AGDG - Amateur Game Development General

Remember when half the thread was roguelikes? edition

> Next Demo Day 18
itch.io/jam/agdg-demo-day-18

> Play Demo Day 17
itch.io/jam/agdg-demo-day-17

> Play Mecha Jam
itch.io/jam/op-mechanoid

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (embed)

Previous Thread: Previous Demo Days: pastebin.com/74btH1aJ (embed)
Previous Jams: pastebin.com/mU021G8w (embed)

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

webmshare.com/play/9VxQz
slate.com/articles/technology/future_tense/2016/10/the_paradox_of_procedurally_generated_video_games.html
boards.fireden.net/vg/search/text/"i give up"/filter/text/
godot3builds.digitecnology.com/
twitter.com/NSFWRedditVideo

If you don't want to thrash the cache, individual entities shouldn't store components at all. You should be storing multiple entities at once with more of a structure-of-arrays layout and referring to individual entities as indices in those arrays.

its getting there

Would you rather play a 3D third person mecha arena combat game with customizable mecha, or several pre-built mecha?

reminding everyone of my awesome technical achievement that NO ONE has been able to replicate

a complete game, stop floundering over stupid shit and just like make game - after you have all the mechanics programmed, then refine your game design

You'll want those indices to point to some data structure full of components, won't you? So what do you store them in?

Does anyone know how Unity's tilemaps work? Are they purely graphical or can I store other data in them and use them as level files?

One way you'll get that result is that vert likely isn't weighted to any bone, so it stays at it's position of the model in object/edit mode.

Turning on two weapons at once has left me wondering if I abandon my ideals for a game with 4 arms.

webmshare.com/play/9VxQz

I have trouble with worrying too much about what other people think, and as a consequence I've started several games with images in my head of friends praising me, getting lots of players, etc., instead of with excitement about the game itself.

I'm now setting aside the opinions of others and starting on what I personally really want to make. Even if it'll take a while and I won't have anything to show off at first, I'd really like to make an RPG with grid-based combat, kind of in the vein of Ultima VI but with more intuitive/"modern" controls.

I've been using GameMaker for previous work. Would something like this even be doable with an engine, or would it get too bogged down? Do I need to set aside game development for a while and learn a programming language, then find a library to use?

YOU HAVE 10 SECONDS TO PROVE YOU KNOW ANYTHING ABOUT THE GENRE OF YOUR GAME

Arrays, ideally all based on a single dynamic allocation. Even using individual vectors is wasteful because they're separate dynamic allocations even though the capacities and lengths are uniform, and you want insertion and removal to work in O(1) time by swapping with the last entity instead of shifting in O(n) time. This is for each particular entity (arche)type, you wouldn't use the same storage for everything. I say archetype because it might be more efficient to interleave entities of different types in the same storage and use limited branching to differentiate them when necessary.

Does this look totalitarian enough?

Don't enginedev, especially if GML is the only language you know.

Is Ultima VI a first-person dungeon crawler like SMT, or is it 2D? Either way, you'll probably want to learn C# and switch to Unity, because GM sucks, but if it's 2D you CAN do it in GM.

I sequence break and 100% action adventure games (for a Metroid Prime-like).

>letters on the logo

How do i get a job programming video games?

>I have a portfolio
>I attend game jams and network
>I produce basic concept games
>I have a programming degree

Problem is i live in Toronto and there arent that many game development jobs. After 150 applications i have not gotten a single honest lead. Im getting really demotivated and im starting to feel invisible, what should i do? Im broke and i cant go on much longer, nobody seems to hire you if you dont have 2-3 years of AAA+ Experience

Are there any UE4 Dev groups, or anybody in the Toronto area willing to give me some advice on how to break into the industry?

I know i could do better, im going to be producing a lot more content to showcase during game jams but its all worthless if it doesnt connect with the right people

>text on the flag
>not Ministry of Truth
Step it up

What choices does your game force the player to make?

It's the party logo, stands for socialist justice party

Only because "Ministry Of Information" immediately evokes 1984, and that's just text. The SocJus banners seem more revolutionary than anything. Aside from that it's a boring office room. So no, not really.

>game jams
>basic concept games
Do you have any games which are actually fleshed out and finished?

>I have never seen a penguin

I played through most of FE13 on Hard.

its just plain overall, but I'm no designer so I can't help. using IRL as a reference is never a bad idea though

The choice to live or die.

