ITT we discuss how to collaboratively design our games.
Name:
Anonymous2018-08-08 9:15
I'm currently experimenting with perk system which replaces classes: essentially you select 2 perks from a huge list that give bonuses to your preferred stats/abilities, and you can change/respec to any other perk while playing to adjust the style. Does it sound good? Classless systems are way easier to balance.
Name:
Anonymous2018-08-08 9:29
>>2 sounds like guild wars 1 and its dual-classing system
Name:
Anonymous2018-08-08 9:30
I've been getting on and off into game development for some time. I'm now contracted in a low-budget (but not truly indie as we have a publisher) project, but it's not really a game design position so I'm not sure if it's relevant to this thread (but I can elaborate more on how I work if anyone's interested) - I'm doing more writing and narrative design, with a focus on lore/backstory.
as for my own hobby/non-commercial projects in which I do game design, I'm interested in a more systemic/statistical approach to interactive fiction, as opposed to (but in practice: in addition to) explicitly choice-based branching. I have two such projects (one is really just a slightly unusual parser-based text adventure, the other is a turn-based city builder with CYOA/VN story sequences between the turns), and both use placing things on the map as a mechanic that determines the outcome of some of the actions in the game.
Name:
Anonymous2018-08-08 9:32
>>2 you should look into the first two Fallout games, and a more complex extension of this system in Arcanum: Of Steamworks and Magick Obscura. those have really cool free-form classless character building which still allows for drastically different builds, although I wouldn't exactly call any of those games 'balanced'.
Name:
Anonymous2018-08-08 9:58
Levelling is retarded, in my haskell rpg I will allow for stats to only be adjusted via items and perks.
>>6 is there a design reason for that or is it just about muh pure functionality?
Name:
Anonymous2018-08-08 10:05
>>5 Build diversity is easy, since there is only one "class". There idea i suppose to test is giving N points to invest in skills at start, so level 1 char can have thousands of builds. Basically the whole (levelup to gain skills) is skipped and levels only add basic stat points. Skills are scaled by character level though so e.g. level 6 fireball damage is multiplied by factor proportional to character current level.
Name:
Anonymous2018-08-08 10:15
>>6 Leveling adds a sense of progression to the player. It segments game areas by difficulty(required levels) and restricts end-game stuff to high-level chars.
Name:
Anonymous2018-08-08 10:18
>>9 those are all well and good, but I think that 'progression systems' (including item-based progressions ala >>6) are treated too much as something that's necessary for every game. I'd say they're often detrimental in non-RPG non-open world games. see for example Bayonetta: you just shouldn't need to buy moves/combos, it's just busywork so you sink more hours into the game.
Name:
Anonymous2018-08-08 10:24
check my'm am dubs
Name:
Anonymous2018-08-08 10:31
There alternatives to character levels: 1,Skill-use leveling, all skills are available as level 1 and rise in levels by continued use(N*1.1^L per level) uses. Its intuitive but very tiresome to gain levels vs character leveling. 2.Upgrades from consumables: character stats are boosted by consuming some stuff that permanently alters stuff. 3.Skill upgrades from items:like reading a book in Diablo1 boost a skill by one level. 4.Skill-use gated experience: basically you're leveling up a skill instead of character(expirience goes to skill exp). Doesn't work well with non-attack skills or utility skills. 5.Time-gated item-level expirience: like in EVE online, your equipment gains levels by just existing/being alive/being equipped. Most boring and least interactive option. 6.Consumable-Experience: expirience(gain) exists but levels don't, just all skills consume gained expirience points, like mana for spells. Hard to balance for lower levels(it needs a boost for beginners) 7.Skill-use component upgrades: like #1, but instead of adding levels to a skill, you upgrade a level of component of a skill, like adding +1 range/+5 damage/+1 speed to fireball(i.e. upgrading stat components of skills by skill-level-points). Far more build diversity overall than any other option. 8.Consumable skill component upgrades:same as #7 but you need to find magic reagents to upgrade your skill components. 9.Charging skills: skills upgrade their stats by charging(continous usage) and lose with idle time. It can be combined with other systems. Basically character levels can be replaced, if skills/stats are upgraded somehow by player.
Name:
Anonymous2018-08-08 10:32
Any ideas on how to escape homelessness to make my'm game?
Name:
Anonymous2018-08-08 10:37
>>12 hello, FrozenAnus! have you thought of doing the opposite of progression system: a regression system in which your're are character starts of powerful but is gradually weakened, and needs to deal with more difficult situations (or maybe even the same ones, the regression itself would ramp up the difficulty) while his skills diminish?
Name:
Anonymous2018-08-08 10:45
>>14 No. A player needs progression and psychological rewards for continued gameplay - removing perks and reducing stats would make one disappointed. However there are similar ideas on smaller scale of "temporary power", like charge of Invisibility(invisible for N seconds) that could be added to items(N charges of level K Invisibility). Or for more realistic items: Item decay(items stats are reduced by usage).
Also, how do you determine this is my post?
Name:
Anonymous2018-08-08 10:51
>>15 your're are writing style is actually very recognizeable, I don't know why but I always know it's you. same with Nikita, although he is way more obvious because he always complains about Russia. I'd say posts about occultism and tulpas are similarly uniquely yours, but you don't always bring those up the way our pet bydlo brings up Russia.
as for removing perks making the player disappointed - that might be the point, although I guess the game should be appropriately short (so that the disappointment doesn't overpower you and make you stop playing, and also so that it's harder to make the game unwinnable by fucking around until you don't have enough power to finish it). but imagine a short horror game in which the player is cursed or infected and will certainly die/transform/disappear in some time - like the ending of the first season of the Walking Dead game, but backed by mechanics instead of just lame cutscene shit. this could make a powerful, frightening experience
Name:
Anonymous2018-08-08 10:57
>>16 The average RPG player doesn't seek such expirience, is this some kind of "visual novel/cinematic RPG" expirience ? Also, a gameplay system of RPG is inherently biased to favor power-seeking players who want betters stats and loot. To force them into a horror story will be counter-productive as they'll play to fight the story(retain power/items/skills) and will be disappointed that the plot forces their weakness automagically, instead of being fairly defeated.
Name:
Anonymous2018-08-08 11:06
>>17 no, I'm not talking about RPGs at all. I'm imagining it more as a system for a survival horror type game, as a more interesting alternative to simple resource scarcity that used to be common in those games.
Name:
Anonymous2018-08-08 11:07
>>16 If you reframe it as potentially winnable puzzle, to force players to seek a cure and make it really hard to win(but possible), it would have potential as a Horror RPG. Making it unwinnable is bad design like Mario Maker troll levels are often loaded with traps and unfair obstacles/dead-ends, with only one way to solve them(often required viewing the level in editor).
Name:
Anonymous2018-08-08 11:15
>>19 I'm imagining it less as a puzzle of finding a cure and more as a puzzle of achieving your're are goal before you die. the idea is that your're are character is dommed, but his quest isn't. think of the failure condition as a simple failure and a victory condition as a heroic sacrifice
Name:
Anonymous2018-08-08 11:23
>>20 Quest-centric horror adventure? That would be a hard sell for interactive medium like games(its not a drama film), survival of player is psychologically important(after all its called Survival Horror). A side character dying instead of player or last-minute salvation would be far better looking.
Name:
Anonymous2018-08-08 11:29
>>21 can't say I agree. imagine a simple narrative like this: bad guys make zombie virus and your're are one of the test subjects. they want to infect the water supply and kill everyone (dunno why, it's just an example). stopping them is a fairly strong motivation, and so is killing them in revenge - even if you will still die in process. so the failure state is: there is a zombie apocalypse and those responsible for it get away, and the victory state is: the world is saved and the bad guys are dead. protagonist dying fits within the horror tradition of not having clear-cut good endings, but the player has still accomplished something. like I did when getting those dubs
Name:
Anonymous2018-08-08 11:38
>>22 It look noble&heroic only on film. In video games, dying and failing all the time is flustrating, not noble or heroic. Player wouldn't give a rats ass about quest design and storyline after dying for the 40th time in a row and listening to all the plot on repeat for hours. The "ramp up the difficulty" mechanic would make 99% of players give up and uninstall.
Name:
Anonymous2018-08-08 11:44
Also, designers that think cutscenes enrich a videogame, need to be locked in a cellar for a week watching the same cutscenes on repeat(just like most player have to do with each new playthrough).
Name:
Anonymous2018-08-08 11:56
The dark souls difficulty is artificial, it arises only by the fact that you have to repeat the same route over and over with respawning enemies.
Name:
Anonymous2018-08-08 11:58
The algorithm for perfect game design. 1.Write a prototype. 2.Play it until you notice a flaw. 3.Fix it. 4.Repeat 2&3 until you can't find a flaw. 5.Add a feature. 6.Goto 2.
Name:
Anonymous2018-08-08 11:59
>>23 but ramping up the difficulty is a classic game design choices for e.g. action games. this is just a different way of doing that: instead of making the enemies stronger or the levels more challenging, it makes the protagonist weaker
Name:
Anonymous2018-08-08 12:03
>>26 this is just the old 'zero defects methodology' though, only applied to game design instead of software engineering. spoiler alert: while some people swear by it, it has its flaws and it doesn't always lead to perfection in either design or programming
Name:
Anonymous2018-08-08 12:09
>>27 This isn't a viable "different way" its completely opaque and unpredictable difficulty along with dependence on hidden information.
Name:
Anonymous2018-08-08 12:12
>>29 no it isn't? the weakening of protagonist can be as transparent as levelling up (maybe you can even get an unskippable 'level down' screen in which you choose what powers to weaken/remove). this doesn't have to be hidden mechanic, it can be the point: a logical evolution of a timer that kills you when it runs out in the old game (that is, it's a timer that is gradual instead of binary in its effects)
Name:
Anonymous2018-08-08 12:16
The worst thing in game design is level scaling, what is the point of trying to level up if you end up with no reward? You are just at the same state as if you did not level up.
Name:
Anonymous2018-08-08 12:18
>>31 agreed. it's one of those things that ruin the RPG genre: building a character becomes less about acquiring strategic or tactical advantage and more about WOAH COOL SHIT happening when you use your're are attack
Name:
Anonymous2018-08-08 12:19
There are two ways of adding difficulty: A. Invisible trap located in random location in a Room. B. Invisible trap located in random location in a Room, but it adds small holes in the floor where the trap is located. Players can't adapt to A, but with B the player will eventually learn to stay away from holes in the floor = avoiding the trap. A is unfair game design because it denies the player opportunity to adjust to gameworld. Designers that add type A content that can't be adjusted to are adding "opaque difficulty".
Adding a invisible time-switch that does bad thing X to player when he reaches specific time(or enters a room) is type A design.
Name:
Anonymous2018-08-08 12:22
>>33 you keep assuming it would be invisible even if I repeatedly tell you that it wouldn't. both the triggers of your're are weakening and its exact effect can be knowable to (or even partially controllable by) the player. it wouldn't be avoidable - the same way entering a more difficult level when going further wouldn't be avoidable - but it would be predictable and the player would certainly be able to adapt to that.
Name:
Anonymous2018-08-08 12:27
>>34 >he player would certainly be able to adapt to that Its like "invisible trap with holes in the floor" but you can't stop walking over it, so its technically Type A while providing some useless information that can't change the outcome of unavoidable stepping into a trap. Its essentially robbing the player of agency. Its doesn't matter if you sugarcoat the situation - the player is forced to "walk the plank" anyway, despite knowing the sharks(trap) waiting down below.
Name:
Anonymous2018-08-08 12:29
>>31 Level scaling is balance band-aid to discourage munchkins min-maxing their stats/skills.
>>35 by that logic, any sort of game design other than pure sandbox is denyig the player's agency
Name:
Anonymous2018-08-08 12:44
>>37 Thats actually why sandbox games are popular. The replay-ability of a game is directly proportional to variety of its sandboxy elements and degrees of freedom. Each fixed, static gameplay elements with zero variety is a minus for player's agency and enjoyment. Linear, fixed anti-sandbox designs with "One True Way to Win" are suited for puzzle games, not a Roleplaying experience or simulation of a world/scenario.
Name:
Anonymous2018-08-08 12:59
>>37 Trying to shoehorn "art elements" and film-like "expirience" into a video game is a recipe for failure. Its non-essential element that can ruin gameplay. Like rewriting a game mechanic around a cutscene.
Linear, fixed anti-sandbox designs with "One True Way to Win" are suited for puzzle games, not a Roleplaying experience or simulation of a world/scenario.
agreed, but who said that this is supposed to be an RPG or simulation? it's supposed to be a survival horror, which is generally a rather linear genre. >>39
Trying to shoehorn "art elements" and film-like "expirience" into a video game is a recipe for failure. Its non-essential element that can ruin gameplay. Like rewriting a game mechanic around a cutscene.
depends on the genre, really. 'cinematic experience' as one true design goal is bullshit, but it did give us some interesting game series - things like Shenmue or Metal Gear Solid. the idea that everything should be like that is bullshit (give me a shmup over a movie-like game any day) but there's place for games like that too
agreed, but who said that this is supposed to be an RPG or simulation? it's supposed to be a survival horror, which is generally a rather linear genre.
Too much linear gameplay will be boring, regardless of difficulty. Replay-ability and diversity of gameplay choices is more important: when a plot dictates something must happen it has to allow choices instead of forcing the player to be a pawn in a scenario.
but it did give us some interesting game series - things like Shenmue or Metal Gear Solid.
These are not realistic for an indie dev, both these games had a giant art budget. Studios cranking out risky movie-like games are an anomaly, generally the more time is invested in linear elements(like cutscenes and one-way quests) the less there is gameplay content to replay.
there's place for games like that too
Yeah, and its called a 'Visual Novel'.
Name:
Anonymous2018-08-08 13:19
Metal Gear Solid reimagined as a visual novel with cute anime characters instead of gritty soldiers.
Too much linear gameplay will be boring, regardless of difficulty. Replay-ability and diversity of gameplay choices is more important: when a plot dictates something must happen it has to allow choices instead of forcing the player to be a pawn in a scenario.
your're are still thinking in framework of narrative-heavy games. pure skill games can be as linear as they want - nobody ever complained about DoDonPachi not having branching storyline.
