Thread #734057906
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You are working on your game, right?
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>>734057906
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I have the basics down, now I need to find what advanced mechanics work to have enough good content for a full game.
I have some implemented, it's a lot about seeing how the pieces fit.
and improving stuff until DD.
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>>734057906
yep, working on shooting mechanics, trying to figure out how arrows should behave. For example if an ai is shooting at something with a specific target in mind, should it not be interrupted if something else is infront of it etc. Also trying to make it look convincing with the 2.5D look we have going on.
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Working on QoL, like opening tutorial articles with a single button instead of going through the menus.
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>>734059103
as in ai? no, working with a lovely artist from Denmark and a pal of mine that animates his assets in spine
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Submissions open in 15 days. We're doing two rounds this time. The normal trailer submissions open up March 15th, BUT if your game isn't far along, or it's a game already released you'd like to be shilled during the show, we will be opening up a second round of submissions on May 1st for only gameplay clips. A complete overview can be found here: https://docs.google.com/document/d/1MT78rxUFBo99IHYw7pW84Rc7B9cZWMBlJU KikfWabOw/edit?usp=drivesdk
>Why are you talking about it so early this year
We're going for a steam expo page and we need to get a list together of participating games (not a finalized list) to start that process.
>Inb4 fuck off, tranny
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>>734059724
>>734059289
seems like a mix of both.
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>>734059724
I believe he sort of slaps some shapes down then hand paints the textures? I'm not artsy at all so I'm not sure how I'd put into words.
>>734059794
I guess it's both yeah. He's been at this for a while so he puts assets together really efficiently.
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>>734057906
Posting my second game after Nortubel.
https://eyeballtank.itch.io/hirdrih-technologic-wip/devlog/1432060/her es-hirdrih
Finally out even if it doesn't seem much.
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Today I'm working on text input for the steam deck (unity game, this is to nickname 'pokemon'). Pc works as thats quite easy but I'm now on the back and forth to see if it works on the steam deck. I'd rather not do it, but nicknaming pokemon should be there. Players like it
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>>734058215
Resident evil clone. I started here and there and got nowhere soon, then I started with artstyle, story outline, setting and (tech) docs and after finishing about half the stuff needed I can't produce a single letter anymore. I don't know what to do. I've never experienced a plateau that lasts thing long. Touched grass or iron didn't work. Tried girls, but they don't shut up and honestly, can't even follow their chirping most of the time anymore. Playing Dino crisis 1, Re3 and jade cocoon rn.
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Spent a few hours writing a standalone script to help with rendering my models into 2d. Let's me import a model, rotate and position the model at whatever distance needed, has all the camera settings possible, 3 saveable camera presets. Loading a model in over another will keep the rotation and position unless you clear the scene or use reset rotation or reset position. It has an auto fit button that auto scales the model to fit within screen constraints for lazy positioning, has tons of lighting and shadow settings and also allows positioning/rotating/etc. there's small text entry boxes in the bottom right for model pos/rot that live update as the model is manipulated, but you can edit those fields to manually manipulate it as well. All sorts of export settings, but the end result is a nice HD PNG with alpha. In my case, models are locked at a 45 at a set distance since I'm making an iso game. But I wanted to make this for general use as well. Here's an example output using a shitty model I made from like 2 years ago. This image will likely never actually be used. Not sure if it's even properly rotated/scaled/etc, as it was me testing the output.
Next is to make a RPG maker map editor like script so I can paint these onto a map as needed, apply collisions, mark interiors, layer roofs (cutaway roof system), place decorative shit... then my game will load these map files. Hopefully will save time.
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Made this last night.
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gonna make a Stacklands-like lads
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Thinking hit drops and xp drops this morning
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>>734069615
Those are the Primordians, a group of scholars who have shed their corporeal forms and became beings of pure energy. They are known by the epithet "Children of the Firestorm" due to having existed long enough to witness the cataclysmic Firestorm first hand. These specters live their days of immortality collecting and cataloging relics of different eras from different worlds. Their vast knowledge caused the Primordians to retreat to a void world so as to not let what they have in their possession, such as the Vorpal Reaver or Daimon Cannon, fall into the wrong hands. Those who the Primordians deem worthy to be within their ranks are said to be invited to their void world to participate in a series of trials that test the mind and body; whether or not they do this by invading the mind or abducting you is not known, as those who failed were never able to find a portal to the Primordians' lair and those who succeeded were never heard from again.
