watching/reading and thinking about how best to draw
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>>563562530
someone toothy.
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>>563560858
>>563563379
>>563563584
open up
i need to check something on your hard drive
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>>563563892
Why?
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>>563565596
>>>563565596
>thoughbeit
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>>563565652
"Thoughbeit" is an uncommon, literary conjunction meaning "although" or "despite (it) being," functioning similarly to albeit or howbeit. It is formed by the univerbation of "though + be + it," essentially acting as an archaic or stylized concession.
Definition: Although, even though, or regardless of.
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>>563558252
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>>563500317
>why don't games look and feel like this any more?
Technology and the information age. That cold war era feeling can't be replicated anymore because technology moved past electro-mechanical and into digital. Just look at everything in that picture you posted, it's crude, analog, remnants of a bygone era. People can no longer relate to it, a dossier written out on a sketch pad? Today it would be a laptop screen or at the very least printed out on paper with facy designs and graphics. All of the equipment he's equipped with might as well be from the civil war era by todays standards. We know now how bad it was, we don't look up to it as some mythological paragon of technology like they did in media in the 80s and 90s.
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>>563565762
>"Thoughbeit"
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>>563566734
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>>563566734
this doesnt sound like a game at all
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>>563566319
like this?
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>>563567729
no
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>>563482032
did very little sis, made some art and put it in the engine. set up very little.
>>563482321
kek i browsed that stuff too, too complex ill stick with gambling.made more than a years salary over the course of a year
>>563482870
makes sense, kinda hard to get away with that nowadays ;_; the bar is rising far too fast that the gameplay you just showed would likely not be tolerated by many grim
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I really like anon's game idea and I'm gonna steal it
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>>563527065
why is it dumb?
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>>563569631
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i feel like i'm losing interest in gamedev, because i don't see the value in video games anymore. it feels like video games are just something to kill time. and i wonder if that's because of current trends. maybe before all that slop i had other reasons to play. maybe because games were art to me, or because they inspired me or something like that. when games boil down to "hehe number go up pls buy my game cause i scoped correctly for my indieslop youtube trending game", i see no value in gaming anymore. it's not supposed to be just some time-killer-slop to cope with my life.
i notice something similar with tv shows. e.g. Lost was really a character study and it really felt like a pseudo-relationship and a look into the characters mental health problems (e.g. hugo and charlie), but new shows, especially netflix, feel more like just procedural writing, just to produce more hours of "content". like empty calories, without any taste.
therefore i think games actually can have value. they can be more than just time-killers. but the trend moved to braindead "content-creation".
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>>563496252
Honestly not sure. I know what hurdles I eventually have to overcome with the project, once that is happened, I'm not sure where it will go. I no doubt will make my money back at least, that's for sure
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>>563524152
>how is this related to /agdg/ you may ask? well i've seen a bunch of anons (or it was a single anon but whatever) constantly complaining that they don't understand the current market.
You also don't understand the market if you look at AAA remakes of long-established franchises and think that they or the people who play them are in any way relevant to a solo dev making a game that will never get sufficient numbers to reach any level of mainstream cultural awareness. Especially in an age of cultural fragmentation as mainstream gatekeepers of mass media continue to lose relevance to individual influencers.
Anything you make will be a niche product for a niche audience, it's easy to find people of discerning taste and passion if you cater to a niche. I dont need or want 10 million remake consoomers. I'd be overjoyed with 50k people who play and like something I make.
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>>563570265
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i gotta admire myself. even though i nodev right now, i keep thinking about gamedev every single day. i think i've given up, but you have never truly given up until you truly stop thinking about something. but i can't, i'm obsessed it seems.
there's people who just get a normal job and move on with life. but i'm that type of autist who just can't let go until it works out. i just haven't found the right approach yet.
playing openfront.io i noticed something similar. you have those people who give up early, and then you have those really annoying people who spread and try hard and survive on a single pixel on the map and suddenly after like 30 minutes into the game they make a massive comeback when the others nuke each other. and then they win. it's not that they are necessarily good at the game, or that they win everytime, but those people are so obsessed with not giving up that they are annoying to deal with. they don't even give up when all the enemies have like 10k times the resources they have. somehow those people are incapable of letting go and giving up.