These are not realistic for an indie dev, both these games had a giant art budget.
so? I'm not talking about 'realistic for indie dev', I'm giving counterpoints to your're are absolutes. don't move the goalposts
Studios cranking out risky movie-like games are an anomaly, generally the more time is invested in linear elements(like cutscenes and one-way quests) the less there is gameplay content to replay.
their're are not risky for the studios. in fact, their're are a safe choice
Yeah, and its called a 'Visual Novel'.
or 'interactive fiction'. or 'point and click adventure' your're are talking in absolute quantifiers without breadth and depth of knowledge required to make such statements
Name:
Anonymous2018-08-08 13:32
FREEZE THE DUBS IN MY ANUS
Name:
Anonymous2018-08-08 13:49
pure skill games can be as linear as they want - nobody ever complained about DoDonPachi not having branching storyline.
But the subject is RPG/Rpg-like games. Survival horror isn't a pure skill game either.Shmups are not pure skill either. (Anything not turn-based is out, due hardware/network/input latency creating a random factor - thus not pure skill.)
so? I'm not talking about 'realistic for indie dev', I'm giving counterpoints to your're are absolutes. don't move the goalposts
Well, you're mentioning polished AAA games costing millions of dollars to make. Obviously they can make a shitty game(with shitty gameplay) look fabulous.
their're are not risky for the studios. in fact, their're are a safe choice
Its actually a bubble in the gaming industry. All the non-gamers playing these interactive movies will not support it long-term and these studios will get bankrupt or merged with some industry giant. The whole cutscene-centric gameplay will be ridiculed in the future as some braindead attempt to emulate the film industry by gaming studio executives.
or 'interactive fiction'. or 'point and click adventure' your're are talking in absolute quantifiers without breadth and depth of knowledge required to make such statements
The niche genre which supports the type of interactive movie-game is currently best represented by visual novels. Western "interactive fiction" is dead.
The whole cutscene-centric gameplay will be ridiculed in the future as some braindead attempt to emulate the film industry by gaming studio executives.
probably
Western "interactive fiction" is dead.
it isn't, it's just very niche. but it can do some really creative stuff with the pure text-based medium. even making systems/mechanics-heavy games. check out Counterfeit Monkey or Hadean Lands if you don't believe me
Name:
Anonymous2018-08-08 15:42
How does this sound? Can this scale at all? Second Life gameplay but all currency is replaced by Cryptocurrency(mined in background by player) and uploaded assets are stored on the blockchain (cost proportional to size). Land is created/modified by uploading a special data block that can reference earlier assets and defines territory size/coordinates: empty land is cheap, adding new assets(content) is expensive, adding existing assets is somewhat cheap(reusing addresses of assets, instead of uploading new things).
Name:
Anonymous2018-08-08 15:46
>>47 Coordinates/Addresses are cryptographically protected so nothing can "overwrite"(by uploading data block with same address) earlier land address except his owner.
Putting too much emphasis on items and loot creates opportunity for chinese gold farmers/item farmers to ruin your game by selling resources and items very cheaply. As any real economy, there is a demand for better items and resources - player online have a surplus of items they don't want and lack of items they need. Some ideas to discourage item farming: 1.Preventing the creating of uber-items: simply resist the temptation to add incredibly powerful items and item attributes. Instead gradual "upgrade/crafting" of mundane items to boost their powers to predictable, but not overpowered state. It doesn't fix much, since gradations of power still exists within the item hierarchy, making top items valuable. 2.Binding anything remotely powerful to the finder account, so selling the item is impossible.(This is NOT bind-on-equip, its bind-to-account inventory, allowing you to move it to another character you own, but once you find it you can't sell it). 3.Making all uber-items ridiculously easy to obtain thus ruining the item farming profits. This just shifts attention to rarer and more hard to get items/resources: unless everything is easy to get, there will exist a market for shortcuts. 4.Removing currency(like Path of Exile) and forcing barter trading: This eliminates gold farming, but doesn't alter the fundamental problem - it just transforms prices into commodity "pseudo-currencies"(like SoJs in Diablo2). 5.Bind-on-equip: basically if you use it once, can't sell it. Doesn't fix anything, item farmers will not be bothered(since they don't equip it). 6.Removing unique items: making top items have random attributes eliminates stable commodity of item supply, forcing the farmers to be more inventive. Ultimately, they adapt to selling attributes of items. 7.Providing cash shop vendors to buy the items: Blatant Pay2win solution that makes item farmers compete with the company. 8.Not having rare items at all: all items are mundane and sold by vendors. This actually works to some degree, but upgraded/crafted items will be sold instead of found items. 9.Not having items/resources/crafting/upgrades: The ultimate solution, though not as popular as anything else. This requires re-balancing the system towards skill-only progression, where experience (see #7 >>12) is gained to upgrade stats and skill components. RPGs in principle don't require equipment(class-fixed weapons/armor also reduce art assets),loot or item-based economy: It just appears for e.g. archer has bow and arrows, but they don't have to tradeable or touchable by player at all. In fact RPGs can exist without "Experience" at all: the method by which skill/stat points points are gained could be tied to furthest location of hero(i.e. if you reach Map #4, you gain X points to upgrade your skills/stats like #7 in >>12). Alternatively, a pure-skill RPG can abandon the concept of player progression and distribute skill/stat points to allocate at the beginning: it meshes well with level-less class-less systems without equip/items, but it doesn't resemble a RPG anymore.
Name:
Anonymous2018-08-09 3:10
First-Person Shooter with RPG elements.
Name:
Anonymous2018-08-09 3:27
>>52 Most item attributes can be put behind passive skills. In fact having to allocate skill(or skill component) points at the beginning will create more build diversity than any item-based system(since effectively all item properties are recreated(in a balanced way due limited skill points) without having to find specific items), so it will not be a Magical FPS - it creates variety of builds comparable to RPG without item/currency/trade mechanics.
Name:
Anonymous2018-08-09 4:03
The less numbers and formulas player has to memorize/view/digest the more immersion game provides. Modern RPG expirience is too number heavy and lacks immersive coherence: having to memorize crafting recipes/chance/damages/resistances etc is more like magical accounting and business managements(auctions/trade/virtual economy). RPGs need some adventure spirit. Modern games in general adopted RPG elements that have deceptively un-RPG nature of adding too much math and formulas into the game.
Name:
Anonymous2018-08-09 4:12
>>52 10. Stop making games with bullshit DnD mechanics where you roll a die, play an animation and bump up a number for the satisfaction of autistic impulses. Take your katana-wielding fedora-clad magical orcdragon wizard to your nearest rectum and shove it up there.
Name:
Anonymous2018-08-09 6:33
>>56 Actually i'm in favor of removing all non-deterministic factors from RPGs such as random damage, chance to do X, replacing them with percentage(+N%) /step modifiers(each X times)
Name:
Anonymous2018-08-09 6:42
>>56 Modern RPGs/MMOs are not related at all to tabletop gaming(even if publisher claims they're inspired by them). Real-time RPG combat and economy are far more complex than a couple of tabletop manuals. The true successor of DnD in digital age are turn-based tactical RPGs.
Name:
Anonymous2018-08-09 7:15
MMOs and commercial online games will not stop using items as its the only way to reliably milk players with microtransactions. DLC is far harder to develop, Expansion require major invenstment, micro-transactions with account bound perks are very limited.
>>60 clicker/idle games are like the more modern version of progressquest
Name:
Anonymous2018-08-09 8:39
>>61 ProgressQuest is non-interactive simulation(you only select the starting condition), idle games allow selecting options/buying different thing - for example if you don't have enough food in Kittens at wintertime all kittens die and its game over.
cookie clicker is almost non-interactive, but not zero-interaction
still, the main idea is that the game plays itself, for the most part Edited on 09/08/2018 22:41.
>>62
cooke clicker is almost non-interactive, but not zero-interaction
cookie clicker is almost non-interactive, but not zero-interaction
still, the main idea is that the game plays itself, for the most part
Btw Tabletop gaming is represented directly with Tabletop Simulator on steam. No need to find obscure rpgs.
Name:
Anonymous2018-08-10 12:08
design my dubs
Name:
Anonymous2018-08-14 13:10
>>14 Ironically i'm using a similar concept, where skills&item attributes rise with use(skill use increase attributes slowly, item attributes rise with use of the item as equipment/weapon) and decay with neglect. Basically if you do nothing and idle in my (unfinished concept)game, your skill/item attributes regress to minimal values after a day, without special enchantment scrolls of course(currently only Scroll of Preservation) that slow down the decay - all items are indestructible and provide infinite stacks of ammo, but attributes are subject to decay from the point of finding/buying the item.
Name:
Anonymous2018-08-14 13:50
>>67 ..also i found out item-based builds vs skill-only build issue is philosophically irrelevant if all items are made free or at minimal cost. Basically turning item farming into "click to buy", like gambling in Diablo2 but with all items pre-identified and extremely cheap. So killing monsters/looting chests/crafting shit is meaningless, as you can just roll top-level random items and buy them all for starting gold(only randomly generated equipment items currently exist in the game with random N attributes).
Name:
Anonymous2018-08-14 14:20
Neat idea for very fast monster "AI" that scales. 1.Wait until Character is in Range X, attack/pursue character. 2.If HP below 1/2 retreat away from char and set nearest N monsters to target character. 3.After health regenerates to 3/4 goto state 1. Its pretty primitive, but works like a charm: its neither too hard, but neither too easy(N can be adjusted downward).
Name:
Anonymous2018-08-14 14:27
The main problem with NPC/monster AI is pathing over terrain with obstacles. How i solved this? So i invented a magical excuse that monsters can shift through walls/objects since they're part non-physical. It makes pathing much simpler and linear.
Music in videogames is overrated. Videogames should only have sound effects and let the player run his own music through other programs. Its way more realistic to have only environment/effect sounds.
Name:
Anonymous2018-08-14 17:50
How do these look: 1.Scroll of Random Attribute Upgrade: upgrades random attribute of item its used on. 2.Scroll of Random Attribute Replacement: Replaces one attribute with another randomly selected. Basically a very simple and powerful crafting system thats not overpowered, due scrolls having Nth levels(Scroll level1 gives less upgrades and random replacements gives the new random attribute less statsa).
Name:
Anonymous2018-08-14 17:54
>>78 Randomness is a shitty characteristic in games.
Name:
Anonymous2018-08-14 18:23
>>79 That limits the power of crafting, if it was .Scroll of Attribute Upgrade, click to upgrade attribute X and Scroll of Replace Attribute Y, players would quickly stacks dozens of scrolls creating uber-items and the game would be very easy.
>>82 Its immersion breaking to have music on repeat, unless its randomly generated. Instead the sounds of footsteps, weapons, leaves in the wind, animals ,etc create a sense of immersion. Not adding a 30m long instrumental track. Very few games have non-annoying music that you can listen for weeks.
it's more about the gameplay and story, not dumb shit like footsteps
Name:
Anonymous2018-08-17 5:12
>>85,84 Link to one youtube video for a 2D game with immersive gameplay or story. Challenge: Story must not be told in external cinematics disconnected from the game.
Immersion isn't always about realism or story. Immersion can also be about fun and gameplay. You are immersed in the mechanics of the game and what you're supposed to be doing. Elona has bad graphics and animations and very minimal and repetitive sound effects. But it is still immersive and engrossing because of the depth of the gameplay. There is so much to do and your imagination fills in the gaps. Edited on 17/08/2018 05:34.
Immserion isn't always about realism or story. Immersion can also be about fun and gameplay. You are immersed in the mechanics of the game and what you're supposed to be doing. Elona has bad graphics and animations and very minimal and repetitive sound effects. But it is still immersive and engrossing because of the depth of the gameplay. There is so much to do and your imagination fills in the gaps.
Immersion isn't always about realism or story. Immersion can also be about fun and gameplay. You are immersed in the mechanics of the game and what you're supposed to be doing. Elona has bad graphics and animations and very minimal and repetitive sound effects. But it is still immersive and engrossing because of the depth of the gameplay. There is so much to do and your imagination fills in the gaps.
Name:
Anonymous2018-08-17 5:55
>>88 This is some kind of RPG maker trash. Only 4chan autists with no social contact for years can see simple branching text dialogues as immersive and "deep". Modern games have voice dialogue with real 3D personas.
Name:
Anonymous2018-08-17 6:04
Maybe these Elona/Nethack autists never played a good MMORPG so they think their 2D shit is pinnacle of RPG design & immersion?
>>92 Well, it looks like its one of these indie games just with lots more dialog options. Its as immersive as average visual novel. >>93 Actually lots of middle-aged women and children play MMO's now. Neckbeards are just a tiny(but vocal) minority. Maybe you're thinking of early 2000's MMOs?
Name:
Anonymous2018-08-17 6:41
I have to admit there is decline in MMOs, and they're more casual now. But they're still far more immersive than most single-player 2D crap. If you want real depth play 3D rpgs like Witcher/Skyrim for immersion.
Name:
Anonymous2018-08-17 6:54
Immersion = Realism + Social Interaction + Variety + Replayability Realism: Game must provide a coherent, realistic looking world that looks dynamic. 2.5D isometric can pass with good quality sprites, but quality 3D is the modern minimum. Social Interaction: Either NPCs or other players must provide a sense of community, belonging to a group/faction. Variety: the game must provide novel content, unique mechanics/items/monster AI. Replayability: tons of character build options(if the game forces you into one cookie cutter build, its trash), randomness(in maps/items/monsters), unpredictability and novelty of each game session.
Well, it looks like its one of these indie games just with lots more dialog options. Its as immersive as average visual novel.
No fun allowed! Have fun with your ``immersive'' footstep sound effects while ignoring real ways to make a gun fun and engrossing.
Actually lots of middle-aged women and children play MMO's now
And?
Maybe you're thinking of early 2000's MMOs?
No. On the whole, the MMO genre is dying. People play mobas and shit now. >>95
they're more casual now.
They never should have been so grindy in the first place. That was a huge flaw in their design. The devs would spend like 5 hours making content that takes the player 20 hours to complete. Lazy and shitty game design based on the flawed business model of trying to keep the player playing for as long as possible, despite them working on a limited time frame and budget. So, by nature, MMOs had to be super slow-paced.
far more immersive than most single-player 2D crap
Immersive? Maybe. Enjoyable? Hell no. Single player games don't have ongoing upkeep costs, so they don't need to artificially increase the time it takes to complete content. You can make a really fun single player RPG that only has 10 hours of content, and overall it will leave the player feeling happier than an MMO that requires thousands of hours and leaves the player feeling jaded and unhappy because it cucks the players by making everything take forever.