Their appearance is said to be based on what they looked like in life prior to becoming energy spirits, their colors simply being chosen out of preference (the Primordians are white when their forms are not fully realized). The five Primordians that you see are the following:
>The Coelacanth
>The Albatross
>The Whale
>The Tortoise
>The Olm
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>>734071112
Yeah, 3 tile AoE radius
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I'm making some adjustments to my game logic. I'm working on implementing a mage that buffs nearby enemies, but my current system didn't have a good way of keeping track of a specific enemy when others die because the array gets shuffled around. So I'll be making it so that entities will keep their index constant even when others are added/removed.
>>734064235
What modeler are you using? Blender? I'm considering setting up something similar.
>>734070046
Neat artwork, but what's a gnoblin?
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>>734057906
working on level design, trying to make some kino level for the game's prologue.
>>734070265
very cool man, always love how smooth the animations are on the characters
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>>734073098
the sky floating level is just the test room lol. I think I shouldn't have showed that, many have asked me if the game will be like that and I think I've given the wrong impression. The game is set in the usual fantasy world, you'll go through a mountain area and then most of the game plays in a valley and an elven city
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>>734057906
There will be languages in my game from now on.
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>>734073539
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>>734073539
>>734073597
how do you translate that?
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>>734073673
For now you just click the button translate. Later there will be a progress of learning languages, and you will be able to press that translation button on 100% of knowing that language (unless your char is illiterate, he will get a mess of letters instead of translation then)
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>>734057906
yes
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I'm making a game because I don't think my book would gather enough interest or eyes to it. I had to downscale the graphics from my interest in even low poly 3d to alternate means, simpler. I wanna make a sort of Disco like though...
I'm just worried what if people get bored...making a disco like is a nightmare, i just played the zaum demo and the other one and they miss the mark in my opinion
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>>734057906
Working on the world map editor tool
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>>734073001
https://m.youtube.com/watch?v=UhHhXukovMU&t=140s
You HAVE to put this in a trailer
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>>734073757
yeah it's mean to be a normal adventure game. Dunno if I'll be able to make cool levels, but I'll try my best
>>734074247
>mess of letters
sounds cool! reminds me of KCD when you still don't know how to read
>>734075064
>GOBLIN!
kek
>>734074934
love me @tool scripts
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>>734076491
indeed
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Fucking gridmaps, how do they work?
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>>734076754
>google gridmaps
>every godot user says they're shit and you should not use them
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Practicing tileset art.
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Changed the default idle pose, now the player is in a ready stance to better fit the game. I also made the facial expression neutral to match.
The old idle animation is still there but it only triggers after being idle for some time, similar to Brightis.
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>>734078390
Neat gun, what did you do to piss him off?
>>734078567
You know, reading that I'm wondering why didn't I just do that right from the start instead of introducing extra points of failure. Thanks for the tip.
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I've been working on an incremental creature collector, I have a playable demo on Itch if anyone wants to check it out. The original idea behind it was for it to be a desktop tamagotchi type thing so its pretty simplistic, but I think it can be pretty fun to try and get all the unlockables and some of the minigames are pretty cool.
https://treacl.itch.io/chopikoji-gardens
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Fuckass chicken man
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This stuff.
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>>734081315
Uhhh...
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wasted the entire weekend again award
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What're your thoughts on not showing health bars or damage amount numbers for enemies? My game is meant to be more about the overall vibe and flow of collecting experience by smashing angel eggs while trying not to get utterly destroyed by the dangerous wildlife. I feel like it builds better suspense to not have an exact knowledge of how close enemies are to dying, but what do you guys think? I'm a bit out of touch in this area and personally wouldn't mind it
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>>734076514
Red goblins
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>>734083283
what if, hypothetically speaking, I'm addicted to porn and can't stop gooning first thing in the morning and then 2-3 more times during the day.
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>>734083486
It's fine if you have a very limited roster of enemies. Players will quickly learn how many hits it takes to kill specific enemies or where to hit them. If you plan on having a lot of different enemies I would include health bars at least. Damage numbers I wouldn't include regardless of which direction you choose, since if there's no health bar the numbers are meaningless and if there is a health bar the number is redundant.