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I'm new to this pixel art stuff and was told I can get some critique for it from here
Just a quick slime
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>>563571764
Thinking isn't enough.
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The new terrain plugin for Godot has support for World Machine imports. I've never heard of it before but it seems very sophisticated and it generates splat maps.
https://www.youtube.com/watch?v=YYpO6xYmRAU
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>>563571884
Your slime has a lot of banding in its shading. It makes it look flat rather than a 3d shape with form. Use refs. Best part about pixel art is that it's very easy to reference 1:1 to see what works
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>>563572814
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>>563572010
Got it, changed them
>>563573340
Thanks, gonna yoink this to see what works for me
>>563574048
I believe they are just alternate styles and I presume the pics origin artist preference in style
>>563574264
Amazing
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>>563574048
I'm not sure how you think the ones on the right are more readable, but I will concede that those sprites in particular aren't that great. Shading slimes can be a little more tricky if you're trying to capture transparency which the 2nd one imo does best. Anyways picrel is a more helpful infographic on what banding is
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>>563575172
>I'm not sure how you think the ones on the right are more readable
if you think about readability in literal terms you describe what you're trying to convey: "a blue smiley faced slime blob"
all 4 convey the blue and slime blob but because of the color choices, the left 2 mask the smiley face so they're less readable.
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Hope, hope is dying. The belief that my game will succeed, that I will be rich, is fading. Feels like I am nearing the end of my gamedev jobby. This may be my last game and the outcome of whether I keep gamedevving is heavily reliant on whether it sells well enough. 15,000 copies, that's how many copies I must sell to reignite the flame of hope. If not, the wagecage looms ever closer.
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Last one, gonna take a break and just game
Thanks for the help, maybe when I get more confident in my skills I can back with an actual game
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>>563575172
btw with that image sure the bottom 2 look better full size but look at it with the image thumbnailed and the bottom one is the worts and the top one is the best looking.... really depends on your output resolution whether "banding" is bad.
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>>563577347
He's just a typical Asian father figure who spent hundreds of thousands of dollars of his own money trying to raise the next generation of gamedevs. Maybe you wouldn't have turned out to be such a fucking FAILURE if you had one of those.
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>>563577601
what good is rearing the next generation if your kids aren't in the mix? and its not like he made all those youtube videos for free they expanded his brand and it seems like alot of former nintendo alumni go do education after getting shafted
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>>563577347
>>563578038
having kids is immoral.
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>>563492398
>>563493541
I think playing games comes with benefits for making gamesbut it also has some potential pitfalls. I don't think a designer who didn't play games could make very good games in current year. It worked back in the day when video games were new, there were no standards and technology was developing at a rapid pace which allowed for new and different types of games to be made. Knowing what other games play like wasn't that important when you were coming up with something entirely new but also a lot of games back then were extremely jank and really don't hold up that well.
Making games today you need to understand genre standards, control schemes and the meta. If you fail at these you're likely to make something that people don't find appealing. That's not to say you should just play games. You should be playing them with an analytical view. Try to understand why it's fun, why a mechanic works well, why something in the game feels satisfying.
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>>563578097
proof?
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>>563496252
3/10, my gamedev future is looking bleak. I've had hope that I eventually would succeed but it's been years. I've been chasing this carrot on a stick, yet where is the gamedev riches? If this game gets me at least 250 reviews then I will likely continue, provided I only make the base idea of the game. I want at least 500 reviews if I go with the expanded idea.
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>>563579278
>effort
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>>563525375
>>563525812
>>563531831
kill yourself
>>563525957
hopefully he killed himself
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kannaCHAD? making proggy of course
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>>563578394
>It worked back in the day when video games were new,
videogames are still new. they're the youngest artistic medium i know of. and they're even less developed than their age because the problem with games made by gamers is the same now as it was when the medium was a newborn..... clones on clones on clones. bro made space invaders while everyone was busy cloning pong. then they stalled out on cloning space invaders. same is blatantly true today. we've probably failed to convert decades of gamedev work into medium progression thanks to brainless games by gamers.