Witcher/Skyrim
Better graphics, but worse story and gameplay. 2D RPGs are great in the sense that they are technically pretty simple to make, meaning hobbyists who enjoy games can make them on their own. They can make games for fun rather than just a cash grab. They also spend more time on game mechanics, story, and things like that instead of just graphics. I think Morrowind is a better example of a 3D RPG.
Elona has a lot of cool shit that many other RPGs don't have. You can steal anything. You can kill pretty much anyone, though there are penalties for doing so. You can be a street performer who plays an instrument for money. You can have houses. You can make money by opening a museum and attracting visitors with your cool items in it. You can set up shelters anywhere for when the weather is bad. You can get strange diseases. You can mutate. You can make enemies drunk by giving them alcohol. You can detonate nukes. You can talk to NPCs. You can do quests. You can go to dungeons. You can have a follower. You can fuck hookers. You can mutate and gain extra body parts. You can worship a god. You can kill god. You can modify weapons and armor. You can get married. You can genetically alter things. You can give NPCs poisoned or rotten food. You can download and install add-ons to the game. You can use your own graphics. You can cast tons of different kinds of spells. You can steal your opponent's weapon. You can see when other players die, even though it's not multiplayer. You can visit other players' houses, even though you can't play with them. You can ignore combat and do trade goods between different regions. You can have kids. You can have heirlooms for your descendants. You can play as your kid (kind of like NewGame+).
Other RPGs are mostly just combat and dialogue and stupid crafting systems. Edited on 17/08/2018 07:06.
Body is too long to be processed.
Original Body:
>>94
>Well, it looks like its one of these indie games just with lots more dialog options. Its as immersive as average visual novel.
No fun allowed! Have fun with your ``immersive'' footstep sound effects while ignoring real ways to make a gun fun and engrossing.
>Actually lots of middle-aged women and children play MMO's now
And?
>Maybe you're thinking of early 2000's MMOs?
No. On the whole, the MMO genre is dying. People play mobas and shit now.
>>95
>they're more casual now.
They never should have been so grindy in the first place. That was a huge flaw in their design. The devs would spend like 5 hours making content that takes the player 20 hours to complete. Lazy and shitty game design based on the flawed business model of trying to keep the player playing for as long as possible, despite them working on a limited time frame and budget. So, by nature, MMOs had to be super slow-paced.
>far more immersive than most single-player 2D crap
Immersive? Maybe. Enjoyable? Hell no. Single player games don't have ongoing upkeep costs, so they don't need to artificially increase the time it takes to complete content. You can make a really fun single player RPG that only has 10 hours of content, and overall it will leave the player feeling happier than an MMO that requires thousands of hours and leaves the player feeling jaded and unhappy because it cucks the players by making everything take forever.
>Witcher/Skyrim
Better graphics, but worse story and gameplay.
2D RPGs are great in the sense that they are technically pretty simple to make, meaning hobbyists who enjoy games can make them on their own. They can make games for fun rather than just a cash grab. They also spend more time on game mechanics, story, and things like that instead of just graphics. I think Morrowind is a better example of a 3D RPG.
Elona has a lot of cool shit that many other RPGs don't have. You can steal anything. You can kill pretty much anyone, though there are penalties for doing so. You can be a street performer who plays an instrument for money. You can have houses. You can make money by opening a museum and attracting visitors with your cool items in it. You can set up shelters anywhere for when the weather is bad. You can get strange diseases. You can mutate. You can make enemies drunk by giving them alcohol. You can detonate nukes. You can talk to NPCs. You can do quests. You can go to dungeons. You can have a follower. You can fuck hookers. You can mutate and gain extra body parts. You can worship a god. You can kill god. You can modify weapons and armor. You can get married. You can genetically alter things. You can give NPCs poisoned or rotten food. You can download and install add-ons to the game. You can use your own graphics. You can cast tons of different kinds of spells. You can steal your opponent's weapon. You can see when other players die, even though it's not multiplayer. You can visit other players' houses, even though you can't play with them. You can ignore combat and do trade goods between different regions. You can have kids. You can have heirlooms for your descendants. You can play as your kid (kind of like NewGame+).
Other RPGs are mostly just combat and dialogue and stupid crafting systems.
Name:
Anonymous2018-08-17 7:33
Elona has a lot of cool shit that many other RPGs don't have.
>You can kill pretty much anyone, though there are penalties for doing so. Killing NPCs in a MMO is bad design, but single-player RPGs allow it often(grimdark)
>You can be a street performer who plays an instrument for money. That is within in-game rules, you can play as a (female) performer dancing in a MMO and have real players donate stuff/currency to you.
You can have houses.
Many MMOs have housing. Second Life is essentially the Housing Online MMO, that is built around land ownership/rent/building your own little world(you can build a mini-MMO inside Second Life).
>You can make money by opening a museum and attracting visitors with your cool items in it. MMOs have trade shops, where you can open something like a stand with items sold by NPCs. Also, Second Life has museums and shops where real players pay money to buy virtual stuff(though as of now many migrated to selling through website interface that doesn't require owning land).
>You can set up shelters anywhere for when the weather is bad. MMOs have an equivalent system of protection spells and town portals.
>You can get strange diseases. You can mutate. Curses and transmogrify spells are quite rare in MMOs, but single-player 3D rpgs have plenty of that.
You can make enemies drunk by giving them alcohol.
Single-player RPGs probably have this, but its scripted.
You can detonate nukes.
Fallout? How this meshes with medieval fantasy?
>You can talk to NPCs. You can do quests. You can go to dungeons. You can have a follower. Typical MMO stuff.
You can fuck hookers.
Erotic Roleplay in Roleplay servers and specific sims in Second Life are far more immersive and occur with real people.
You can mutate and gain extra body parts.
Transformation spells. You can transform in verious animals in MMOs.
You can worship a god.
Typical RPG stuff.
You can kill god.
End-bosses that have religious nature can be called gods.
You can modify weapons and armor.
Typical MMO stuff.
You can get married.
This is more common in asian MMOs.
You can genetically alter things.
Depends on things, this is possible to cast spells to improve weapons/armor/consumables.
You can give NPCs poisoned or rotten food.
Only in scripted single-player RPGs.
You can download and install add-ons to the game.
WoW alone has hundreds of addons.
You can use your own graphics.
Graphics mods for MMOs and RPGs are plenty(esp. Nude Mods)
You can cast tons of different kinds of spells.
Typicall MMO stuff.
You can steal your opponent's weapon.
Thats called open looting, and PVP open looting exist in some hardcore MMOs and RPGs.
You can see when other players die, even though it's not multiplayer.
Typical mmo stuff
You can visit other players' houses, even though you can't play with them.
You can visit your MMO friends house AND play with them.
You can ignore combat and do trade goods between different regions.
You can live as trader in MMOs if you exploit auction/trade system.
You can have kids.
The closest thing is that you have pets in MMOs, some of which are human-like.
You can have heirlooms for your descendants.
You can have mercenaries and pets equipped in MMOs.
You can play as your kid (kind of like NewGame+).
There are ascendance mechanics in some MMOs, where you restart at level 1 with some perks from previous gameplay.
Name:
Anonymous2018-08-17 7:39
Actually curses/transmogrify exists, they're just temporary debuffs vs players/monsters.
Runescape thieving is just clicking on something over and over again. You can't even steal anything good. It's also very grindy. OSRS is grindy as hell, and RS3 is a dead game that is also super pay2win. https://www.youtube.com/watch?v=GECI3wKYOpo&t=5m45s UO is a dead game. That's another problem with MMOs: if nobody else plays it, it makes it worse if you want to play it. Single player games are still good even if nobody else plays them. Ragnarok is another dead game. Neverwinter Nights 2 was good.
Killing NPCs in a MMO is bad design
Elona is not an MMO, it's single player. I was talking about single player games. I said MMOs are bad. You are getting confused.
you can play as a (female) performer dancing in a MMO and have real players donate stuff/currency to you.
Not the same thing. Doing a /dance emote is not the same as the single player thing I was talking about, which nets you XP and money. But games like Mabinogi or LOTRO had a cool instrument mechanic. Example: https://www.youtube.com/watch?v=iHXYiI_eBPU
Second Life is essentially the Housing Online MMO
You really don't want to mention SL as a good example of anything. It's just trolls trolling trolls and middle-aged weirdos pretending their life doesn't suck. Lots of weird shit. I'd suggest avoiding that game. Also, doesn't housing in that game cost real money? Elona is free and doesn't have any monthly fees. You can have a house for no money. And even for games that you have to buy, it's nice when it doesn't have microtransactions/DLC/in-app purchases. SL stuff costs extra money, even if SL itself is supposedly free.
Single-player RPGs probably have this, but its scripted.
It's not scripted. Elona has this feature. You can give alcoholic items to NPCs. Being drunk or sick is like a status debuff of sorts. You seem to be confused. I was talking about single-player stuff and you are acting like I said MMOs. I am saying single player is better in many ways in the sense that you can focus on having more interesting game mechanics. If you had a lot of interesting game mechanics in an online game, people would abuse them for griefing/trolling. The moderation issue of online play limits what kinds of gameplay they can have.
Erotic Roleplay in Roleplay servers
You are misinterpreting this. It's comedic/silly in Elona, not something serious. Actual ERPing is pathetic. Only obese neckbeards do it.
This is more common in asian MMOs.
Asian MMOs are usually free to play but pay to win.
Only in scripted single-player RPGs.
It's not scripted. You keep saying that even though it's wrong. Why do you think gameplay has to be so linear? You give an NPC food, and they eat it, as they would normally when there is a quest to give them food, or just if your charisma and relationship is high enough that they will accept things from you. In Elona, you can literally give food to an NPC and they might eat it. If you give them rotten or poisoned food, they can die. Of course, if they die because of you, you will lose karma and guards might come after you.
WoW alone has hundreds of addons.
There are interface and bot add-ons, not gameplay add-ons/mods.
But you are focusing too much on little details and not enough on the main point of my post. What I am saying is that, by keeping a game single player and 2D, you are spending less time on graphics and engine work (and community management too), and you are able to spend more time concentrating on gameplay. Gameplay helps for immersion, which is what you and other posters were arguing about.
Immersion and fun are not based on useless things like footstep sound effects. Immersion comes from depth of gameplay.
Time is a zero sum game. There are only 24 hours in a day. The more time you spend on one aspect of the game, the less time you have for other aspects.
Name:
Anonymous2018-08-17 7:55
Other RPGs are mostly just combat and dialogue and stupid crafting systems.
Action-RPG system, you can blame Diablo for that. Its a tradeoff vs more immersive/social systems as players instead use clans/party system to create their own social interactions instead of scripted options. The problem isn't the "lack of non-combat/item-modification content", is that player feel compelled to get best equipment and rush through the game content as fast as possible. There is plenty of side-quests, social inter-player interactions, immersive environment and voice acting, if you don't skip it. However 99% of player don't give a rats ass about quests/voices/graphics/immersive content and just want their stats/items to be the best. So logically game designers started to cut non-essential/non-combat-related content to reduce development costs(voice acting/3d modeling/environment design/etc) in the assumption that players will "roleplay whatever they like", but its like telling FPS players to enjoy the scenery.
Name:
Anonymous2018-08-17 8:03
What's the point in trying to talk with you? All you do is ignore points. You're not open to listening to anyone that doesn't back up your preexisting notions.
Clearly, a grindy MMO with IMMERSIVE FOOTSTEP SOUNDS (lol) is infinitely better than a single player game that has interesting game mechanics like Elona. Is that what you want me to say?
Name:
Anonymous2018-08-17 8:04
by keeping a game single player and 2D, you are spending less time on graphics and engine work
Nope, by taking a FPS engine(Unreal 4) and adding some RPG elements + minimal maps you can have a decent Action-RPG in a month. Without non-combat content is actually far easier to design a RPG around the FPS concept.
Name:
Anonymous2018-08-17 8:05
Besides, if you make a game that is like other games that already exist, why would anyone play it? You have to do something interesting and different. The only people who can get away with having a generic game are AAA publishers, because they concentrate on polish rather than coming up with unique and interesting gameplay. They can have really derivative game design just as long as the graphics and presentation are good. But if you're an indie developer, you have to stand out somehow. And that means making unique content rather than just following what every other game in that genre already does.
Name:
Anonymous2018-08-17 8:07
>>102 You seriously think autistic 2D shit like Elona can be immersive? I don't find a single quality of this game immersive, based on youtube videos its typical boring indie RPG. The features you claim are immersive, are scripted and boring attempts at realism that fall far below the standard. A sentence in dialogue isn't immersive, except for "Deep-searching" neckbeard who analyzes every anime frame.
Nope, by taking a FPS engine(Unreal 4) and adding some RPG elements
Why not Unity? Nothing you're saying makes sense.
decent Action-RPG in a month
An oversatured genre. It would be a mediocre and generic game that nobody would play because if they want an action RPG they have tons of better choices already out there. Especially because you're essentially recommending making a low effort cookie cutter game.
There are tons of shitty and boring games that nobody plays. That's what you're saying people should try to make. I am saying you should care less about 3D graphics or online play and come up with new and unique concepts for game design instead of just cloning another game that already exists.
I don't find a single quality of this game immersive
Well clearly tons of other people do. There is a wiki with thousands of articles, an active online community, and the videos for it have hundreds of thousands of views. Your personal opinion isn't fact.
Have fun with your generic FPS RPG that nobody will ever download. I am currently working on a kind of experimental game but I'm not even going to bother listing it here since retards like you would just tell me to make a fucking generic FPS thing instead.
Name:
Anonymous2018-08-17 8:15
Have fun with your generic FPS RPG that nobody will ever download
Overwatch League Of legends Dota2 Heroes of Newerth Fortnite(essentially FPS with minimal RPG elements)
Name:
Anonymous2018-08-17 8:20
>>108 Yeah, and you didn't make any of those things. And they were all developed by large teams of people. No one person can claim that they made those things in their entirety.
Don't fool yourself, you're not gonna make the next League of Legends. Delusions of grandeur. Those kinds of projects are impossible for solo developers.
Being an indie developer means you have to limit the scope of your projects if you ever want to finish them.
Don't fool yourself, you're not gonna make the next League of Legends. Delusions of grandeur. Those kinds of projects are impossible for solo developers
Yeah, just like Minecraft required a 100M$ and a large game studio to develop.
Name:
Anonymous2018-08-17 8:24
You can pretend that you can make any kind of game, but there are only 24 hours in a day and you're only one person. Some kinds of games are only possible with a group, not by yourself. Simply based on the time requirements. Online games require customer support and community management staff. Online games also require information security and system administration staff. They also require professional artists and marketing and web development and all that jazz. You are only one person.