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>>734081315
this things take time anon
>>734083776
hell yeah! how many types of goblins do you have already? love the undead ones, pretty neat concept
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I have AI writing all of my code for me. AI making all of my music and sound effects. AI generating my textures...
...but sadly it looks like AI is still absolute shit at Blender so I might have to fucking learn how to use this shit. This is my bottleneck now.
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>>734084273
based
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>>734082760
Same, though in my defense I did like 30 hours of ovetime last week. So I think I have an excuse for one.
Still doing a bit of ideaguying though at least
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>>734083863
>>734083801
>5% is commitment
You have to do it. can't do the other 95% if you don't commitment.
You will fail from time to time, but then to just pick yourself up and do what is needed.
It that same thing every last one of you ancestor did, so you have no excuses.
Get up, do your best, do it all over again. nothing more to it.
And if you don't do it, well then...
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>>734084336
Love this little guy.
>>734084346
>ideaguying
>30 hours of ovetime
If you have extra money or can save up.
get a small team(3 people including you) and make small and fan games.
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I just finished a BIG update for my game!
You can play it right in your browser!
https://shweetmagnet.itch.io/feed-snivy
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>>734083974
I haven't started selling cosmetics in my unreleased game yet
>>734083974
The goblins are building an army. Honestly no real way to count since some are just slightly changed vs others with unique faces and designs. I made these yesterday, still working on female goblin zombies, human zombies, dwarf zombies.
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>>734083486
I think as long as I can tell I'm actually doing damage then it'll be fine. I would be able to start getting a feeling for how much damage each enemy can take, although a visual/audio cue to indicate the monster is weakened would help this even more.
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>>734084625
he loves (You) too!
>>734084808
first one of the third row, the one with the big eye. Love that one. And overall I love your spriting man, very cool stuff
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>>734057906
Nope. My last commit is Sat Feb 21.
My friend recommended to me to stop doing art because I wasn't enjoying it and stalling progress. He said by the time I am done with the game, AI might make decent 2D art anyways.
The next thing in code I need to do is refactor the layout system because placing shit is a PITA, even though all my layouts are very basic.
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>>734085189
>quit
Don't worst thing you can do.
if you have money and Ideas, they just have other people do the hard part.
>music and sounds
just buy them, the world does not need more sword slash or lasers sounds or what ever. we have more then enough battle music and epic fight and so on.
Just buy them, it's not like your game need an orchestra.
same if you use 8x8 or 16x16 pixel art, just buy something that looks right and have an artist modify what needed, but 60%-80% are good as is.
so in the long run is cheaper
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>>734084951
Thanks, I was saving this waifu but you can have her
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Still working on my Persona porn fan game
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>>734085860
I'm a senior dev at my day job, I work for a medium-sized logistics company. We are absolutely not hiring any juniors right now and I'd be stunned if we hire any this year at all. The newest models are good enough where you basically don't need to write code anymore.
>300% more work
This is true for us because we are reviewing and tard-wrangling the AI, which is a lot of work. But it's not junior work. That work is gone and it's not coming back.
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>>734086038
I'll protect her until the very end! you can have this harpy in return
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Behold! He moves!
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Made a water shader, plus did some work on tilesets and props for the 2D side of the game.
Gonna make a pass at creating enemies here next, as long as I don't get distracted.
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>>734090496
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>>734060342
>I still hope what's here interests people, so if you're reading this (Because I know people will read it), I'd like if this was shared on other places.
Make the trailer and do it yourself. There are no foot soldiers if you sit there and do nothing.
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>>734088552
GOBLINS!
>>734090558
kino
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>>734057906
Progress is slow. Just added the algo to seperate the world into different regions. Figured out today, that I need to completely redo it, actually. But Im going strong.
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>>734083486
Some of my favorite games have diagetic health bars, as in you can tell how much health they have from how fucked up they look, from simple things like them having a super bloodied texture, gore chunks of them are missing (this is probably hard), wounded animations, etc.
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Look at him go!
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Started work on some sword swing animations.
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>>734093829
>>734094124
Whoops didn't mean to reply to grey karby here you go
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just updated my steam capsules with new art
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>>734094124
Thanks. It's for a parasite steal mechanic to change the stubby punch attacks to a long sword swing.
