-------- AGDG Weekly Recap -------- Fill out the form to be a part of the weekly progress recap. Submissions will be accepted for at least the next 36 hours.
Welcome back: UW City Night Generic Zombie Shooter Redux
Gavin Rivera
nth for never making games but enjoy seeing progress from cool devs
Tyler Price
...
Blake Morales
let me hold on to an idea for the gamejam bro.
Charles Morales
>tfw I make a progress but I have nothing to post to recap guy
Christian Brooks
What if all including you are afraid of progress?
Bentley Murphy
----[ Recap ]---- Game: Infinity Spire Dev: SDC Tools: LuaJIT, C, Love2D, GIMP Web: n/a Progress: +rewrote the engine entirely over the course of a couple of days +including a new collision detection code, an actual system for properly detecting input, lots of other basic stuff -still no art to show (hopefully will change in the near future) -demo for demoday will probably be shit and not do much...again
Evan Ortiz
O-only 14 levels and 8 more bosses to go ugh I'm losing sanity.
Aiden Long
Those levels look really small. Does the gameplay pose a challenge? Do you have a demo or a clip of a full level playthrough?
Ayden Edwards
Thats the typical gamedev insanity when you stick with the same project for 1+ years and dont fuck up with side projects get used to it.
Christopher Morgan
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Ian Fisher
>What if >if
Isaiah Ross
As i said in the previous thread, is anyone willing to make models for me? It's just low poly stuff, and i am willing to pay as long as it's per-model and not per-hour. Animations would be good too, but not required, i know how to do simple rigging and animatin'.
Cameron Anderson
why does every level seem like a reskin of the same level
Logan Roberts
Mind saying what's needed? Barrels? Dinosaurs? Even if i can't help i wish you good luck on your project
Charles Jackson
>i know how to do simple rigging and animatin if you know this you should know how to do simple models nigga
Cooper Thompson
found the random color in Krita. cool.
Grayson Young
it's cute and nostalgic!
Connor Russell
Characters and enemies mostly, i'm working on a 3d RPG.
I do, but it's too time consuming and i'm still pretty bad with things like hands and feet. Considering i work, go to college and i'm the only person working on my game, i need help with the art stuff.
Owen Ross
----[ Recap ]---- Game:Mech game that should be dead Dev:Tomo ge Tools:UE4, blender, gimp, krita Web:twitter.com/TomoGeGamedev Progress: + rigged, animated and partly implemented new enemy + finally devised a proper workflow to make levels and import them + simple level geometry and basic textures look better than I expected + couple more VFX + found out the camera math used the wrong transform, camera works far better now, adjusted its movements + misc gameplay fixes : limiting rotations to not go past 45/-45 pitch, shooting spread on AI + have no error messages after playing for the time in months - Missile collision is broken again - Need more misc items to decorate levels - need SFX for demo day - Didn't do too much overall last week.
Jayden Phillips
----[ Recap ]---- Game: Project K2 Dev: user Tools: Unity, Maya, PS, Substance Web: - Progress: + More level design. + Rebuilt navmeshes. - DD build won't be as polished as I would like, I'll probably just dump what I have at the moment.
Austin Ward
i can confirm this is real
how to fight it?
Jonathan Long
you should be banned for making too long posts and fucking up recap image
Dylan Perez
Got mesh stitching and hair physics done. But, how do I make the hair rendering look good? Anybody know good stylized hair methods/references?
Christopher Barnes
I think you're getting confused that the artstyle is cubes so all the art has that same cube tone.
Iv made sure my levels are all different shapes, all have new mechanics, enemies, and tras introduced (on each one) and all have environmental and pushblock puzzles.
Hunter Foster
Are there any legitimate books for making vidya? Not that Packt shit.
Julian Cruz
Do you believe in the indieapocalypse?
Owen Martinez
You're only motivating me further by posting this every recap.
Leo Torres
delegates are fucking incredible. time for me to probably misuse them.