If you want to make an indie MMO, it'll look and play like trash and nobody will play it. Because when you spread your time so thinly, you can't be great at any particular aspect of it.
Here's an indie MMO, and it sucks ass and nobody plays it: http://www.planeshift.it/ And despite it being complete ass, it still took them a ton of time to make.
If you want a good game that you can make by yourself, don't make it online, don't make it 3D. Even if you can use a 3D game engine, you're either going to use stock 3D assets or just make really ugly 3D models. It's easier to make good 2D art.
2D single player is much more doable for indie devs who are working alone. You really can't argue with that point, but you will anyway for some reason.
Name:
Anonymous2018-08-17 8:25
Those kinds of projects are impossible for solo developers
Dota was originally a warcraft3 map...
Name:
Anonymous2018-08-17 8:25
>>111 Yeah buddy, you're gonna be the next Notch. Just like how every chucklefuck thinks they're gonna be the next Bill Gates or Steve Jobs. Get over yourself. Have fun with your immersive footstep FPS you fucking autist.
Also, Minecraft was not a cookie cutter action RPG.
Name:
Anonymous2018-08-17 8:25
>>113 Warcraft 3 was not developed by an individual person.
Name:
Anonymous2018-08-17 8:27
2D single player is much more doable for indie devs who are working alone. You really can't argue with that point, but you will anyway for some reason.
Tons of free 3D engines. Tons of Free 3d assets. Tons of game templates and ready-made scripts. You can make a MOBA, FPS, RPG with less content than first Diablo, and people will play as long as its immersive. You can easily make the next Fortnite.
Name:
Anonymous2018-08-17 8:29
>>115 It doesn't matter, all MOBAs came from cloning that Warcraft3 map created by hobbyist with zero budget.
You're not gonna be a billionaire developer by making copycat shit.
Of course not. I'm going to waste a decade of my time designing autistic 2D worlds with best gameplay in the world for a dedicated group of 30+ fans.
Name:
Anonymous2018-08-17 9:21
You're not gonna be a billionaire developer by making copycat shit.
Lawsuits
In January 2018, Bluehole's PUBG Corp., the South Korean company behind PlayerUnknown's Battlegrounds (PUBG), filed a lawsuit against Epic Games, claiming that Fortnite Battle Royale was a copyright infringement of Battlegrounds; they accused Epic Games of copying PUBG's user interface and game items.[103][104] According to Korea Times, market observers predicted that there would be little likelihood of Bluehole winning the case, as it would be difficult to establish the originality of PUBG in court due to the battle royale game genre, which includes both PUBG and Fornite Battle Royale, being derived from the 2000 Japanese film Battle Royale.[105] The case has since closed, with PUBG Corp. dropping the lawsuit in June 2018 under undisclosed reasons.[106]
Name:
Anonymous2018-08-17 9:29
Lets summarize why 3D indie games can be expensive: 1.Real voice actors: you can use voice synth or TTS. 2.Real 3D modeling: just use free assets. 3.Music: Don't use music. Its superfluous to immersion. 4.Cinematics: Don't use cinematics. Players just skip that bullshit. If you must just script something in game. Thats it. Games can be cheap if you don't follow design paradigms of AAA titles. Just use a free 3D engine.
Name:
Anonymous2018-08-17 9:41
People have this confusion that "Footsteps sounds" are on the same level as visual eyecandy like "blended shadows". Footstep sounds indicate movement in gameplay and crucial for situations when you have limited or no infomation about enemies around.
Name:
Anonymous2018-08-17 10:04
Footstep sounds are in the general class of "Movement indicator sound" that signal that X is moving(with positional audio and good headphones you can pinpoint where X is moving). Human brain treats sound signals in 3D, this creates immersion that places us on the map as the character.
Name:
Anonymous2018-08-17 10:57
To recap this thread:
Make an action RPG using a cookie cutter game engine and cookie cutter game mechanics. Use default assets from the Unity or Unreal store that are exactly the same as assets used in other zero budget indie games that nobody plays. No music, story, art, cut scenes, or writing either. Add good footstep sound effects. And voila! A masterpiece. 10/10 game of the year material. I'm sure all 3 people who play it will enjoy it. This, ladies and gentlemen, is how a true genius makes a game. Also, Lisp is the best programming language and you shouldn't use smartphones or social media.
/prog/ is a fountain of wisdom. You should definitely listen to the advice posted here.
Name:
Anonymous2018-08-17 11:23
>>124 Basically this, but drop that Lisp bullshit and shilling on social media is crucial to promoting the game. Also, stealing other games assets and slightly modifying them works too, just make them look sufficiently different, some color changes and few tweaks. >No music, story, art, cut scenes, or writing either. Yep. Thats superfluous "art game" trash, 100% wasted effort for zero replay-ability. You should work on combat loop and game mechanics, making it friendly to use for complete noobs. If you abide by some RPG cliches that items need to be repaired/identified/recharged and that having talk to NPCs is essential your game belongs in the 20th century. Everything thats non-essential to combat and character development can be added as cosmetic DLC: 1.Want a cool quest? Neckbeard Quest DLC 2.Want some lore? Buy Lore pack DLC 3.Want some music? Just download "official soundtrack". 4.Want story? Buy a story DLC. Basic game doesn't need that, and those who want single-player RPG experience will buy the DLC.
The whole concept of 10+ people having to talk to one NPC is kinda unrealistic and breaks immersion. If NPCs are that important they should be part of players interface(like an auction tab). RGPs that add lore-only NPCs can be understood, but making NPCs a crucial part of the game is unnecessary realism: all NPC trade/upgrade/quests can be accomplished with a UI(menu system/tab space).
Name:
Anonymous2018-08-17 12:42
MMOs suck ass, end of story.
Name:
Anonymous2018-08-17 13:04
>>130 The problem is greedy publishers wanting to commercialize all aspects of the game. The genre itself isn't that bad.
Name:
Anonymous2018-08-17 14:48
>>131 You make it sound as if the two are somehow independent.
Name:
Anonymous2018-08-17 14:55
The MMO genre only makes sense in games like Minecraft, Terraria, Rust, etc where you can build stuff.
Name:
Anonymous2018-08-17 16:25
>>133 If you game server doesn't have a fixed player limits its a MMO.
Name:
Anonymous2018-08-17 16:37
You don't need to design your own art: Just grab whatever photos/videos visually look like the game needs and convert it to 3D. Same thing with sound effects, just search for youtube with the effects. It save lots of work. https://www.instructables.com/id/Turn-any-Video-into-a-3D-Model/
Name:
Anonymous2018-08-17 16:53
So ITT people say you don't need to make a game engine, don't need to make interesting gameplay, don't need music, don't need cut scenes, don't need good writing, don't need dialogue options, don't need to make your own 3D assets, and don't need art.
By the sounds of it, you don't really want to make your own game. You just want to put things together that other people made. But at that point, is it even really yours? Sure, it's faster than doing things yourself. But you lose autonomy over your project. You can no longer call it yours if you just glue together pre-made stuff that you had no part in creating.
Name:
Anonymous2018-08-17 16:55
Some of my personal approach to game development really is reinventing the wheel. But I can say I made it. I'm not just using someone else's game engine, or someone else's music, or someone else's art. I am making it myself. That's the point.
You could go to a great restaurant to get nice food. Or you could cook in your kitchen and probably make something slightly worse. But the difference is that you made it.
Name:
Anonymous2018-08-17 17:14
>>136 Making a game is extremely complicated. It's more than just codemonkeying. It's like saying, "Make a movie yourself, and you have to make your own cinematic 8K cameras."
Name:
Anonymous2018-08-17 17:21
>>138 I know it's complicated. I'm fucking making my own game from scratch right now. You're on a programming board, do you really think nobody else knows how to program here? I specifically said to limit the scope of the game to make it easier. That's why I'm making a 2D game. Much easier than 3D, especially if you want to actually make it yourself instead of just using assets someone else made.
99% effort should be in gameplay mechanics(combat), the rest in character development, and 0.001% on importing assets.
By the sounds of it, you don't really want to make your own game.
Its simple equation, if you designed everything yourself and made all assests by hand it will take 4-10 years and the result will be shit compared to my approach of reusing everything that can be reused. "The Chad hacker writing 3 games per month" vs "Virgin Programmer building a 10 year old pyramid by himself".
Name:
Anonymous2018-08-17 17:50
>>140 If you write 3 games in a month, how good can they possibly be? Besides, importing assets into a game engine won't impress anyone. IF you make something from scratch, you can put it on a resume or at least on GitHub.
Name:
Anonymous2018-08-17 17:57
The "Custom unique engine" trap: A typical programmer thinks he has to design his own engine that will be fast, non-bloated and capable of unique gameplay mechanics. It will actually take most of time to debug the engine instead of game it supposed to run. By using a mainstream 3D engine, you get top-level graphics, best performance from years of optimization, and 99% of possible gameplay mechanics. All of that for free. And you can start prototyping shit right away, not building everything from scratch.
The "Original Assets make my game unique" delusion: Most players will not care about assets unless they're really ugly(hand-made assets) or detract from immersion. Stealing/Importing/Converting already existing assets is leaving more time to actual coding.
The "Dialogues and Quests are important" idiocy: Most players will not want to play through quests/dialogue more than once, so its essentially a gameplay roadblock that could be minimized at no cost.
The "My game needs cutscenes" fallacy: your game is about the gameplay, not the story. Write a film if you care about cutscenes and ship it as bonus content for the game. After first playthrough most players skip cutscenes.
The "music adds atmosphere" notion: Its adds bloat. Players will get tired of it and turn it off. Player have their own music players and favorite artists.
Name:
Anonymous2018-08-17 18:00
>>141 You're not going to be recruiting by a game studio because they saw your autistic 2D rpg. You don't need that. Just sell your game on mobile app stores.
Name:
Anonymous2018-08-17 18:19
>>143 Not for a game studio. Being a game developer for anything other than a hobby or for a resume-padding project is silly. I'm into other areas of software development that have nothing to do with game dev and I'd hate to do it professionally.
A typical programmer thinks he has to design his own engine that will be fast, non-bloated and capable of unique gameplay mechanics.
It's 2D, it doesn't need to be fast or non-bloated. But it's definitely easier to come up with unique gameplay that way. I can put any 2D objects on the screen in any way I want, not being limited by some predefined subroutines of a preexisting game engine. I'm using a pseudo-sprite system and collision detection, but I can also just add whatever the fuck I want, if I want to do weird shit. It opens up the possibility to make weird and unusual gameplay instead of everything being a tried and true trope that you've already seen in countless games.
>It will actually take most of time to debug the engine Wrong. My game engine is simple enough. Hell, it seems easier than learning all the features of a super complicated game engine.
I am making a 2D game and there's nothing you can do to stop me.
Imagine getting this upset about someone enjoying making something.
Name:
Anonymous2018-08-17 18:39
The Virgin "Game Developer": Spends most of time debugging his engine and managing assets. Gameplay is incredibly primitive, because engine doesn't scale and full of bugs. Assets are ugly enough to discourage retrogamers Open source game gets mention in 3rd rate gameblog once in 3 years. Insists on not stealing art, tries to draw something in blender for weeks. Allergic to reusing others art, even if open source. Just good enough for drawing 2D pixel art, so most games are boring 2D rpgs that look like 90's console abortions. Insists that all his games must be supported at all costs and maintained for eternity. Plays the games just to test for bugs and difficulty levels. Thinks players should not question his design, his word is final and absolute.
The Chad "Game Producer": Uses ready-made engines, assets and sounds. Writes new games every week. Always closed-source. Why not? Has actual profit from gamedev, holds key spots in app stores Reinvents the genre by stroke of mouse Doesn't bother with stuff outside of game mechanics. Games are actually fun to play, don't require tinkering and deciding. Actually enjoys playing his games as stress relief. Adds dlc to successful games, doesn't bother with failed games. Listens to players and removes gameplay roadblocks. Games are mentioned on mobile review sites, PC gamers are downloading android emulators just to experience them.
Imagine getting this upset about someone enjoying making something.
Its like looking at a person who spent 40 years collecting stamps manually, when you just printed "World Stamp Collection in 50 pages" on your printer for free and its bigger. I don't think its wrong to design engines or collecting stamps, it just bother me that people waste their lives on such unimportant stuff that doesn't have any benefit. Writing a custom-made engine for every game, and writing open-source games for resume-padding is looking like that 40 year stamp collecting spree.
Name:
Anonymous2018-08-17 19:05
>>145 Just FYI there are free 2D game engines that are versatile enough to implement everything you think of. https://godotengine.org/
I'm using it to get more experience with programming and to add a project to my resume. It's actually very useful to me. You're forgetting that not every person on this board is an old geezer with a zillion years of experience already.
Name:
Anonymous2018-08-17 19:19
>>149 Uh, gamedev and software development have way different standards and goals, gamedev is a closed system centered on game engines - software development is a open set of interfaces and protocols. If you want to improve your skills, try implementing utilities and medium-size software tools first. Create a few libraries, design an API/protocol, make a language concept or a compiler for a DSL you invented for specific goals. There is much more space to experiment outside of game development and skills learned would be more relevant in the future. Gamedev isn't that great for practicing you "general programming" skills, unless you intend to become a professional in this field. The most benefit for practicing gamedev i can see: game engine optimizations and feeling how the cost of code paths scales with players/viewers, libraries written for the game engine and understanding of graphics pipeline. Most of the stuff you do as content/script within the game engine will not be a transferable skill.
Huh? I'm writing my own game engine, not using some closed source game engine someone else made.
software development is a open set of interfaces and protocols
What's that supposed to mean? Are you saying I shouldn't make a project because software development is more general?
Dude, you are just way too dismissive about people actually programming. Why are you even on a programming board if you're just going to tell people to stop programming?
Gamedev isn't that great for practicing you "general programming" skills
Why not? What I'm doing demonstrate knowledge of GUI stuff, debugging, making a decent-sized project, file IO, exception handling, OOP, etc. Sure, it's not the most amazing project ever. But it's a start. You don't start off by writing really advanced shit.
content/script within the game engine
But I'm making the game engine myself, and that's a bulk of the work for it. I'm not spending a ton of time on the stuff after that.
The only way to get better at programming is to program more. I am doing this as a project to program more.
Making a game doesn't have to be solely for the sake of making a game. It can be a fun learning process. When I work on projects, sometimes I incorporate new things into it. When I made a website not too long ago, I learned a new frontend framework I'd never used before. So by making the site, I was also learning at the same time. Are you telling me you've never done something like that before?