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Just some misc. progress from this week
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This run cycle is much better
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>>734096947
In a totally non-erotic sim game way, r-right?
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>>734096303
Fuck it, I'll join. I may not be particularly fond of the Japanese way of life at all, but I might as well come in just to Logan Paul that shizz with my AMAZING GAME.
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>>734094124
>>734094284
Are you sure you didn't mean to reply anon?
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My goal is to make a psuedo-3D point and click game a la Myst where the movement and interactions are all pre-rendered stills (albeit on a much smaller scale, probably a single room with a couple puzzles). Am I setting myself up for a bad time? My reasonings for going pre-rendered are 1) I have no idea what I'm doing, but I'd imagine it's probably easier to program "if you click here, pull up this image" than it is to program a fully 3D game, and 2) I don't know how to 3D model or animate. But I also understand it's a lot of tedious work to make every single 2D image from every angle needed for the game to function properly. Should I just bite the bullet and learn 3D?
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>>734100486
Games are hard but the point and click style is relatively simple, i recommend you watch the video from the original Myst CD that shows a little bit of the development process. that style of game is pretty simple, you could probably make it in a free visual novel engine as long as it allows clicks and inventory items.
https://www.youtube.com/watch?v=xBtLZDPnYlM
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I need some advice bros
I started recently writing down my plans for my dream game and now I'm worrying that the world I want to create is too derivative of what inspired the game in the first place.
How do I make my world feel less derivative? or should it just wear the influence on its sleeve? or is this entire thing just me overthinking things?
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>>734101035
instead of copying one thing, copy multiple things. That way it all will get mixed together and it'll be less obvious that you've copied
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>>734057906
Does anyone have any resources for optimizing or understanding optimization for Unreal 5? I'm inuni for game designwhere I'm forced to use this dogshit engine and would hate to become part of the problem when it comes to devs releasing unoptimiized unreal slop
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>>734100814
Could you elaborate a bit? I've always seen people say that 3D is very complicated even with all the work modern engines do handling stuff like collisions and whatnot.
>>734100873
I've watched this, but thank you nonetheless. It's actually what got me concerned about the amount of work required for making a pre-rendered environment.
>>734100962
Boring.
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>>734100486
i'd advocate for just make a real time 3d point and click game but i wouldn't know if pre-rendered 2d point and click is any easier. i actually played one a few days ago because it's free on epic, it definitely gave me those myst vibes
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making a new skin for the main character
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>>734102282
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I'm building an ambitious strategy game, taking inspiration from the total war games; grand strategy map, with on-map battles. I just spent all weekend planning and trying different game engines, ended up landing on Unity instead of Unreal. I really hope I don't regret this decision. I just finished creating the grand strategy map terrain with biomes, stretching from Spain to China, norway to India. It lacks the polish, trees, rocks, towns roads, and other objects that will bring the map to life, but damn does it feel good to have a global curved map and camera built out. I can't post a picture because I'm in bed for the night.
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still working on my wizard-themed fps thingamajig
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Don't worry he is just a mage..
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>>734107036
man..
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air recovery options
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earth recovery options. Idk about it from the air since he just kinda flips around.
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and fire recovery options
>>734108232
thanks
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>>734096626
she cute
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>>734102162
how many skins are you making for the character? I'm curious because I want to know what kind of workflow i might need for making multiple skins for a game. There aren't many resources online about it. Only a MakeHuman test project you can use in godot.
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>>734109613
I don't have a gif for that yet
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bloodbending progress
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>>734110459
I mean, of course, there's useful criticism and then there's stuff you just filter out, because it's meaningless. But for those who actually have something to say about it, i do value it, good or bad.
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Ui for Mongol
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I'd say these are most of his sprites done. I want him to pick things up and throw them unless he's crouching, and I want it so he can blow two bubbles at any one time to get a higher bounce off enemies when jumping on them. I'm also trying to come up with a more iconic death animation, right now it's just him spitting out his soul.
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On the code side, I got two things I'm struggling to handle.
1) He can't move at all unless I jump first. After that X and Y collisions don't cause any issues.
2) I need to figure how to add an array or lookup table because his current jump arc is lousy.
Also created slope sprites to follow along with the GameMaker tutorial tomorrow.