It's 2D, though you can do 3D with GM these days, both literally and "fake 3D" projection like DOOM uses.

I'll check out Unity. Thanks for the tip.

>though you can do 3D with GM these days
I know, but I've heard only bad things about that feature. Plus, GM as a whole just sucks.

testing out mixamo animation on my models

i know i should but i cant make decent props using 3dmax - ive made a 2d run and gun, 3rd person shooter with zombie mode and a generic fps adventure all with one stage levels that basically show im capale of setting up the fundamental infrastructures - i know i have the skills and talent to work but it just doesnt seem to be enough

should i just create a full game [ 1-2 hours long ] will that really help?

Are there any UE4 groups or other forums/boards where i can congregate and meet other people who are 100% serious about a career in game dev? Sorry for asking to be spoonfed im just curious to what resources you would suggest

that's adorable

>chromatic abberation
>nonsense grease spill decals everywhere, even on the roof
>clearly a shitty asset flip walking sim
>LE SOCJUS BAD GUYS LOL
ready for /pol/

you're gonna get mad at this post and call me a communist and trigger yourself over soy products

Would you play a low poly Daggerfall clone?

>forgetting to apply texture

If the gameplay was actually as good as (or better than) Daggerfall and the world was interesting, yes.

why don't you just make a game and self-publish on steam instead of trying to join some company in toronto?

Damn, that's a lot of butthurt.
I have only one thing to say.
Where's your game?

I tried to play Daggerfall once and I couldn't get out of the cave without dying because the combat was pure RNG, so probably not.
Isn't most of the game generic procgen blandness, too?

Jams represent the easiest part of game development, actually taking a game over a series of months to (perhaps commercial) release is much more impressive than 10 small projects.

UE4 has a bunch of events on meetup.com, check if there's one for you. Also Unreal Slackers discord.

I feel like some dictatorship wouldn't allow cumstains all over their walls and ceiling.

kek

>not many jobs
>150 applications

mate you're obviously just shit if you can't even get an interview after that many applications, either your portfolio is fucking trash or your education

Are you defending chromatic abberation?

Unity downloaded and installing.

How do I even start to structure something complex like this?

>Where's your game?
google FUNC_MAZE2012

Working on one of the enemies now. Model is a placeholder, but the attack portion of it is almost done.

Also was reading about why there aren't a lot of starfox clones, and the genre doesn't seem to be a big seller. Which kind of lets me down since it's a big portion of my game now. But I read that a lot of people think if they just took starfox 64, put in different missions, and added some RPG elements, it would do a lot better. So I'm toying around with the idea of a leveling system based on how many enemies you kill, as well as a loot system where enemies that you kill will drop certain items that will let you upgrade different aspects of your ship.

First, do some of the official tutorials to familiarize yourself with the environment. I think they're simple enough that you should be able to learn C# as you go.
After that, you'll want to look into the docs for 2D stuff like tilemaps, and if you're using pixel art you'll need to configure the camera to not distort the fuck out of it. You can find all this on Google.

Also, you may want to download Godot as well. I'd suggest trying both; Godot has less documentation and fewer tutorials, but is generally better suited for 2D.

Nothing wrong with CA in small amounts

wow start vertical slashing any time

I'm not actually sure how my game should function. I thought about a point and click but I'm not even sure if that's right. I thought a hybrid with that and some turn based system too or even puzzles. I suppose I should ask myself what I'm trying to convey.

>Isn't most of the game generic procgen blandness, too?
Absolutely not. A notable aspect of Daggerfall is, as one speedrunner put it, "Everything in Daggerfall is always there, all the time"

The game is very much set, like any modern CRPG.

>unorioncally using stolen assets in your progress posts

hope you have an LLC once this gets traced back to you mate

>UE4 has a bunch of events on meetup.com
im too prideful to use meetup.com but unironically i would recommend it

I was once at a gaming lounge by myself and some guy was eyeing me funny, I thought he was just also there alone like me or maybe gay and dtf or something but it turned out he was there for a meetup.com group and was just quite early and thought I was the header guy of the meetup group. We shot the shit and, being friendly, he invited me to their group and we played some board games once the rest arrived. He was a cool dude and his group was pretty cool too. I think one of them was in the army or something too. I didn't follow up with them but I met them there again randomly another time and had just as much fun. Didn't get smashed in the ass, but would recommend anyway

Legend of Grimrock?