Name:
Anonymous2018-08-17 19:57
>> closed system centered on game engines
Huh? I'm writing my own game engine, not using some closed source game engine someone else made.
Gamedev revolves around creating stuff within a game engine or modifying the game engine, thus development proceeds within the closed system.
What's that supposed to mean? Are you saying I shouldn't make a project because software development is more general?
The scope of software development in a game project is limited to game engine or its libraries functionality required for the game and nothing else(except maybe multiplayer servers, but it doesn't sound like your 2d hobby project will reach that stage).
Why not? What I'm doing demonstrate knowledge of GUI stuff, debugging, making a decent-sized project, file IO, exception handling, OOP, etc. Sure, it's not the most amazing project ever. But it's a start. You don't start off by writing really advanced shit.
Games are actually very advanced shit as a concept, they're a complex closed system, their own little world. Like a modern browser provides a closed set of interfaces, a modern game engine is providing a virtual world interface - a virtual machine for game scripts/maps/media. 2D hobby projects will be a limited set of the above and your ideas of growing skills inside this closed system will be limited by demands of game engine(not much for a simple engine).
But I'm making the game engine myself, and that's a bulk of the work for it. I'm not spending a ton of time on the stuff after that.
See? you are making mostly the engine and all you will program will revolve around the engine, its limitations and interfaces within it. Its mostly throwaway code that will never be reused.
The only way to get better at programming is to program more. I am doing this as a project to program more.
There are programmers who "program more of the same" and there are programmers who "program different things", guess which one gains a better set of skills? If you spend all time around one project, your skills will adapt to that. Dedicating your time to "one true game engine" will not expand your horizons or gain you new skills, it will be slow refinement of what you need.
Name:
Anonymous2018-08-17 20:28
>>152 you seem hellbent on discouraging people from programming, guy
"The Chad hacker writing 3 games per month" vs "Virgin Programmer building a 10 year old pyramid by himself".
👏👏
it's over, pack your bags. shut /prog/ down. this line should be written at the top of /prog/. The Final Solution to the /prog/ Question.
in one sentence >>140 has singlehandedly demolished all the lisperatis, Sadkovs, and Cudders on this shit board.
Name:
Anonymous2018-08-18 4:21
So ITT people say you don't need to make a game engine,
You're making a game, not a game engine
don't need to make interesting gameplay,
Of course you need interesting gameplay, thats the point of a game.
don't need music,
Game environment should provide only sounds effects. Music is optional bonus content(could be used for credits screen).
don't need cut scenes,
Its a game not a moive.Players will skip it anyway.
don't need good writing,
Its a game not a book. Players will skip it anyway.
don't need dialogue options,
Gameplay is more important that autistic roleplay content. Players will skip it anyway.
don't need to make your own 3D assets, and don't need art.
You're not an artist, you're a programmer. Wasting effort for creating art will reduce your programming time.
By the sounds of it, you don't really want to make your own game.
Actually you make games much faster this way.
You just want to put things together that other people made.
Thats called being pragmatic and reusing good stuff.
But at that point, is it even really yours?
Of course it is. The combination of atoms in your body is yourself.
Sure, it's faster than doing things yourself.
Of course it is.
But you lose autonomy over your project.
You win time and productivity. Autonomy isn't affected: in fact you can choose what to include and how to integrate stuff without being forced to adapt the game to your content(that you painstakingly created and must use to avoid wasting effort).
You can no longer call it yours if you just glue together pre-made stuff that you had no part in creating.
Any program that uses libraries extensively and prefers not to reinvent its own wheels, is by this definition "something glued together". By this logic you must stop using your standard libraries and OS and write your own "TempleOS" with its own compiler, just to stick it to the man.
Name:
Anonymous2018-08-18 6:46
Ok Mr 15 games per month, post something you've made. You certainly talk a lot, but can you back it up?
Name:
Anonymous2018-08-18 6:55
>>156 Whats the point advertising games in a board with 10 users, the only outcome will be them reporting games for asset theft or giving negative review out of spite?
Name:
Anonymous2018-08-18 7:00
>>157 So you can't back up what you've said. You're all talk and no substance. In other words, you're a liar. A troll.
Name:
Anonymous2018-08-18 7:09
>>158 Sure thing. Continue wasting your life on handmade pyramids.
Name:
Anonymous2018-08-18 7:15
I'll explain why i call such "self-made" projects a pyramid, so it won't sound esoteric ITT. A pyramid consists of layers stacked on each other, with large layers below smaller layers(which depend on lower). When you design a non-reusable game engine, its a huge base layer. You put then scripts and AI layers on top. And then add content layer above that. Each layer progressively minimizes effort to modify the game, as dynamic scripts and high-level content is more flexible. However by build the lower levels of the pyramid yourself, you have to do substantially more work, as opposed to build on top of half-made pyramid(free 3D engine+free assets). By skipping building every lower layer in the pyramid, except the top layer, you produce games much faster and concentrating on stuff that truly matters.
Name:
Anonymous2018-08-18 9:56
>>159 you haven't made a single game and you're just larping
Name:
Anonymous2018-08-18 10:54
Some will say "pyramids are not realistic visualization of games". Its a pyramid of effort/time required, not size of content. You can have gigabytes of high-level content runing on top of much smaller components that require more effort/time to create and maintain.
you seem hellbent on discouraging people from programming, guy
There are few factors to discourage you from making games 1.Competition: both indie, retrogaming and commercial games. The market is crowded and fiercely competitive. 2.Effort required: you're signing up for a decade of unpaid work. 3.Player interest: players will dictate how your game works or won't play it at all, your game is going to be recast and redesigned towards player crowd preferences. Designing for a niche audience capable of playing something doesn't work. 4.Piracy: you game will be pirated or stolen and sold on mobile app stores. 5.Promotion: you game without promotion will be neglected and passed by shitty games with better advertising. 6.Conceptual theft: if your game is truly good, competitors will copy key ideas and incorporate them in the their future games or update their game engines. 7.Players: They will send death threats, stalk you and message you 24/7. You will get unwanted social interactions and invites. 8.Maintenance: Maintenance stress will shorten your life, hackers and cheaters will force you to redesign the game all the time. 9.Commercialization: if you go the commercial route, you'll also double as businessman and tech support. see point #9 10.Depression: often comes from recognizing wasted effort and dissatisfaction with the game and its player base.
Name:
Anonymous2018-08-19 9:05
>>167 ..continued 11.Casual mobile games dictating all genres. Mobile MMOs, Mobas, etc mean you will have to design mobile-friendly features and vastly simplified ui to appease modern gamers. 12.Game streamers have made gaming a spectator sport: that means the actual interest in playing games is much lower. 13.Game reviewers, tutorial makers and various game bloggers have colonized the industry and will influence your success or failure. 14.Hosting downloads and servers costs money. 15.SJWs will inevitably find flaws in your game and will harass/dox you. 16.Players in early stages have more collective power than you think and can boycott your game or any proposed changes with ease. 17.If you go open source it will get forks with features players want or simplified gameplay. They will get more popular due better accessibility for new players. 18. Multiplayer games easily attract griefers and hackers, eager to ruin everyones experience for cheap lulz:crashes, exploits, item theft, data corruption. 19.Cloning: game will be literally copied and modified but relabeled as something else, then sold or distributed in game bundles. 20.Game modding and addons: you'll have to support compatibility with whatever ancient crap people designed for v1.0 or they refuse to upgrade.
Name:
Anonymous2018-08-19 9:19
>>169 Video games also cause: 21.Obesity: the stereotype of fatass gamer mindlessly chewing shit as he plays is not a myth. 22.Global warming: All these watts add up. Especially with high-end videocards and cpus. 23.NEETs: why bother with jobs when you can game on welfare? 24.Social outcasts:Gaming clans/communities subsume social networking(both IRL and facebook), and see above. 25.Cultural shifts from traditional arts: video games occupy larger and larger chunks of culture. 26.Broken marriages/relationships: people choose videogames instead of relationships or sublimate their frustrations in them. 27.Commercialization: game industry is becoming a corporate profit machine due its spread and popularity. 28.Psychological fragility: people trained to reflexively respond to video games are constantly "triggered" by real-world changes. 29.Psychological addiction: game become means to reduce/control stress. 30.Health effects: staying in one position for hours isn't healthy, look it up.
>>172 notch didn't spend all his time spamming dumb shit on a text board
Name:
Anonymous2018-08-19 18:06
>>173 Actually... ``Minecraft was first released to the public on 17 May 2009, as a developmental release on TIGSource forums,[64] later becoming known as the Classic version. ``
Videogames hold enormous cultural power as learning form that engages deeper/primitive parts of the brain, the instinctual/reflexive thinking. SJWs don't want to control videogames "just because", its very subtle tool to engage the masses. We don't understand the true nature of vidya: Its the "Circuses" of "Bread and Circuses" - not one-time media piece like films, they're interactive little worlds. Virtual reality reshaping culture is already happening.
There alternatives to character levels: 1,Skill-use leveling, all skills are available as level 1 and rise in levels by continued use(N*1.1^L per level) uses. Its intuitive but very tiresome to gain levels vs character leveling.
Its even worse as you're forced to use specific skills(which you want to upgrade) to get exp, instead of more convenient/practical skills. Rated 2/10 for grinding skillpoints
2.Upgrades from consumables: character stats are boosted by consuming some stuff that permanently alters stuff.
This is bullshit designed for asian cash shop MMOs and extremely unbalanced. You just max stats in few moments of buying an assload of elixirs/potions that permanently add stats. Rated 1/10 for pay2win.
3.Skill upgrades from items:like reading a book in Diablo1 boost a skill by one level.
The idea of farming items to upgrade skills is also unbalanced unless the skill cap is really low(farm 100 scrolls of skill upgrade, +100 skill). Also pay2win potential if the item is rare. Rated 1/10
4.Skill-use gated experience: basically you're leveling up a skill instead of character(expirience goes to skill exp). Doesn't work well with non-attack skills or utility skills.
Same as #1 this is bullshit artificially increasing grinding. Its the same as leveling but each skill multiplies the time. Rated 2/10
5.Time-gated item-level expirience: like in EVE online, your equipment gains levels by just existing/being alive/being equipped. Most boring and least interactive option.
Actually having items slowly increasing their power by use is opening potential to upgrading and trading such items, rated 5/10. It still grinding time less painful.
6.Consumable-Experience: expirience(gain) exists but levels don't, just all skills consume gained expirience points, like mana for spells. Hard to balance for lower levels(it needs a boost for beginners)
Looks poor, how you gain enough experience? If all skills consume expirience, each use must gain more than invested. Rated 3/10.
7.Skill-use component upgrades: like #1, but instead of adding levels to a skill, you upgrade a level of component of a skill, like adding +1 range/+5 damage/+1 speed to fireball(i.e. upgrading stat components of skills by skill-level-points). Far more build diversity overall than any other option.
This doesn't fix the level grinding disguised in skill grinding. Same as #1, rated 2/10.
8.Consumable skill component upgrades:same as #7 but you need to find magic reagents to upgrade your skill components.
Thats same as #3. Rated 1/10
9.Charging skills: skills upgrade their stats by charging(continous usage) and lose with idle time. It can be combined with other systems.
Basically character levels can be replaced, if skills/stats are upgraded somehow by player. Looks rather silly, since you need to pre-charge each skill every day. Rated 3/10 for concept.
Conclusion: Its either grinding or item farming. Item farming looks less boring but its going to be really unbalanced(with low drop rates and pay2win cash shop potential). Just removing skill/character levels and giving access to all skills for a selected class will work much better.
>>176 lmao nerd that has already happened since forever, media is a fucking jail designed to spread ideology, namely cheap, shitty jingoism and capitalism as the natural state of affairs. at least sjws are open about it.
Name:
Anonymous2018-08-21 2:51
>>178 SJWs want all media to conform to their moral codex, essentially shaping it so dissent can't exist(1984). "cheap, shitty jingoism and capitalism" are broad enough to allow genre freedom and flexibility - namely it allows genre-breaking games and advances in "natural state of affairs". The sphere of "allowed thought" in SJWism is far smaller and not tolerant of genre-breaking content.
are broad enough to allow genre freedom and flexibility
like, uh, call of duty and halo and fifa and madden, wow holy shit. go play those games you normie turd.
Name:
Anonymous2018-08-21 15:00
>>183 More money doesn't mean it's not dying. They're just milking whales for all they're worth.
Here's an example: I used to play Runescape, which is a shitty MMO. In recent years, they went full pay2win. They're making more money, but the game is dying. Very few people play anymore, and the only people left are people who put thousands of dollars into it for the stupid microtransactions and pseudo-gambling and XP boosts and what have you. Revenue is no the only metric of the health of a business. They have no future. Once the last whales have had it with the shitty game, they're done.
Name:
Anonymous2018-08-21 15:07
>>184 Playing popular games doesn't make one a "normie", only autistic SJW would think eating pizza make one Italian(SJWs have this delusional mindset that culture is consumable identity). For freedom and flexibility angle, these games far surpass anything done by SJWs. The only genre that SJWs excel at is privilege Olympics and obesity competitions.
Name:
Anonymous2018-08-21 15:36
>>185 So..where is the video game crash? The videogame industry is expanding everywhere(mobile, VR, consoles,PC, streaming). Indie gaming is experiencing a Renaissance. Emulation is advancing every motnth. Speedrunning is booming. Steam is now a huge growing platform. E-sports is as strong as ever. Gamedev is getting popular with free engines and open source art.
Name:
Anonymous2018-08-21 16:19
>>187 I'd argue that nowadays it's less a gaming industry and more of a gamified gambling and social media industry. Lootboxes, random chance to get a good thing, but you most often get shit you don't like. And it's being tied to social media, with built-in share options (i.e. #PS4share), Twitch, etc. People have pipe dreams about escaping wage slavery by becoming a Youtube LPer or Twitch streamer or eSports player, and that fuels a lot of it. It's all fantasy. It's the modern day equivalent to gambling.
Gaming was about games and strategy and shit. Now? It's about paying for a random chance to get a good item that will make your character stronger, which you need, because you want more views and likes and shares, and you need to get good to escape minimum wage for your dream of becoming a big social media gamer.
It's hardly about games at all now. Edited on 21/08/2018 16:21.