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>>734111884
Motherfucker I forgot the image.
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Bros
kino department called
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>>734112025
Right, which is why I thought of an array. Not for X Y positioning, but to control the jump so that it slows near the peak of the jump arc and then lets him drop quickly. I want it to feel like a caricature of Mario's jump from SMB 1.
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>>734112165
I just don’t think an array is going to do that. I usually use arrays for the sake of a graph, and while I’m not speaking from a place of experience with using an array for physics, I just don’t know if that’s how it works
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>>734112165
what if you applied an x directional force in the same way you apply a gravitational one, but it only gets applied when you have jumped? I'm pretty sure there are lots of tutorials that apply air resistance
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>>734057906
>>734113024
Have a thread up for my question, actually
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>>734057906
I was and its been going well, but I put some relaxing piano music on and now I'm actually too relaxed.
I was feeling a bit lost but I've wrestled out a problem I was having with my pathfinding (didn't fix up some code I copy-pasted from an old project properly to account for changes) and now I'm ok.
Hopefully once I've done a little more I can start showing off the barebones basics of my NPC system, I just want people in my game to feel "alive" and actually do things throughout the day and have schedules like Oblivion NPCs did.
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UI hell..
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>>734118705
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>>734084664
I played it already. What will your next game look like?
>>734106075
>>734107581
Looking good
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>>734078258
The Dialogue Manager add-on for Godot seems to handle it just fine.It's got support for conditionals, and even inline conditionals. So instead of having to go
If met_billy == false:
Billy: Hello.
else:
Billy: Hello again.
You can just go
Billy: Hello [if met_billy == true]again[/if].
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>>734124826
Well I doubt UE will be the easiest to pick up for a 2d sprite based game I need to clobber together.
Does godot have enough documentation to make it work, or should i just do unity/gms like everyone else.
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>>734125191
well, tell us more
"need" makes it sound like someone's asking you to do it, my guess would be an university assignment, as an actual job would probably be looking for a specific engine experience
so what do you want to make it for, do you have any future ambitions or is this a one-off thing?
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>>734125375
Yeah, its not a job, its not exactly an assignment either but down that line. The question is mostly because I can somewhat clobber it together with my basic ass programming knowledge, but it is meant to be a one off thing. Polish it up, enough for it to be a full playable project from start to finish. So it does not have to have any bells and whistles, as long as its functional.
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>>734124712
Easiest is 100% Unity because there's undoubtedly hundreds of tutorials for this.
>>734125191
Godot documentation doesn't hand hold you. There's some pages for math, making a basic 2D/3D game and shaders but the rest of it is purely just telling you what class inherits what and what methods and variables are available.
Not to say it's not relatively easy, Brotato was made in Godot. But you're not going to find any walkthroughs of making a vampire survivors in the docs. You'll find methods and functionality about the engine that makes it fairly easy but putting it together is your job.
Probably also has tutorials for a vampire survivors game though.
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>>734108341
Thank you, that's what I was trying to go for!
>>734119317
I don't have anything up yet. I do plan on the game being free though, so I'm not too concerned about total wishlists. Just keep an eye on these threads until I end up making an itch.io page!
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>>734125657
So like a prototype, and you don't care to keep making stuff to the point of this being a long-term engine choice or career, well then yeah doesn't really matter.
Basically any of the three you mentioned can draw a sprite that you can move with WASD, draw another sprite that beelines to you x1000, give a health value to both and then few pickups and fancy weapon effects.
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>>734126670
>So like a prototype
Correct.
>>734125757
Alright, godot is a no go then. Sounds ok for a longer project, but I want to be able to look up concrete solutions on the quick without resorting to ai code.
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>>734097882
>That's a great idea
It wasn't even planned haha, I just wanted to see how much I could squeeze out of GM. Turns out, a lot.
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I sold my PC and moved countries so I ain't devved for ages, but boy do I have a hankering for it again. Since 2d animated sprites take ages to draw, should I switch to 3d?
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>>734129491
Also should have seen the amount of bullshit I went through just to get pic related changed into lowpoly 3d with colours! Lel do slopdevs really have to battle that hard or is elons one just shit?
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>>734130426
well in pygame you write everything
if you want a vampire survivors guy, you need to call his hitbox, his sprite, his object, his position, etc every frame.