Brayden Perry
no
Gavin Morgan
I found "Holistic Game Development with unity" a good overview. Even if you are using a different engine (eg I'm using UE4) the general concepts are the same on how engines and physics work. (I have it on kindle) Also have skimmed "Game Theory 101 The complete textbook" for more indepth theory on decision trees etc for implementing AI / designing gameplay. Don't recommend this unless you are deep into theory. But this guy has a bunch of youtube vids too which summarises concepts from his book.
Jaxon Sanders
Yeah I do but not for the same reasons others do. I personally think it exists in the PC gaming space because of the general indie dev space as a whole on PC was advocating for a $100 steam direct fee with the excuse of "We need open borders for anyone to upload their games to steam this will improve the industry for developers", and I sat in the background whispering months before the direct went through that $1000 for the direct would be better and $100 would harm the PC gaming industry on steam as succeeding and making as much cash would be tougher.
If you can't put down $1000 for your game I personally don't think you and your game should be on steam, and I had a good reason for that because I warned $100 direct would flood the market, making so much shovelware on steam that even average good games would have trouble because now you NEED to have a marketing budget and marketing memetic tricks to succeed at a level that was much easier to succeed without marketing and meme tricks 5 years ago.
Though people called me a nazi for my view on it as they said I'm cruel for not letting the littlest of guy upload their work easily, but I think its crueler to make the situation harder for everyone with a market flood, than to let the people who are actually good in the industry reap the success they deserve.
If you can't say whose feelings matter more in this debate and its an endless back and fourth well I think the quality of the market matters the most and for sure the quality of steam, gamers talk daily heavily now about how they even notice steam is flooded with garbage now.
I don't think the indieapocalypse exists on consoles however thats why I'm aiming for all my work to be on consoles. ALSO VR I think VR is a small pond that I need to hit with my future work as well.
Carter Scott
thanks my dude
Nathan Gray
I fucking hate myself for agreeing with you. I think you could solve a lot of this problem by siloing chinese developers in their own steam bin for all the copy-paste-ware.
James Rivera
Agreed. Itch should be where all the trash is going but now I want itch to take over steam.. I just want something to take over steams garbage fuck..
Samuel Smith
how much do mobile puzzle games make on average?
Colton Roberts
>Not being able to market and use memes to sell to youtubers if you can't evolve with the change in the game industry than you deserve to die off. Pewdiepie will play my meme game and I will x1000 more copies than gaycube. Not to mention if you can't even make game and market game you're trash.
Leo King
umm no sweetie averages are a fucking useless metric
Caleb Taylor
how much should I expect as amateur gamedev making a mobile puzzle game to make then? asking for friend.
Nicholas Parker
Nothing unless it generates buzz, duh.
Easton Sanchez
I'm going to starve to death aren't I? I mean my friend is.
Henry Moore
Good luck.
Matthew Gomez
if your game can get a small playerbase, you could be looking at 10k a year. It depends on your business model(free with ads, p2p etc.)
Anthony Roberts
My jumps are fixed and end when the player touch a plateform. The problem is when I touch the side of a plateform the player stop his jump and fall. I tried to check the height between plateform and the player but it seems useless.
Xavier Lopez
dot product gives the cosinus of the angle between two vectors, that's what you need.
Christopher Scott
>but I think its crueler to make the situation harder for everyone with a market flood, than to let the people who are actually good in the industry reap the success they deserve. Raising the direct fee to $1000 would weed out some of the shit, but you can't make the argument that it would "let the good in the industry reap the success they deserve." That's ridiculous. Having 1k to blow doesn't make your game good. I don't get why you're making that connection.
Samuel Baker
youtube.com/watch?v=JmwbYl6f11c Honestly it's not hopeless. Here is the single most inspirational presentation on game dev you will ever watch.
Easton James
>I don't get why you're making that connection. Overinflated ego + parents financially babysitting him
Aiden Thompson
>GDC trash
Nathan Gray
>implying professional shovelware makers can't fork 1000$ after all the profits I doubt that would make it better. I believe it's hard to emerge because Steam has a shit interface that puts all games in the same basket, the virtual equivalent of the box full of ps2 shovelwares at the store.