Yes, but most of it was procedurally generated. Procgen doesn't mean it changes.

>Procgen doesn't mean it changes.
modern understanding is that it the world (or some other aspect of the game) is generated at the start of a run

Daggerfall is not proc-gen, it's just shit because they were coming off of TES Arena, which was never meant to be an expansive RPG, and they didn't know how to make an expansive RPG yet.

Thanks, user.

You're a real human bean and a real hero.

I’ve thought about it, but it will take months of full time work and i don’t have money to pay for asset packs or animations or props and 3d models
.... but i guess i can try to make a newgrounds tier game and even if it makes me $500 or something il earn some experience and attention from big players
my portfolio isn’t "trash" but it i guess they seem like very basic templates because they are just projects I built using YouTube hand holding tutorials , i went to a local college so i guess my education isn’t a strong suit but i do a lot of self-reading
I suppose your right though , I should be working a lot harder and making a serious effort other than presenting basic template games as a noteworthy achievement :'(

Fuck off with this shit.
>procedural generation actually means randomized procedural generation
So what do you propose we call the umbrella term instead of procedural generation?

Elite Dangerous is procedurally generated. That doesn't mean that each of the 400 billion stars is regenerated every time a player reloads it, that would be silly. Procedural just means "rule-based".

>Daggerfall is not proc-gen,
But it is. They wrote a script to generate much of the game's content, which is the only reason they were able to make the world so big.

I own a 4x scope and can't even use it for very long during the day because what little CA is on it actually hurts my eyes a lot, and any CA existing at all is a mark of shitty optics that shouldn't be used for anything critical

prove it

i unironically enjoy reading development history even for games i dont play or like, the solutions people find to problems in development fascinate me and im willing to cede that it was procgen'd if you can supply me such a document

to get a gamedev job interview you have to have two things: a finished game that is easily accessible, even a Flash game and a few code samples -- that's it

no one reads your resume except the cunt in HR who filters through the keywords

I'm not sure, part of me thinks of the void too but none of these quite fit. If I Can't figure out something soon I might just draw a comic instead but I would like more for it to be a game.

Absolutely wrong.
First of all, it makes no sense unless the player's viewpoint is meant to be a physical camera or other lensed device existing in the game world, because it's not something human eyes do.
Second, it looks like garbage 99% of the time.

slate.com/articles/technology/future_tense/2016/10/the_paradox_of_procedurally_generated_video_games.html
Did you really think they made a game world the size of Great Britain by hand, 20 years ago?

considering it's just a big PNG image and tonws that mostly look the same (which actually are procgen themselves in that they are generated by arbitrary definitions like "this town has 2 inns and one palace" with a dose of randomness to add fluff, rather than having been made in full by hand, iirc, though the position of the towns is set) it doesnt seem any harder than kids doing "level design" by ms painting green and blue blobs

like i said, every location in Daggerfall is always there all the time. interiors and towns inside are procedurally generated, but the world map and the number of locations is not

also it's bethesda, they made morrowind 15 years ago and thats pretty big and is all (or at least mostly) hand-crafted in 3d, even if some bits are modular or sculpted on a very large scale

thx for the article tho bby, slate is trash but skimming it has been good, ive bookmarked it for when im not drunk

Progress, lads

>for when im not drunk
>you're drunk right now
Why the fuck are you on AGDG.

Offline/deterministic procedural generation is still procedural generation you idiot.

DELETE THIS

>it doesnt seem any harder than kids doing "level design" by ms painting green and blue blobs
That is the problem; by pushing the workload onto an algorithm they generated a very large but bland world.

>like i said, every location in Daggerfall is always there all the time. interiors and towns inside are procedurally generated, but the world map and the number of locations is not
I don't think you understand what procedural generation is. Not once have I ever so much as insinuated that Daggerfall's world isn't set in stone. What I said is that most of it was generated by a computer.
No Man's Sky isn't random, either, but it's still procedurally generated.

>also it's bethesda, they made morrowind 15 years ago and thats pretty big and is all (or at least mostly) hand-crafted in 3d, even if some bits are modular or sculpted on a very large scale
Morrowind, Oblivion, and Skyrim are all tiny compared to Daggerfall. The scale is not comparable.