In Unity you just drag a sprite in, add a collider component, and it works
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>>734129491
>>734129626
Hey I remember this. Where's the dogs?
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sometimes you need to get a little silly with it
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>>734132416
>>734132553
What this anon said. 5k usually for summer 2k for the (now discontinued) winter shows. Aiming for 6k-8k this summer.
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What engine would be a good choice for an RTS game?
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>>734058387
I did, and then more today (I don't have to do a lot at work, so I mostly just dev there, on the shitty computer I had to build myself from spare parts). Made wizard's swap look better, made 2 levels (both based on what we saw of Order of the Sinking Star), and fixed a bunch of bugs.
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I'm working on a porn RPG
https://mega.nz/file/asBjSSbJ#tYk-Fk9Jqx0dpfAEoJlJK3Z4XrgjN2mKDQ28ORZg us4
Animations will be a pain but at least I've got something to show after months of just coding
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>>734134076
Oops, forgot to trim the recording. Anyway, the other level I've recreated. I'm certain that I did it correctly, but I haven't yet figured out how to beat it.
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>>734134215
Found a bug.
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>>734133670
Isometric gets slow with unreal.
>>734133729
This
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Hello, I hope everyone is doing great.
I've been working on the prologue chapter of Kyubu Kyubu Dice, starting with the introduction of Teresa, the main character. This part in particular happens right after the lore intro of the game, it's been fun so far and it's moving forward.
Keep at it lads.
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>>734134747
Fixed the bugs + found a solution to the puzzle.
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if any of you have any suggestions or preferences or even some material they could share in regard to goblinas, fairies and elven ladies, I'm all ears
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>>734138984
>>734139226
thanks frens
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>>734112218
At first i made them from scratch, I have one rig with several different bones, even if not all skins utilize them all (maybe not the most optimized but i don't know a better method yet). So each outfit is a different model. We've tried the other method of just toggling them on and off but having them all loaded at once was too intensive on the game.
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I'm two weeks into an idler game... I need to start learning blender though cause I really don't want to use store assets but I'm also more a programmer than an artist so my art will be low poly DOGSHIT
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where are the cnnuy games?
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>>734141409
> So each outfit is a different model.
I figured that's what I would need to do. Thanks
>I have one rig with several different bones, even if not all skins utilize them all (maybe not the most optimized but i don't know a better method yet).
You could take the base model rig and then just make the extra bones for the needed skins, then just load in the different rigs with each model. Although, idk how long it would take for the newer rigs to be brought in or if that would even matter
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>>734140185
They look like this. If you think thats ugly, wait until you see dwarven females
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>>734141587
I believe in u, anon
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>>734141772
>You could take the base model rig and then just make the extra bones for the needed skins, then just load in the different rigs with each model.
That could work too. I'd have to talk to our programmer as I dont know crap about optimizing. I just do the art and level/game design.
Also, pic related how we do our outfit changes. Since the rig is the same, we just swap the mesh and material of the model.
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>>734142094
I mean you got models that you have created and rigged... I don't know how to do that yet. I'm just using store assets and most of my "game" is entirely code at this point. There's no user interaction at all (hence idler) it just plays itself.
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>>734057906
I'm finding a MVC pattern to be a difficult thing to implement in Godot, and I was wondering if any anons have been successful with that? I'm considering if I just want to do something that's more code-focused and build my game with a TypeScript framework instead.
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He does backflips now
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>>734144081
Yes because imagine this motherfucker pulling out lethal murder combos on you.
My overarching idea was "How can I make a survival horror game where you aren't gimped to high hell" and the solution was to make the enemies able to do shit like this
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>>734141187
>why add goblinas?
it's for a different project, a spin-off game focused around the goblins. Once I release a demo for the current one I'll take a rest from it. In that other project I'll be working with someone else tho so I expect to be able to come back to the main project from time to time
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Would you beat him in a fight?
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>>734143606
kek, I'm glad you like her anon
>>734144106
naruhodo
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>>734144018
poultry brother
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>gamedevving on Monday
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>Failure: Your store page has failed our review because the written description doesn't fully explain what features and content a customer can expect to be included with their purchase. We would like to see some more detail about the gameplay and features.