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>>563550661
>at this stage we're (brother and I) are learning to use godot and code. most effort till now has been in just planning the story, the mechanics, level design,
holy scope bloat
your first game is falling for the very usual trap of making it way too fucking big for you to finish
make a simple FPS first and I mean simple
>get the movement to what you want it to be
>add like 3 guns
>add a simple enemy
>add some ammo and health pickups or whatever
then you can do a couple levels with your trenchbroom skills, if you can finish that in a 1-2 months then you're off to a good start and it can be something you can build up fromthough realistically your code will be so shit you'll want to rewrite it all
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word of advice for you godot niggers. DO NOT process your camera in physics process. DO NOT use phantom camera addon because it does precisely that. my game kept looking choppy and it was precisely because of that as it was tied to the default jolt 60 tick rate so despite me getting 100 fps my camera was moving at 60. GODOT NIGGER OUT
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>>563579983
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>>563578038
When a man makes his mark on the world he doesn't necessarily need kids to continue his lineage. His name will live on even if his blood doesn't. You could say that his bloodline peaked. What's the chance of his offspring becoming a more notable person than he is? Close to zero and he isn't even that notable.
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Took a look at a project i made several years ago.
I had a real sense of game feel back then.
The code was incredibly autistic though. If i just cut some of the things i wanted I could have had a release by now but Im grateful for what I learned back then.
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>>563581892
>2022
holy fuck
>>563581963
Is it bad? I kind of like it.
Added visual connection for ranged attacks
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>>563582938
>>563582997
Sorry not going to go there immediately.
Let me know about your game a bit like 2D/3D, genre, scope, what engine you're using, etc
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I was thinking about how French cuisine is famously touted as one of the best in the world, being granted by far the most Michelin stars, and yet it doesn't even rank among the top 10 of most popular cuisines here in the US. In service of the nobility it's designed for, the characteristic quality of the French culinary tradition is extremely high effort and more notably: waste in preparation of extremely simple ingredients. However, once you strip away that wasteful artisanal soul, it loses all of its character. Americanized/slopified French food doesn't become American French food, like most other cuisines do; it becomes just American food.
The kind of video games NGMIggers dream of making are the same as French cuisine. Only the gayest pretentious faggots are willing to spend thousands of dollars on three pompous bites. Gamedevs are small business owners not dissimilar to opening your own restaurant, and French restaurants simply can't succeed while maintaining any real French characteristics, as it becomes just contemporary American food once you reduce the scope down to what's reasonable for a small ma 'n pa shop. Meanwhile, General Tso's chicken, burritos, and California rolls are obviously non-authentic Americanized slop, but they can still at least maintain some resemblance to their source cultures. You should be making those kind of games. That is what the market wants.
If you made it this far, thank you for reading my
>food analogy
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>>563583429
>food analogy
do unitedstatians really
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>>563583256
I was joking but now that i think about it, that might be a good idea.
what if after each battle we have a barbeque, put a certain amount of enemies on a grill and literally eat your way to more power.
Could even have a minigame with faliure causing you to burn your food and potentially lose powerful upgrades.
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>>563583563
Depending on the art this could get really dark or just be dungeon meshi the video game.
>>563582662
Thanks for the idea brap anon
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>>563583720
>>563584049
It's not that deep. You are a clueless amateur. You're supposed to make mistakes, and you're supposed to come up against problems you're unable to solve. I told you from day one, your project isn't something you're going to finish within day one. What, did you think that just because you managed to demonstrate that you can put one foot in front of the other that you're automatically going to be able to circumnavigate the planet on foot without any knowledge, gear, food, money, rest, etc?
>>563584191
Some of us will make it. Most of you will not.
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I am a sick man. a retarded man.
im going all in on gamedev because im retarded. if this doesnt work out im minimum-wagemaxxing for the rest of my days. im good looking, too, but it'll fade, and a girl wont like a broke guy in la la land.
I could just choose a safer career, get a wife, kids..... but i think ill make it. my game is gonna be sick u guys. i could just do both, but for some reason i refuse to. i could do both...