>>187
I'd argue that nowadays it's less a gaming industry and more of a gamified gambling and social media industry. Lootboxes, random chance to get a good thing, but you most often get shit you don't like. And it's being tied to social media, with built-in share options (i.e. #PS4share), Twitch, etc. People have pipe dreams about escaping wage slavery by becoming a Youtube LPer or Twitch streamer or eSports player, and that fuels a lot of it. It's all fantasy. It's the modern day equivalent to gambling.
Gaming was about games and strategy and shit. Now? It's about paying for a random change to get a good item that will make your character stronger, which you need, because you want more views and likes and shares, and you need to get good to escape minimum wage for your dream of becoming a big social media gamer.
Gaming was about games and strategy and shit. Now? It's about paying for a random chance to get a good item that will make your character stronger, which you need, because you want more views and likes and shares, and you need to get good to escape minimum wage for your dream of becoming a big social media gamer.
It's hardly about games at all now.
Name:
Anonymous2018-08-21 16:20
Not to mention Steam tries to be a social platform in addition to a company that sells you games you won't even play because you have such a big backlog anyway. By making this business model seem social, they are trying to lock people in, because all their friends do it too.
Modern gaming is gambling and social manipulation. I'm out.
Name:
Anonymous2018-08-22 8:12
tfw playing on private servers and not donating
Name:
Anonymous2018-08-22 13:21
Modern gaming is gambling and social manipulation.
So is poker, that's what makes it fun.
Name:
Anonymous2018-08-22 13:40
>>191 poker is not fun you're just pissing your money away
>>193 "Money can't buy happiness"(also "People get rich through hard work" and "If you have nothing to hide, you have nothing to fear" quality boomerisms)
said the boomer who was born into wealth and got a job via nepotism
"If you have nothing to hide, you have nothing to fear"
what boomers who don't use the internet say
Name:
Anonymous2018-08-23 10:36
>>188,189 Well, its not everything. There still emulators/rom sites, private servers and indie web games. Most of old games have been cracked/pirated and run flawlessly on toaster integrated graphics(that would considered top-tier machines of the past).
Name:
Anonymous2018-08-25 16:22
Twitter is a PVP MMO and if you lose a fight you get fired IRL
Name:
Anonymous2018-08-25 17:59
>>197 A Strange Game. The Only Winning Move is Not to Play.
Name:
Anonymous2018-08-27 4:47
Every game designed for commercial purposes is about profit, so playing it is losing something: money, attention, energy and giving it to the publisher. Keeping that in mind, you can play anything but be aware that the game is designed to make profit at every angle. By adding free audience it increases visibility and exposure, so even if you don't pay it increases overall profits. #LateStageCapitalism
Name:
Anonymous2018-08-27 10:30
The key idea in games is complexity of interaction creates gameplay complexity. Imagine a building with 1000hp. As a static thing it will just occupy space a mere obstacle. Now lets add complexity(in form of upgrades or enhancements) . 1.A machine gun post in the building. Now attackers have to handle much stronger target. 2.Barbed wire contour. Melle/close range attack will damage the attackers, so enemies must stay out of specific range, reducing their effectiveness. 3.Repair function. Now the target can regerate lost hitpoints. 4.Producing new units. Now the target becomes a priority since it creates a strategic threat. 5.Provides a defensive aura for allied units. Make it much harder to fight units nearby. 6.Allows garrison. Now a tactical opportunity to increase firepower where its needed is created and units can be stored there safely. 7.Can be sold/scrapped for resources. Now a building has intrinsic value.
>>206 Speaking of autism, these turn-based 3D battles looks quite autistic with "Your turn" as if its some balanced ritual to strike once and wait for counter-attack. I'd rather play something abstract or text based, where turn-based combat isn't cringe inducing.
Name:
Anonymous2018-08-29 12:02
The secret to making great games is making them low-effort: Effort(clicking,thinking,moving,exploring) is always rewarded and game requires less effort as it progresses. In badly designed games, effort is rewarded less and less through game progress, culminating in a "wall" which requires farming items, grinding or doing repetitive tasks to climb the next "wall".
Name:
Anonymous2018-08-29 13:03
>>208 By that metric, these exponentially growing tap games are the pinnacle of greatness.
Name:
Anonymous2018-08-29 13:14
>>209 I have no idea what you're talking about, so i assume its something popular on mobile devices.
Name:
Anonymous2018-08-29 13:23
>>209 If you refer to incremental/idle games,like Cookie Clicker, they're actually illustrative of the related concept("Zero-effort reward") but not exactly the point. The concept of effort generating reward can be applied to any genre and any game. Basically you mod the game to be really hard at start and reward player effort by reducing difficulty instead of raising the bar with each level - mostly by removing obstacles that exist at start and reducing effort required to play. An example that best illustrates this is a Fireball skill. In conventional RPG a Fireball increase in power each spell level at cost of more mana consumed: with "effort generating reward" the Spell mana cost isn't changed but reward(increased damage) applies: in effect, you only get reward vs mana penalty.
Name:
Anonymous2018-08-29 13:32
>>211 ..Additional example for basic stats. A bow class weapon uses dexterity to calculate damage produced, normally the game uses a flat formula like multiply by (dex/100), but with low-effort progressing each point in dexterity creates x1.01 to damage multiplier(+1% damage): with 100 point DEX and formula 100*(dex/100)% you get +100% damage(doubling the damage). with 100 point DEX and 100x1.01^DEX formula you get +270.48% damage. The effect stacks faster with more points: with with 1000 point DEX and formula 100*(dex/100)% you get +1000% damage(x10 the damage). with 1000 point DEX and 100x1.01^dEX formula you get +2095915.563% damage.
Name:
Anonymous2018-08-29 13:45
>>212 ..another example, about rewarding player with exp. Typically a game would require more and more exp per level. An x1.2 more per next level would be generous in typical RPG(100,120,144). With low-effort, this is replaced with a flat add of +100, so exp goes 100,200,300,400,each level gap increases required exp by 100. Example curves for exp interval 100 levels: x1.2 vs +100 flat exponential flat interval(low-effort) Level 2: 100 100 Level 10: 619 1000 Level 20: 3833 2000 Level 30: 23737 3000 Level 40: 146977 4000 Level 50: 910043 5000 Level 60: 5634751 6000 Level 70: 34888895 7000 Level 80: 216022846 8000 Level 90: 1337556524 9000 Level 100: 8281797452 10000 So at level 100 to get to next(101) level you need 8281797452 exp("The Wall") vs only 10000 in flat inverval system, and getting 10k exp at higher level would be much easier, eliminating most of exp grind.
Name:
Anonymous2018-08-29 13:57
In general "progressive decrease in effort/low-effort" isn't used because people feel the game becomes too easy, but in fact its because the game is too empty of content to pack in the progress of the game. So what is the problem here? People expect game difficulty to increase with game progress - otherwise the player rapidly approaches the endgame. This is actually the goal being reached. Game designers think that a game where 90% of players quit mid-game is somehow good and a game where 100% reach endgame is too easy.
>>215 Pure-skill games don't reward time-investment.
Name:
Anonymous2018-08-30 11:19
>>216 Its not only that they don't reward time investment, the skill ceiling is real and requires lots of dedication to break through. Starcraft for example. Pro koreans train every day, its incompatible with normal lifestyle and doesn't seem healthy to dedicate all your time to a single video game.
All that effort in skill games(clicking/tapping the keyboard) doesn't transfer to other tasks outside the genre and wears out joints/cartilage like 10hour typing sessions. So instead of competing who can click faster and more accurate, progress can be achieved with small/casual gameplay sessions that put minimal strain on health/nerves.
Low-effort gaming and casual gaming are related concept, but casual games don't give their rewards progressively, they also have "walls" you have to climb.
Name:
Anonymous2018-09-03 11:18
how to make game: 1. open up rpgmaker 2. open default template 3. compile
yeah because getting better at something is not a reward at all
Name:
Anonymous2018-09-03 13:29
>>219 It would makes sense if the skill transferred to something useful. How does playing Starcraft better translate to useful skills?
Name:
Anonymous2018-09-04 3:47
lets cripple every player vision with SSAO(for a mere 20% performance drop) its realistic if we consider everyone eyes can't adjust to distance and function as photo camera
>>224 Thats why they're called eye-candy, useless bullshit to emulate some shitty atmosphere that only art-fags care about. These lens flares and anti-aliasing are only cool for screenshots and art galleries. For gameplay they're just nuisance that lowers frame rate.
What is /prog/ hivemind's opinion on unity's component object model?
I've seen some real brainlet shit done with it, but I think it's really useful for those without the discipline to avoid making god classes that cover all behaviors a game object will exhibit.
>>228 Anti-aliasing is essentially blurring defects in the game. Its sometimes cheap, but the real solution is increasing resolution to 4k and creating smooth meshes without sharp edges. Physically-based rendering is far more useful than blurring object edges.
>>232 LØØØØØØØØØL OGSSAA (Supersampling) gives a much better performance for the quality you get.
Name:
Anonymous2018-09-06 10:48
>>235 Dunno about GeDoSaTo, but from the name it sounds like it is exactly supersampling i.e. render at a higher res then downsample. The OG in OGSSAA is apparently only there to differentiate it from what they call SGSSAA in which not all pixels are enabled in the high res buffer.
Name:
Anonymous2018-09-09 14:11
>>223 it doesn't look very realistic, but I actually like it. I notice an improvement in visual quality.
Name:
Anonymous2018-09-09 20:30
>>220 How does clicking "Attack" 10000000 times transfer to real life?
>>238 it means you've trained your mind and fingers to react very fast.
Name:
Anonymous2018-09-10 3:30
video games are for degenerates.
Name:
Anonymous2018-09-10 5:54
>>238 It doesnt. It just gives a reward in-game. The "Starcraft" skill only gives you a reward in form of higher rating, but nothing in-game or offline. Thats the point. Unless there is some reward 95%+ of lower rated player get shit ratings and nothing to compensate their Starcraft time investment. A rpg has multiple reward mechanisms(exp,loot,skill upgrades) that make it accessible for the 100% of audience. Skill games don't.
>>240 Its a cheaper entertainment that anything else. Even if you spend 100$ per month on microtransactions. While its harmful to sit in one place for 2-3 hours, no one keeping you there. You can play 1 hour, do something else 1 hour(that isn't computer-related, like arguing on videogame subreddits), etc.
Name:
Anonymous2018-09-10 12:05
degenerate my dubs
Name:
Anonymous2018-09-17 11:30
>>243 Logic doesn't work on "people" who unironically say "degenerate". If it's not "traditional", it's wrong and offends invisible sky wizard.
If I were a government, this would be the first place I look to add people to a watchlist.
Name:
Anonymous2018-09-19 5:58
Making a MMO or anything that requires permanent 24/7 multiplayer operation is unrealistic and waste of money. Smaller-scale multiplayer with 4-16 players/game can be hosted by one of the players and scales without limits - you only need to provide some sort of lobby for players to meet. Instanced RPGs also have the full single-player experience vs server full of people having to share the entire world. MMO without "Massive" amount of players also fosters a more tight-knit community.
Name:
Anonymous2018-09-19 11:58
It is much better to make a shitty game than to care about tiny details early on. The time you spend not making a game, refactoring the shitcode into FUNCTIONAL PROGRAMMING with xenomorphic socialism patterns, discussing best ways to not end up with a turd, is the time you don't spend making a game.
Meanwhile some brainlet with no idea of what makes a game good, makes a bad game, then rides on backpats from plebs who don't know what makes a game good, until someone competent comes along and fixes his mess. Then the brainlet has both free time AND a game to call his own.
It happens way more often than it should.
Name:
Anonymous2018-09-19 12:18
>>250 Tiny details aren't discussed here, its more a global overarching ideas, strategies and enterprise-level solutions that helps bridge legacy products and existing customer needs, concurrently exploiting the value add of cutting edge glue frameworks and agile software stacks to drive innovation forward.
Name:
Anonymous2018-09-25 8:37
what programming language should people use to make video games?
Name:
Anonymous2018-09-25 8:53
>>252 Technically, its possible with every language. But if you want to use AAA engines, top performance and latest libraries, you'll have to use C++.
C++ has many flaws, but its easily optimized to run on potato integrated graphics/old CPUs.
D can use most of C++ middleware with bindings, a solid option for big projects.(you can turn off GC in critical spots and performance with LDC is decent, on part with C compiler optimizations)
Plain C: if you're not afraid of building your own wheels and familiar with C debugging, its the right option: tiny binaries, lots of interesting technical aspects you can optimize in lowest-level algorithms.
Rust, also a great choice if you have time to dedicate, much more secure by default.
Ada , solid no-GC language, about as hard as Rust, but less flexible. Some people write rock-solid game servers, its underrated for debugging/maintenance and generally easy to understand(reading Ada is much easier than Rust). Only disadvantage is lack of libraries, you'll have to write bindings on your own.
Lisp/Scheme, if you plan ahead and manually manage your memory is also valid option, prototyping will be much faster with REPL. Performance isn't going to be good, but smaller games will work. Bindings will need to be written to your favorite libraries.
Basic, dedicated basic variants for gamedev are popular choice for newbies. It allows prototyping stuff very fast, especially when the Basic is paired with a decent game engine(e.g. PureBasic). Speed is decent, below C++ though.
Pascal(freePascal), similar to Ada, but much more flexible language. Low memory use and mostly safe, solid code. Lacks recent library bindings. Has great GUI library(Lazarus).
Name:
Anonymous2018-09-26 21:52
>>252 I'm no expert but I'm pretty sure C++ is the only sensible choice. Apis, Processors, Graphic Cards, Documentation, Tutorials, Libraries, Tooling are made for C++. At least for Windows,Switch,PS4,XBOX. I don't know what Apple is doing, something like using Swift with a dialect of C++ for the fast parts? Maybe someone can explain.
Name:
Anonymous2018-09-27 6:15
>>252 don't listen to those anuses: >>253-254 if your're are not doing AAA tier shit, sepples will do more harm than good. you probably don't want to do that, or you can't do that because you've never made games before and also don't have AAA resources.
find your're are self a decent engine, find out what language is used to script it and use that. if you want, you can learn sepples later, but it won't be as universal as the game design and architecture knowledge you learn by making smaller games without focusing on low-level details
>>256,257 if you really want fast, functional and type-safe language for making vidya then why not use an actual practical language instead of research wankery that has never been used in serious projects, video game or otherwise? I mean OCaml and its derivatives like F# or Haxe, the latter of which actually powered some indie flash games.