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>>734146393
Specific materials to each model. Some of them can be made into an atlas, but most outfits are unique so the material is as well. It's just that my naming system is whatever I feel like at the moment, so it looks a bit weird in the picture lol
Here's what the next one I'm texturing at the moment. Would anyone care to input something to be written under the cat face?
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>Failure:
Your store page has failed review because your Early Access answers do not fully explain what a customer can expect from your app. In particular, please expand on the answer(s) to the following question(s):
>- "How is the full version planned to differ from the Early Access version?"
This answer should give details about the features and content you plan on adding. In Early Access, it's very important to give customers a clear expectation of what features and content is missing before the game is considered complete.
Yea but I can't be specific about it?
>- "How are you planning on involving the Community in your development process?"
>The community plays a crucial role in Early Access development. Give details on what impact they'll have on the game's direction. If you have preferred methods of communication, share them here.
How the fuck is
"Hopefully the community feedback can help balance the game and help make multiplayer a smoother experience. "
not enough?
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*sigh*
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>>734090929
cool map!
map gen can be such a pain sometimes, but satisfying when you see progress.
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>>734144508
thanks!
>>734144567
I hate DS2 lol but yeah sure, I'll look into that. Ty for the idea!
>>734144921
yeah I want to finish it! But it's a very big project and I could use a break from it while working on something else for a while
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I don't know what format I should be using for 3d models. (in an OpenGL game without an engine)
I'm trying to make a pretty low fidelity game with simple models and animations.
The way I've got my shaders working at the moment, it only displays static models. Each vertex just has an X,Y,Z position values, X,Y texture values, and an integer for which layer of a 2D Texture Array to use.
I want to have animated models soon enough. I'll probably be using another shader just used for that. For that, I want to use an actual format and Assimp rather than just making my own format.
Maybe this is important, but for the animations, the plan was to have all of them just use four pre-set frames rather than interpolated in line with the game's framerate.
I'm trying to make a game that emulates the graphical style and feel of an old Doom-clone or early 3D game without actually using the same methods. So 3D models are loaded and drawn once for each of eight viewing angles in each animation frame, and all stored in a texture in memory to be drawn to a billboard sprite instead of the model itself being drawn. This way, I can have things like enemies who show the equipment they're using on the actual model, and will drop once they die without having to draw and store every permutation.
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>>734090929
>>734147176
Is this all custom code or are you guys using some software to generate this?
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https://www.youtube.com/watch?v=4aGDCE6Nrz0
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Which tileset looks best? I feel like the sloppiest painting still looks better than lineart + paint beneath.
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>>734152041
>the market is dry
Markets don't get dry, they stagnate.
What this means for you is you need to innovate on the game. You can't just release the same game with a new paint of coat, you have to do something new. The difference between your game and another game shouldn't be essentially an asset swap.
>Lunacid
Never heard of it but it has 10,473 reviews. That's a lot for a game, there's a big market for similar games, it's just a matter of quality and marketing.
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>>734153168
It is closer to my current vision, which is a game that looks just like old anime. But I'm not a great painter, so it's harder to make. Right now, I think the extra effort will be worth it.
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Improving animation flow, reworking attacks.
If you get hit you get caught and need to unwrap yourself.
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>>734147176
What's being done here? Doesn't look like perlin or cellular blobs to me. Did you do something like make a dungeon generator and then raise the 'rooms' using a heightmap or something? I really like the look of blocky shelves/platforms over noisy terrain, makes me wish it weren't a td game so I could walk over it.
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>>734154331
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>>734153756
I prefer that kind of style too, probably why I like the right too, it's a similar vibe I think? Or at least it seems to me.
I haven't done research into it but I imagine that there's quite a lot of interviews and documentaries that cover that art style which would be worth looking into to help develop your skill. If not anything first hand I'd expect a few YouTube videos covering it that'd be useful too.
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>>734154978
Yeah, they give some interesting insight. Recently, I found out a way to mimic the look of the watercolor skies used in many of these backgrounds. The artists behind them used this effect in many creative ways.
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>>734154345
it's a big grid of cells that are raised one step at a time to form blocky terrain, i'm currently trying to make it more smooth by placing slopes etc.
and it's fully walkable, it's for a third person roguelike game i'm trying to make. TD is just the id/name during development... i should probably remove it from the filenames desu.
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