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>>563583808
I'm afraid this might be kino
You are on a roll today if you have any more ideas let me know
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>>563584517
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maybe collaborations are inefficient, but they were necessary in the past to get anything done. and now with free assets, free game engines, ai etc. collaboration isn't needed anymore.
cause i always think collabs are the way forward and that i fail because i have no team. but maybe not having a team is my strength.
my biggest argument would be conflicts of interests/ideas/goals etc. - which is nearly impossible to unify unless you have one fascist leader with a lot of money who can just pay everybody else to obey the leader.
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>>563571764
>even though i nodev right now, i keep thinking about gamedev every single day
Stop thinking and start doing. If you can't break that cycle of being stuck in your head you won't be able to move forward. Take it from someone who struggles with the same thing. Open your engine of choice and do literally anything towards a game project. Try to do a little bit every day. You don't want to find yourself stuck in the same place 5 or 10 years from now.
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>>563570594
retard, i bet you also think that anime is still a niche thing that normietard zogcattle avoids.
no, retard, even the people who buy indie games on steam are normalfags. the truly "niche" communities have barely any purchasing power and are not targeted by any dev.
>50k people
they all will be fucking normalfags you retard. you're advertising on xitter, youtube and tiktok, the most normalfag platforms, and when you're advertising there you're hoping for maximum reach - which is the normalfag audience.
you even reinforce this in your own words but are too low IQ to realize it
>Especially in an age of cultural fragmentation as mainstream gatekeepers of mass media continue to lose relevance to individual influencers
i look forward to seeing you complain that "nobody bought your game" or whatever you tards do
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>>563584928
Maybe it could be like the rabids tactics boss.
The boss lobs balls of dead people at the team whilst they fight other people on their way to the boss.
The boss heals from the dead enemies you killed. So you have to damage the corpses.
>>563585139
Stop bullying me from 4 years ago :(
Do people generally hate screenshake?
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>>563570260
I can totally understand that.
Games can be overall meaningful. You need to descover if you wanna make a game to find some meaning for yourself or to give it to the player.
But you need also to consider that you need your game to be competent on a more basic practical level: controls must be responsive, collisions setup to not fall into floors... aka wheels must be turning and when u turn on that car it dosen't explode randomly.
Meaning it's secondary and you can have it only while working on mundane stuff.
Can an incremental sloppa be meaningful? Probably, but devs that makes incremental games for sure don't care about that
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>>563585087
It's supposed to. Gamedev is not for everyone. It's not the fantasy land that nodevs imagine. It's grueling hard work. Actually starting to make things is supposed to break whatever illusion you previously had as a nodev, so that you can properly decide if this difficult and strenuous path is for you or not, or if your better off just putting the fries in the bag.
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>>563585087
You are afraid of failure but the thing you are missing is that you must fail to learn. The likelihood of you stumbling upon right without being wrong quite a few times is near zero. So get out there and fail until you don't.
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>>563570260
BRO SAME. I had a love for this genre. Video games are art.
The entire gameification of the industry has killed my interest in games. These games are just so properly scoped it's utterly disgusting. It's literally making a subpar game ON PURPOSE.
The Slots & Daggers dev is the most guilty. He's rich by now from his back to back small games, so what does he do? he just makes another indieslop game AGAIN. High appeal, tiny scope, 2h+1m of gameplay. Actually disgusting. Get these guys out.
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>>563585242
>Do people generally hate screenshake?
Normal people love it (in moderation).
>>563585441
Skill issue.
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>>563584601
Actually I’m this close to making a breakthrough that would allow me to push forward even more, but that’s exactly why I’m so incredibly frustrated.
To quote
>A near miss is almost as good as fucking up so bad you kill yourself and everyone you love.
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>>563585495
It's not just that, but agdg it has always been a truer place beacuse of that.
Other communities are wholesome toxic positivity shitters. But it's a facade. Ye, working for years on these kind of stuff makes u depressed because computer themselves are cursed objects that suck happiness out of you.
It's also the uncertainty of success.
As a whole gamedev is not a place where "happy people" gather. Otherwise you would not be here.
Truth is in my opinion better than being always positive while knowing you are walking toward your doom.
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>>563585815
>making games just for fun
Hobbychads stay winning
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>>563585374
Either you get results or discover that it is not for you. Both are acceptable outcomes. Much better than dreaming about gamedev for 10 years and never doing anything about it. That's a wasted life. You can't stop living because you're afraid of failure.