Name:
Anonymous2018-09-27 8:14
>>258 not just flash games. Papers Please was written in Haxe. this is the funlang of choice for indie vidya
>>260 it is. it's also very well-designed, blends narrative and mechanics pretty nicely and has a good aesthetics. this is what you should aim for when making an indie game by your're are self. you won't make a AAA blockbuster alone in your're are basement, but you might do something like this if your're are good
Name:
Anonymous2018-09-27 17:31
>>194 Have you ever went to the market and said "yes, I would like 50 grams of happiness, thank you"? I think not!
>>263 That's cheating, I think, but can't precisely point out why.
Name:
Anonymous2018-09-27 21:42
>>264 it's like hacking but with chemicals instead of code
Name:
Anonymous2018-09-27 22:05
>>263 MDMA is just borrowing happiness that your future self won’t have when you come down.
Name:
Anonymous2018-09-27 22:25
>>266 same with credit cards, but americans are in tons of debt
Name:
Anonymous2018-09-30 19:14
>>261 same shit people who play/make Visual Novels say
Name:
Anonymous2018-09-30 19:21
>>268 To be a VN dev doesn't even really require much programming ability. There are VN game engines out there with scripting engines that look like pseudocode. Hell, even I could write a VN engine from scratch, and I'm not even a great programmer.
>>270 hurf durf why does my indie rogue-lite metroidvania #45642562356213 sell badly? maybe because rogue-lite + metroidvania isn't a good natural fit, the market for both genres is oversaturated and the game doesn't look especially interesting from either gameplay or artistic point of view?
my games probably won't sell well either, but for other reasons: their're are too niche. but I'm not expecting to make money with them, I just have the need to do something creative
Name:
Anonymous2018-10-01 7:37
The point spending years polishing and optimizing your game doesn't pay off and costs health and money.
Name:
Anonymous2018-10-01 7:42
Thinking about gamedev from the bottom-up: "I will write something new just because it feels right" Thinking about gamedev from the top-down:"What are my goals and what is the market for these concepts?"
Name:
Anonymous2018-10-01 7:55
>>273 spend years and optimize game because you like it, without expecting to sell well. if it's not a full time job then treat it as a hobby. better yet - spend years and make game as good as possible instead of ZOMG OPTIMIZED SHOW ME YOUR'RE ARE CFLAGS.
Name:
Anonymous2018-10-01 7:56
The game failed because it is an uninspired ball of mud. The game is an uninspired ball of mud because the author is a soulless boomer. A prebuilt engine does not help with any of that.
The product may be bad, but the author learned valuable skills like programming in c++, mathematics and working on a large software project.
Name:
Anonymous2018-10-01 9:02
dubs always sell
Name:
Anonymous2018-10-01 9:23
gamedev = intellectual peak of software development
>>279 The internal dialogue of this thread's collective conciousness, presumably.
Name:
Anonymous2018-10-02 16:08
Turn-based vs Real-time: I changed my mind from "real-time is the king of gaming". I thought for a while and now i have actually arguments for turn-based gaming(considered boring and slow). 1.Top-level performance: Turn-based means everything is not reacting after the turn. i.e. rendering, sounds and dynamic effects are one-time expense. Raytracing everything is possible. Much higher quality of everything. Time to procedurally generate stuff.
2.Actual long-term strategy with discrete steps: chess allows planning because steps are discrete and not dependent on timing(except maybe a timer for 1minute per turn, so a player can't drag a game forever). Discrete starcraft would allow novices to copy openings and execute them flawlessly, without speed requirements(300 actions per minute). It also allows composing openings and evaluating each strategy without external interferance. Discrete diablo-clones/ARPG would need something like "stop time" after each attack, i.e. you attack->monsters counter-attack->their attack ends-> time freezes until you act. So the gameplay CAN BE SEAMLESS like real-time and not "select options for next turn" cludges typical of turn-based RPG.
3.More options for combat mechanics: Discrete mechanics allow "turns" to be considered as time units and modifiers can affect them instead of time. In RPGs,DPS becomes obsolete. Players can prepare custom attacks. In RTSs, first attack become critical too, dps-based "strategies" replaced by micro-management and unit selection. Micromanagement becomes much easier in all genres you have time to craft any tactics.
4.Balancing becomes easier: Players no long have timing advantages. Everything is much easier to compare withing discrete steps.
5.Less demanding skills from player base: Elite twitch skills are not required anymore. Casual gamers can easily try anything and replicate any tactic.
6.Discrete turns can be analyzed and understood much easily than chaos of real-time gaming.
7.Games can be saved and reloaded at any step easily;i.e. you can time-travel to any part of the game and replay it within the game.
8.Real-time actions can be separated into discrete chunks:i.e. you don't need to tell a Starcraft drone to move 50 times. You can order it to move once, and each turn it will move one step. Micromanagement isn't mandatory.
Name:
Anonymous2018-10-02 16:32
>>281 That is more like a hybrid turn-based/real-time, not pure turn-based design.
Name:
Anonymous2018-10-02 16:46
The most important advantage of turn-based stuff, is ability to 'pause' at anytime by simply not playing. A phonecall? The game can wait. Urgent email? Just switch to it. Want to read something? Game won't bother you. Turn-based is the real "casual" gaming.
Name:
Anonymous2018-10-02 17:30
The end of real-time competitive gaming is new neural-network bots: Eventually a 300APM human will be outplayed by 10000APM bot, just because humans are slower and have "reaction times". A turn-based design will survive this.
Name:
Anonymous2018-10-02 21:56
>>284 but even a turn-based game can have so many combination possibilities that a human can never try them all in their life, so a computer can brute-force moves to learn about which ones are better or worse
Name:
Anonymous2018-10-02 22:07
The only winning move is to not play.
Name:
Anonymous2018-10-03 4:00
>>285 Turns out, combinatory explosion of most video games move trees prevents that. Suppose you play discrete Starcraft. Each turn you have like 500-1000 valid choices which spawn next unique 500-1000 valid choices(utterly dependent on previous ones). Thats orders of magnitude more than any board game.
Name:
Anonymous2018-10-03 5:45
>>287 starcraft is not turn-based turn-based games: final fantasy, chess, checkers, tic-tac-toe, etc.
New insight: A videogame must appeal to NPC basic desires to have any success. It also cannot be too complex or too abstract. Designing a game for PCs will result in failure or very niche audience of PCs with tastes similar to yourself.
>>305 You cannot be a good (game) designer if you hold any sizable part of humanity in contempt. And I suspect this is true even if you want to design it for your sole enjoyment.
Name:
Anonymous2018-10-17 15:31
>>308 Just like Linux being a superior operating system doesn't interest the vast majority of Windows users...
Name:
Anonymous2018-10-17 18:59
>>309 How can it be superior if it's harder to leaen?
If your're are game works on square grid and characters can move diagonally, then you will break pythagoras theorem. Consider playfield: 5 + + + + + 4 + + + + + 3 + + + + + 2 + + + + + 1 + + + + + 0 1 2 3 4 5
getting from (0,0) to (5,5) would require just 5 movements diagonally, instead sqrt(5^2+5^2). So allowing hexagonal movement is a very bad idea that will confuse players. That is why most game designers prefer hexagonal playfields.
Solutions: 1. Disallow diagonal movement (Final Fantasy Tactics doesn't allow it). 2. Move to proper continuous euclidean space. 3. Make diagonal movement cost sqrt(2) tine units, instead of 1. Viable alternative for realtime strategies, where engine calculates it under the hood, but turn-based players will hate you and your game.
So yes, just use hexagons or other similar lattice.
Name:
Anonymous2018-10-20 19:11
>>313 morrowind speed runners run diagonally because it makes you go faster because you're getting the speed of running forward added to the speed of running sideways, and the dumb way the multi-directional movement works, it treated holding forward and right as basically moving twice as fast instead of just one speed or the other
Name:
Anonymous2018-10-20 20:10
>>314 Morrowind uses continuous space, so that is an example of some really bad coding from AAA devs. I'm surprised such idiotic bug got past testers and all the internal scrutiny.
>>316 they can always pretend that it allows for a higher skill cap, even if it is an unintended game mechanic
here's another example of an unintended mechanic: bunnyhopping in source engine games, which has lead to mods that make use of bhop only and nothing else: https://www.youtube.com/watch?v=uZVjT6-ejUM this mod is based on a first person shooter, but as you can see, it has nothing to do with FPSes
>>320 Many people can't stand 3D rotation and fast changes in FOV. Thats why 2.5D forced perspective is popular(and also faster)
Name:
Anonymous2018-10-21 10:42
>>322 In real life fast change of FOV means you're getting head injury. So it is natural reflex to avoid it.
Name:
Anonymous2018-10-21 10:49
These 3D twitch jumps and rotations, are actually only viable if you have brain-damage in some specific region(prob vestibular processing) and lack the natural instinct..
Name:
Anonymous2018-11-01 10:28
>>319 Most of "unintentional bugs" ARE creating depth. A typical genre-bound game is boring without glitches and exploits. Tricks and bugs being used by players are sort of meta-game that elevates gaming to a whole new level, that actually makes it fun. Game hacks allow unique gaming experiences not intended by design and change the game into a platform for exploring shared worlds.
Name:
Anonymous2018-11-02 7:31
gamasutra.com/blogs/SvyatoslavCherkasov/20181023/329151/ Cool russian tricks to make games.
how do you collaboratively apply what's been said in this thread?
Name:
Anonymous2018-11-03 1:05
>>330 indie game development is rarely collaborative
Name:
Anonymous2018-11-05 23:25
im too dumb to make a game
Name:
Anonymous2018-11-05 23:35
trips
Name:
Anonymous2018-11-06 4:20
>>332 This isn't about making games. its about designing them. You probably have ideas about what games you like.
Name:
Anonymous2018-11-06 7:09
>>332 we know nikita, we always told you that your're are a dumb bydlo
Name:
Anonymous2018-11-06 19:13
modified an old 00s pc shooter to have strong persistent mmo character progression and more abilities, still working on it but am hesitant to open it to the public because of liability legally and from the government for people acting like retards
i did most of my work on the level design and client fixes, have made no assets myself because fuck modeling and trying to fit decade old textures
So i invented a magical excuse that monsters can shift through walls/objects since they're part non-physical. It makes pathing much simpler and linear.
>>336 the worst case scenario would be that the developer sends you a C&D letter, but most of them won't do that as long as your're are mod doesn't work without the original game (i.e. it doesn't allow people to pirate it), they won't go to the court without a reason. and I don't see what the government has to do with anything, I'm pretty sure they don't give a shit about someone modding an old FPS. so post it - and preferably write a post about how you did it. reverse engineering vidya is an interesting topic, but it mostly stays within closed cracking groups so there's surprisingly little info about it on the open web.
BTW what game?
Name:
Anonymous2018-11-07 7:45
>>341 its not reverse engineered the source was released a couple years ago when their old publisher was shuttered the engine has also been gpl for forever I cannot make art assets so im "stealing" a lot right now
Name:
Anonymous2018-11-07 7:55
>>342 just replace the stolen ones with opengameart, or something. that can work as a placeholder until you find/make/buy something better
>>346 I'm not talking about working on it, I'm talking about publishing a demo. work with pirated shit, replace it on demo release and try to find people and/or money to make actual assets for final release >>347 your're are an anus
Name:
Anonymous2018-11-07 8:09
COME ON DUDE! its FREE and no, that does not mean FREE AS IN BEER or GRATIS but it is FREE as in FREEDOM okay so USE THIS GNU/TURD and you better be releasing your('re're) GAYME on loonix so the obese faggots that use it on desktop can ddos your servers and talk about child porn in the ingame chat because that my man is FREEDOME
>>351 your're are an anus >>352 non-commercial projects can still have a demo release. and there are hobbyists who want their're are art in games, they might help you with obtaining original assets
Name:
Anonymous2018-11-07 8:27
>>354 not interested in dealing with some faggot who wants their patreon link deviant art insta twitter everywhere at that point its not fun for me anymore its work
also new art would require a total conversion... its not just the ui or models its the whole setting of the game and ingame mechanics reflect that association and again thats work not fun
Name:
Anonymous2018-11-07 8:30
and sounds... im extremely particular about sfx and forget trying to recreate every sound out of hundreds and voice lines etc
fuck your copyright
Name:
Anonymous2018-11-07 8:39
I gotta agree with you, copyright a shit. but as I said, the worst thing that happens is C&D so who cares. also check'em
Name:
Anonymous2018-11-07 8:45
unfortunatey the owner of the intellectual property is extremely litigous and games based on persistence require... well... persistence
it will never be released
Name:
Anonymous2018-11-11 18:41
Just right now there is an opportunity to create a virtual cameraman AI, that would correctly auto-navigate through any geometry, showing viewer the best parts: https://www.youtube.com/watch?v=C7307qRmlMI
Such library could be used for all kind of game and non-game applications, where users would have to provide just a few heuristic hints.
That is a huge field for your AI skills.
Name:
Anonymous2018-11-11 20:19
Frozenvoid should team up with Mentifex and create the ultimate game!
To summarize the thread, FrozenVoid makes a MMO in RPGMaker out of free assets with realistic footstep sounds, and without music? Is that some new kind of foot fetish?
Regarding music, lets take classic RPGs, say Final Fantasy or Baldur's Gate, and throw away their soundtrack. I.e. Final Fantasy 7, last boss, and no One Winged Angel theme. I'm sure Square should hire FronzenAnus to remake FF7 with void.h.
It has more than 10 zombie sprites and a lot of backgrounds. No idea why they made it free, but at the same time sell badly made pixelart sprites. Usually such high quality packs cost $100 or more.
That YC metroid clone should have used it, instead of his crappy programmer art.
Ok, infinite compression was understandable, we have all been through the phase, you start thinking what is possible. But now it just cries FV has some heavy mental problems, Christ-chan level, if not bigger. Maybe sexchanging will help?
>>375 Frozen Anus's game was announced years before Spells of Hamstery. Frozen Anus is even more lazy and more bydlo than Nikita.
Name:
Anonymous2018-11-22 7:53
>>376 Spell of Mastery was never officially announced, neither was Symta. These are just hobby projects. In fact, Spell of Mastery is just a big unit test for Symta. Before that I used Warcraft 2 assets, it had an AI and loaded maps from retail game. But people told me to stop messing with Blizzard's property, which can't be kept on github, so I started the Spell of Mastery and initially used some free assets from Battle for Wesnoth, which were gradually replaced with custom ones.