Jackson Cook
Steam just needs better quality control as a whole, they just don't give a fuck anymore and it's on par with Desura.
Isaiah Parker
Oh I didn't think of checking that. Thanks user.
Angel Cooper
Its confidence shit-tests. If you have confidence in your game that it will succeed and net you that $1000 back and profit way over than it shows your game has some merit.
It's like that argument that those who say they are going to aim for the top have a certain edge and quality over those who would settle for somewhere high but not exactly the top.
Also the shitters who are flooding the market wouldn't be doing it if it was $1000 a game to direct I can promise you that.
Caleb Lopez
muh free market
Justin Reyes
It surely shows that its probably better than trash. Shovelware devs dont have that kind of money.
Wyatt Ward
You speak for a lot of confidence for someone who has an unreleased game that's slowly being bogged down with a lot of feature creep. What makes you so confident in your own game that'll be enough to stand out?
Nathan Price
On the contrary it would be way easier for shovelwaremakers to cough out $1000 than for some real dev from poor country. He was implying that most of the steam garbage are from the kiddies playing gamedev but real situation is that there are really few kiddie games on steam and most of the garbage are from professional shovelwaremakers. So I do believe that raising Direct plank to $1000 would actually make situation worse. A lot of real devs would be cut out but amount of shovelware would not change.
Nolan Powell
And why do you think that GDC is trash, user?
Tyler James
I have already made more than $1000 of Bokube without even finishing it. I'm sure it will be fine. That and it will probably do better on console than PC.
If I didn't have confidence I couldn't even be a gamedev I would have to be some kinda hobby dev whose okay with it not being their life career.
Josiah Robinson
It's too muddled nowadays with a lot of assholes that focus too intently on shit not directly related to vidya. Plus the people there in general seem like they're really full of themselves.
Adam Reyes
He doesn't think its trash, it is trash.
Bentley Ross
GDC is shit but watch that video though my dude, it's literally about a guy who has professionally made shitty match 3s with low sales for the past decade.
Brody Morris
>confidence is being egotistical and full of yourself.
Do you realize what kinda market we are in ANONS this cut throat if you don't have sheer confidence and willpower you can fail easily, they are demanded in this industry to actually finish games. If you shit on confident people as egotistical and full of themselves then you come off as a crybaby faggot who rather shit on himself and never finish a game while being edgy in threads about more successful people than you.
Faggots.
Lincoln Moore
>On the contrary it would be way easier for shovelwaremakers to cough out $1000 than for some real dev from poor country. That's what i said user, and i agree with you. Most games on steam, shovelware or legit, are made by companies, no matter how small. Having the ability to fork 1000$ isn't a guarantee of quality either, anyone with a job could save that in 2 months.
Matthew Cook
Shovelware to you guys is so subjective though some of you see full finished AA to AAA games as shovelware because of personal shitty tastes.
Ethan Thomas
Now characters can check event states and give the player items.
Evan Edwards
umm this is cute sweetie
Colton Sanders
>Green + red = yellow.
Bro....
Ayden Barnes
...
Landon Kelly
I...
I've been living a lie.
Dylan Kelly
Paint is different. Red paint + green paint = black, gray, or sometimes even ugly brown mess.
Christian Wilson
>using light blending instead of pigment blending ummmm.
Ethan Hill
>he doesn't know about liquid light
Dominic Phillips
Oh yeah right. I thought I'd transferred to a Berenstain reality or something for a moment there.
Brody Bell
----[ Recap ]---- Game: Space Dementia Dev: rez Tools: SFML/C++ Web: rezydev.tumblr.com Progress: + Input refactor, added some options + Migrating to delta times + Changed dash controls again
Benjamin Reyes
Where do i learn how to develop game mechanics? All mechanics that i make are boring pieces of shit or unfun as fuck.
Cameron Allen
If your mechanics are unfun try to make up for it with fun level design
Michael Martinez
Go outside and don't play videogams.