>>563585441
That's why you start with small games. That way you can fail fast and develop your skills.
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>>563587320
how do you feel failure? As in, is it that much of an anomaly to succeed on your first game?
For example, if i know my first game sucks, and i just pivot and pivot and shape it to be this nice creature, id hope itd succeed.
t. my first real game is my dream game.
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>>563576903
I dont see it. They look about the same when ant-sized and the second example only gets better as the spire's size increases. The blue slime is a better example of how horrible it can get, but anon is also misapplying it, the blobby bands of green on the slime of the post he's replying to is a perfectly fine stylistic choice.
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>French cuisine is famously touted as one of the best in the world, being granted by far the most Michelin stars
hmm
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are we back?
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we're so back
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This time I've got a solid plan.
I. It's going to be a horror game.
II. It's going to be 3D.
III. Fixed-camera angle.
IV. Going to handpaint everything.
V. The DUB is going to be in Romanian, while the SUB is going to be in English.
Gonna combine every idea I've had so far in one.
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>>563590816
basically everything. the ui, equips, weapons, backgrounds, background tiles, enemies, more poses, etc etc. it's a 2d game and I finally finished most of the engine where I'm at the point where I need to make assets because I can't code anything else without them or what I'm coding involves assets.
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paint a dot where you are on this graph
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>>563593465
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>>563585495
>Gamedev subreddits post their work, not whine about being broke, depression and whatever whiny shit everyone says here.
It's the same people, redditors come here to vent about their lack of success because doing so with a name attached would be suicide.
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>>563585242
>>563585468
retards love it but if your game needs screen shake to "feel" good then it doesn't feel good you're just a hack
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Why does graveyard keeper 2 have more than 450k wishlists? Those numbers are absurds for AAA/very popular indies (like mewgenics). Not saying graveyard keeper is an unknown game but it's not a "classic/major hit" indie either.
Did they actually bot the wishlists? What the fuck happened? Is their publisher doing that much of heavy lifting?
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>>563596505
you have no idea how good it feels to just hop into a game and do stuff. that type of game does that very well. it's the typical sandbox experience. it resonates well with basic human instincts and is very easy to get into.
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>>563596657
I've played it, and even their previous game punch club. It's a very good game, not saying otherwise.
But 450k wishlists? Do you have any idea how rare it is to achieve so many wishlists? People go crazy for reaching that 7k-10k breakpoint
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>>563596781
as i said, again, those types of games resonate VERY well with humans. just hop in and do stuff. that's why they get a big following.
27k are playing it right now, 46k was a peak 2 days ago, according to steamdb.
it's basically the same as schedule 1, just with a different theme.
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>>563596818
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>>563596818
it looks like they are in a meditative state. almost like monks meditating. pressing the button is like doing a very repetitive task, like chanting or so, and it makes the body vibrate. and other people being around you all doing the same tunes you even more into the rhythm, creating complete peace of mind. this is basically the american version of buddhist rituals.
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>>563597062
There are plenty of games with an identical game loop but have 0.1% of that activity. As I said, again, I've played it and can see those games resonate well with humans (are you a fucking AI?)
Schedule 1 was a very different case than GK2: it was the real first shop/simulator game, which started the infamous trend of "SomeShop Bullshit Simulator", and it went viral especially thanks to the roblox kids moving to steam.
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>>563593087
cris is a level 90 warrior in level 10 zones
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>my face when I have to play my game
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>>563597315
no i'm no t ai <2of0****
captcha: poopoo niggerwipper 2000
so, i get what you mean. might be more reason than just being a sandbox then. maybe good polish, maybe it fills the void when stardew valley players need a new game (e.g. a female friend of mine played that game too and she's a casual gamer), maybe the graphics/content etc. makes it popular (cause other games often dont have much content, just look at itchio, most games there have like 10-30 minutes gameplay value)
and then ofc if your game is popular on youtube it spreads like wildfire.
that's my take on it. if you want the absolute proof, you can ask god or try to use a crystal ball. i can only come up with theories.
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>>563596818
Boomers are cattle that exist to be milked by God's chosen schizos (game designers).
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