>slate is trash
Agreed, but finding an actual citation for a bit of trivia about a niche CRPG released 20 years ago is not very easy.

Is this source? It looks like source. Get this off of my fucking thread.

>No degree in programming
>Came 4, 12 and 82 in some ludum dares I've entered
>Got first video game job I applied for

GIT GUD.

does anybody have the "i give up" dog image?, i kinda need it rn

>No Man's Sky isn't random, either, but it's still procedurally generated.
isn't no man's sky different from playthrough to playthrough?

the world of Daggerfall, as in, the world map, is set in stone from run to run. the universe of no man's sky is not, at least as far as I know. maybe i've been misled by marketing but the key here is that the world map of daggerfall is set, but the interiors of those locations are not. any blandness from the quest progression and overworld movement of Daggerfall is the fault of active design rather than procgen. dungeons and towns are procgen but quests and town positions are not

i.e. Cherenbrugh will never be in a different spot no matter what and you can guide your character there no matter what, but depending on some dice rolls or other factors, Cherenbrugh will have two inns instead of one. But because of how the game has to progress, it will always have at least one inn.

Why is source so hated here?

Google "Func_Maze2012"

It isn't, just a samefag

it's just a few wankers who post source pics and bash them over and over

looks too dirty
totalitarians are orderly, psychologically speaking
they would not allow this

boards.fireden.net/vg/search/text/"i give up"/filter/text/

>/agdg/ is so blinded by hate towards source that they can't recognize a picture of Depot from GoldenEye

thanks

>isn't no man's sky different from playthrough to playthrough?
No. Star systems and planets are generated from their coordinates, so you can share locations with other players.
Elite used a similar system 30 years ago.

>the world of Daggerfall, as in, the world map, is set in stone from run to run.
Again, I have never suggested otherwise. Not once.

>the key here is that the world map of daggerfall is set, but the interiors of those locations are not. any blandness from the quest progression and overworld movement of Daggerfall is the fault of active design rather than procgen. dungeons and towns are procgen but quests and town positions are not
Do interiors actually change from playthrough to playthrough? I assumed they used some fixed seed, and I get the impression that you're misremembering how they work because you don't understand what procedural generation is.
And although the location of each town is probably not procgen, the actual terrain of the map is.

Now, please, look up what procedural generation is

I hope you anons aren't bored of seeing my ui simulator yet.
It's going to be an rpg I swear

Frauki never really dies!

whats that character even supposed to be
it looks like a high school soccer uniform

>No. Star systems and planets are generated from their coordinates, so you can share locations with other players.
interesting, im not familiar with NMS and thought it was 100% procgen/randogen from save file generation

>Again, I have never suggested [that Daggerfall is randomized]. Not once.
I'm not trying to argue, but the phrase "procgen" does imply a certain degree of randomness that it set at save file creation, and not the act of using an algorithm to create things during development. if we take the latter meaning, it loses usefulness, since most games have procedurally generated assets -- MakeHuman and SpeedTree are fantastic examples. Substance painting rather than manual texture creation is procedural generation, as is just subdividing faces in any 3d program. "procgen" loses a lot of meaning when it's taken to mean things that are done in the course of development rather than at the start of play, and i implore you to use it only in the sense of game assets that are generated at start of play or on demand during play based on nonrandom factors.

>Do interiors actually change from playthrough to playthrough?
They're made of sewn-together bits, and have randomized monster sets that are weighted by the "difficulty" of the area, and quest progression needs. Sorta like Spelunky, I guess.

looks like windows 8 but with worse UX considerations (why is it so reactive to the cursor when things arent being clicked?)

Who cares!!! You're jumping around fighting robots and exploring

>the phrase "procgen" does imply a certain degree of randomness that it set at save file creation, and not the act of using an algorithm to create things during development
Sorry to break it to you mate, but you're retarded. Procedural = Algorithmic
Generation = Creation

Why is is such a hassle to make webbums. Why can't they be as simple to use as Licecap...

why use a procedure if you expect the same results every time
people hand model worlds they want to be the same every time

Where can I download a pre-built version of Godot 3.0?

>why use a computer to do something when you can do it by hand

godot3builds.digitecnology.com/

wut?

>people literally make money off other people who are too retarded to learn trigonometry

if you want to be autistically literal everything you make on a computer is procedural and generated

How is that fake 3D?
It looks like normal 3D from a top down perspective.