Jordan Wilson
Unless you're trying to make "experimental game 2, lot 56", you shouldn't have that much trouble making solid game mechanics. The majority of good games out there are just slight modifications on genre standard gameplay.
Noah Powell
Grow up. Speak the truth. Clean your room. Go into the unknown and conquer it. Sort yourself out.
Noah Roberts
no i like my room the way it is
Luis Morales
How can I do any of those things if I'm busy making game
Jordan Perez
Shovelware was a term widely used from at least the ps2 generation and onward, mostly for shitty games that didn't really advance the platform but just rode along on it's success. The nature of these titles included; casual shit with minigames, casual shit with board games, casual shit with casual shit, casual shit with porn card games, casual shit gambling games, casual shit sports games, etc.
These were literally scraping the bottom of the barrel in terms of devtime, quality, and any form of creative vision.
Levi Morales
Well I did it. I had to implement the angle check only during the falling part of the jump tho.
Camden Thomas
Those people are the same breed who bullies succesful talents - they are jealous, and would rather eat their own pants instead of admitting that they hate themselves for not being able to show as much dedication as those that they despise out of spite.
Jacob Gonzalez
Yup, that's my plan.
Joseph Collins
>AAA games can't be shovelware >non-casual games can't be shovelware
Xavier Walker
Are the bosses in your game cool?
Carter Brooks
Why not just admit the guys point? That to you everything you don't like is "casual shit" and "shovelware"?
>the ps2 generation WTF? In the old days "shovelware" referred to half-baked games and software, which were mainly used to advertize magazines with CD-ROMS bundled with them. "Buy this mag and get 300 games for free!" In those days the term made some sense, because there were actual limits to everything. A CD was a physical object. And it could hold about 700 megs of stuff.
However, nowadays we have the Internet and high-speed access to it too. In essense, there are no limits to anything anymore - making the term "shovelware" somewhat outdated.
Lucas Murphy
What makes it shovelware?
Jaxon Miller
2 people already told you this but I guess I'll also voice my constructive opinion. I don't thing you should be using light color mixing for this. You should be using paint or as the other user mentioned pigment blending.
Blue and Yellow makes green. Or at least that's what most people would expect.
Juan Wright
I haven't visited this general for ages.
I remember when devving with RPG Maker was still in style on here. Does that get hate now or is it just uncommon?
Alexander Roberts
>devving with RPG Maker was still in style on here I don't think it has EVER been in style here. Unless you are remembering the old threads on /v/ or something?
Cooper Taylor
>AAA games can't be shovelware
Shovelware games are minimum budget, minimum effort trash. With lawbreakers, a lot of time and money were obviously invested into the game, but when the game turned out to be bad and the marketing strategy worse, the publisher decided to cut their losses and dumped it. Real shovelware is stuff like asset flips, lazy mobile ports and minigame compilations.
Brody Reed
----[ Recap ]---- Game: Unnamed Tactics Game Dev: revival Tools: Unity, Aseprite Web: revivalgamedev.tumblr.com/ Progress: + Implemented Items + Implemented Equipement + Implemented a Class/Job system + Implemented a Quest/Mission system + You can now choose which units you want to use for the mission + Lots of refactoring and cleanup - Spent some time making a new sprite that isn't very readable - The code for the AI logic is a real shit show right now - Still needs some polish before DD19 - Not very fun right now
Colton Jones
I didn't say AAA games can't be shovelware.
I just posted that and I had nothing to do with the discussion prior.
I'm not familiar with shovelware before the ps2, but I think I've heard your explanation before.
however still, the nature of shovelware type games is mostly that it's cheap shit made without vision
Michael Hill
Game resources folder mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg Filled with reference images (character design, weapons, vehicles, mecha, props, environments, etc), inspo, tutorials and other useful stuff. Some subfolders are a bit messy and unorganized.
Ethan Campbell
If Game Maker is such a great tool for 2D games with no programming experience then why did my girlfriend cheat on me?