The Symta itself was started as a set of macros for Common Lisp, which were developed to show Haskell advocates that you can write succinct code in Lisp, together with persistent data structures, like versioning trees, and even have infix expressions on demand. So early Symta used https://github.com/saniv/cl-plwc/blob/master/plwc.lisp instead of lists. And that is why syntax is a little reminiscent of Haskell, trying to keep boilerplate to minimum.
Name:
Anonymous2018-11-22 8:09
typical Russian behaviors: not making your're are game, shitposting, not checking dubs
>>379 The greenlit game was actually almost finished, I just didn't want to release it, and instead completely overhauled the design and since then I got turmoil with Putin persecuting me, so I cant finish anything, just because now I'm a wanted criminal and have no proper citizenship. Nothing will happen until I get out of this shithole they call Ukraine. It is very stressful to be here.
Name:
Anonymous2018-11-22 8:40
>>380 it would be finished if you programmed instead of shitposting your're are violent fantasies about killing other bydlos
Name:
Anonymous2018-11-22 8:52
>>373 I'm sick of tranny propoganda and constant cultural marxist subversion. Maybe gas chambers will help?
>>399,398 NPC trying to mimic humans by using the only thing floating in its brain, memes and words absorbed recently.
Name:
Anonymous2018-11-22 12:21
>>400 the ultimate irony of the NPC meme is that /pol/ros have an automatic reaction of yelling 'NPC' at everything they don't like. almost as if their're are the real NPCs.
Name:
Anonymous2018-11-22 12:26
>>401 "No, you're the real NPC" If you don't call out NPCs for doing retarded memebot bullshit, they're going to spam their drivel ad infinitum. They have to realize their memes are not their own thoughts - they are programmed to post their mental diarrhea and pretend to enjoy it.
Name:
Anonymous2018-11-22 12:40
>>402 everything I don't like is NPC, and people who call me out are NPC!
anus, before accusing people of not having their're are own original thoughts, ask your're are self: are you any different? is calling people NPCs not a meme? is your're are ideology not just copied wholesale from whatever is currently popular on /pol/?
You're talking to a /pol/ro. They do not have a concept of ``self''.
Name:
Anonymous2018-11-22 12:47
>>404 which makes them calling others 'NPCs' doubly ironic
Name:
Anonymous2018-11-22 12:48
THe NPC "meme" is the anti-meme that forces NPCs to think. Compare the post in >>403 and >>394 , the NPC has to engage some spare neurons instead of reactively spewing emotions.
/pol/ro2: *says exactly the same thing as every other /pol/ro* /pol/ro1: wow, so redpilled!
yeah, definitely makes people think instead of being a thought-terminating cliche that allows /pol/ros to stop engaging with other opinions.
Name:
Anonymous2018-11-22 12:51
NPC: You're the NPC NPC: You're the meme bot NPC: You must be programmed by fascist nazi misogynist transphobic /pol/ ideologies NPC: Start watching TV and absorb correct opinions
Name:
Anonymous2018-11-22 12:53
>>408 nobody said anything about TV, anus. the fact that you reduce any opposing opinion to some retarded strawman like that only proves the point in >>407 - that this meme is a thought-terminating cliche
/pol/ro: oh, some NPC disagreed with me. that's because (((TV))) told him to! /pol/ro: fortunately, my views have been independently formed by believing everything other /pol/ros told me.
>>411 mindless reaction: not being a /pol/ro enlightened thought: being a /pol/ro
ok
Name:
Anonymous2018-11-22 13:04
The NPC is immunized against all dangers: one may call him a memebot, sheep, drone, media zombie..it all runs off him like water off a raincoat. But call him a NPC and you will be astonished at how he recoils, how injured he is, how he suddenly shrinks back: "I've been found out."
Name:
Anonymous2018-11-22 13:04
Replying to /pol/ros may not be an NPC behavior, but it surely is a waste of time. You can't wake them up, they're programmed to avoid thinking. Even when they meme - which is the highest level of the activity their script covers - they make sure to reuse same old shit over and over.
>>416 but I still think your're are an anus. I just explained why
Name:
Anonymous2018-11-22 13:37
>>417 You didn't explain anything, you asked if i am a NPC as well and that what i post is also memes. You think that "I think that X" but actually you react to post reflexively with a meme and try to rationalize it later.
>>421 I'm a GIMP user who has been using it for a very long time.
Rotating something by 190 degrees is achievable by rotating by -10 instead of a positive number. You know it wraps around, right?
This just makes you look dumb for not even spending a few seconds on something.
Name:
Anonymous2018-11-23 5:32
>>422 This is different due symmetry of rotated objects. The proper way is to rotate 180 and then 10 degrees.
Name:
Anonymous2018-11-23 6:21
>>423 No, -10 is the same as 190 in GIMP. If you rotate a layer or selection twice in GIMP, it will degrade the quality more, because it's a raster transform of all the pixels, though in more advanced image editing software (as in, definitely not GIMP), it rotates the layer but keeps the original layer data so you can rotate it as many times as you want without degrading quality. But every rotation in GIMP, if it's not a multiple of 90, makes the quality worse. To really see what I mean, try rotating something 10 times in a row (not by a multiple of 90), and you'll notice how it looks bad.
I use GIMP regularly and have been using it for over a decade. I do a lot of GIF animations that involve rotation. I think I know what I'm talking about.
There are very few things in life that I know a lot about, but GIMP is one of those things.
I meant -170, not -10. I'm drinking so I said the wrong thing but it's the same basic idea and you just don't know how to use GIMP. 10 more than 180 is -170 in GIMP logic. I made a simple mistake in saying that, but the point is that you can have a negative angle to represent a positive angle that is greater than 180.
190 is the same as -170 in GIMP. I recorded proof: https://my.mixtape.moe/xofeah.mp4 I would have uploaded to imgur, but they limit uploads to 30 seconds and I didn't feel like editing it or re-recording.
Name:
Anonymous2018-11-23 6:56
>>425 See the video I uploaded in >>426. You don't need to buy Photoshop just to rotate a fucking image.
For GIMP: Want to rotate something 200 degrees? It's -160.
Here, I will make a simple Python script so you understand:
#!/usr/bin/env python3 userDegrees = int(input("Enter degrees for rotation: ")) if userDegrees == 360 or userDegrees == 0: print("No rotation necessary") elif userDegrees < 360 and userDegrees > 180: #example: 200 becomes -160 finalDegrees = userDegrees - 360 print("Rotate it by " + str(finalDegrees) + " degrees") elif userDegrees <= 180 and userDegrees > 0: print("Rotate it by " + str(userDegrees) + " degrees") elif userDegrees < 0 and userDegrees >= -180: finalDegrees = userDegrees + 360 print("negative testing: " + str(finalDegrees)) else: print("range error") print("this is not the most efficient way to write it but I am drunk")
Please note: rotation is only the same if the layer sizes are the same! There can be issues when you duplicate a layer. Be sure to do Layer -> Autocrop Layer to avoid issues. If you have the layer set to your image size, it will be rotated with respect to the image in its entirety rather than the center of the layer or selection you are trying to rotate. But maybe you want that, I don't know. But be aware of how the layer size, even if it's transparent and unused, will change how a layer or selection rotates.
Name:
Anonymous2018-11-23 10:13
>>427 your're are wasting your're are time, nikita is just looking for an excuse not to make his game ('waaaah I can't do it without macbook and photoshit').
Name:
Anonymous2018-11-23 16:23
>>428 Photoshop is actually really useful. ProMotion NG is nice too. And some particle effects editor or plugin.
Name:
Anonymous2018-11-23 19:52
Krita rotates everything perfectly.
Name:
Anonymous2018-11-23 20:13
>>430 Krita is not for photo manipulation, but for painting anime characters.
http://lj.rossia.org/users/sadkov/268920.html Ok. You have random() function. But how to use it? If you just place map tiles or terrain heights at random, you will get white noise result, that would be unrealistic unfun garbage, similar to Anton Myrzin's "Chaos". If you launch some cellular automata with random rules to produce caves in your roguelike, these caves would look unnatural. So to properly generate world for your video game, you can't use pure randomness, but need laws of physics, which will declare what is possible given the context - i.e. you need to have statistics of chances of some world even happening; for example, a chance there will be a lake or a mountain at a given point on the planet. Here we naturally come to stochastic algorithms, like Markov Chains and ANNs.
So to create realistic looking caves, you need an example of real caves layout in a euclidean space (likely broken into some discrete graph noes, because working with pixels would be hard). Now you train Markov Chains on that space, producing probabilities, that of tunnel going at given angle, distance, curvature or forking, given the previous state of the tunnel. Now, you can start from cave entrance, and use the random() with probabilities to generating realistically looking cave system.
Similarly you can use ANNs, which will work on more complex context, or just modify the Markov Chains concept to capture more complex data cross-correlation.
There is just no simpler way - random() without probabilities and physics is useless. You need statistics. Even superficially simpler algorithms, like the one used in Spelunky, still use this concept, but hardcode most values and have unrealistic training set.
A bullet hell shooter, but all characters are girls with hats!
Name:
Anonymous2018-11-27 19:53
>>441 And all sprites are so badly drawn, they can as well be gay men in hats.
Name:
Anonymous2018-11-28 6:08
>>368 Of course, we should make an AAA game with full-length cinematics, voice acting, tons of uncompressed music,3D assets and 3D engine written by ourselves. It would take about 15-20 years though and would look like a cookie cutter title that everyone already played. In the meantime you could make hundreds of concept games and find ones with potential, develop it further and make an indie title which would stand out from the crowd.
Name:
Anonymous2018-11-28 7:47
>>435 the algorithmic composition features are very simple but really cool, like FL Studio's 'RiffMaker' but FOSS. the soundfont is ok - has a SoundBlastery feel, but I'd rather use something that sounds like SID, NES sound chip or SNES sound chip. so I'd probably use it to generate MIDI and synthesize somewhere else.
also, I just got an idea: it could be quite fun to use retro synths as instruments, but pass them through modern effects. if you don't overdo it and make sure that it fits the mood, you could achieve something that would be a musical equivalent of those 'hi-bit graphics' (Owlboy, Heart Forth Alicia, Octopath Traveller etc.)
also check my motherfucking trips
Name:
Anonymous2018-11-28 14:50
If you make an indie game you've to either target tinkerers, furries or liberals
Name:
Anonymous2018-11-28 15:01
>>445 or one of a dozens of genre niches that AAA forgot about
Another case is https://opengameart.org/content/town-nature-tilesets-4-seasons-2-daytimes and other Vikings of Midgard items by MirceaKitsune, says "All tilesets are licensed under the Public Domain like the originals, which were created by Fenrir Lunaris.", yet at the referenced site (https://rpg.hamsterrepublic.com/ohrrpgce/Free_Backdrops ) it says "These are user-created backdrops/screens that are either in the public domain, or creative commons. They are all free to use in your game. If you are in doubt as to whether or not you need to credit the creator, it's best to get in touch with him/her." I.e. they are at least CC-BY, which is not public domain. Even more, the downloadable game's archive (at http://www.castleparadox.com/gamelist-display.php?game=768 ) says "this game is distributed under the terms of the GNU General Public License." I.e. not only it is not public domain, but you have to release all changes back under GPLv3. Same goes with the game files included with the ohrrpgce engine. So if you use it, Stallman's FSF will sue you into bankruptcy. They actually came even for some some unknown indie Android game, with a few downloads.
but be careful, because they there are likely more stolen assets at OGA. RPGMaker sprites especially like to pop up in like ever third submission there.
Hi Nikita, Thanks for writing in. Your repositories were set to require a login to view following multiple reports from users concerned about their contents. This was done as an alternative to hiding or disabling the content entirely. Thanks, GitHub Support
Making particles only using white squares however is no fun. To fix this, let’s download a sample file. Please download the sample from the link below and extract it. After extracting the sample, please locate the file “Sample.efkproj” and extract it.
What is with all this overly politeness and "please" after each instruction? That is like 101% autism.
And Graham Phillips is British. But that doesn't stop him from being a huge Russian whore.
Name:
Anonymous2018-12-03 7:14
>>458 Also, beside founders, they have shareholders. I.e. people who funded and own the company. That could be the mr Putin himself, one of daughters or numerous relatives.
>>461 Why not research it out for yourself instead of blindly believing people?
Name:
Anonymous2018-12-03 22:19
>>465 In the modern world everything is binary: on the left hand we have commies, like Hilary, and on the right side we have nazis like Trump. I don't like commies or nazis, but Putin supports nazis and nazis are socialists too, therefore I hate nazis more than commies.
alphabet > punction > numbers > block characters > check mark > block characters > math signs > checkers not in ansi order, every character should be 4x4 including the space, exluding "m" and "w" as they don't have a space. Attribution is Discouraged.
I can't believe I read something so stupid in my life. ⠠⠍⠊⠛⠓⠞ ⠁⠎ ⠺⠑⠇⠇ ⠺⠗⠊⠞⠑ ⠑⠧⠑⠗⠽⠞⠓⠊⠝⠛ ⠊⠝ ⠠⠃⠗⠁⠊⠇⠇⠑ ⠎⠊⠝⠉⠑ ⠊⠞⠄⠎ ⠃⠁⠎⠊⠉⠁⠇⠇⠽ ⠃⠊⠞⠎ ⠞⠕ ⠉⠓⠁⠗⠁⠉⠞⠑⠗⠊⠵⠁⠞⠊⠕⠝⠎⠲ ⠠⠺⠓⠕ ⠑⠧⠑⠝ ⠉⠁⠗⠑⠎⠂ ⠺⠑ ⠇⠊⠋⠑⠄⠎ ⠁⠃⠕⠥⠞ ⠍⠁⠞⠓⠂ ⠺⠑ ⠙⠕⠝⠄⠞ ⠑⠧⠑⠝ ⠝⠑⠑⠙ ⠞⠕ ⠉⠕⠍⠍⠥⠝⠊⠉⠁⠞⠑ ⠺⠊⠞⠓ ⠁⠝⠽⠕⠝⠑⠲
Name:
Anonymous2018-12-30 8:24
I've an idea for an instant hit game: a physics based beheading game with graphics, sfx and music sampled from ISIS videos. Due to a bad control, player would be constantly missing chopping off parts of skull or shoulder, instead of head. The main complication is properly implementing gore, but guess you can do that using medical voxel datasets.
>>472 it'd be an overnight hit and source of controversy years ago, nowadays it would be seen as a reash of the surgeon simulator formula but edgier. nobody plays ironic 'simulators' with bad controls anymore
Populars: >>482 , LÖVE, Allegro, GODOT, LibGDX, etc.
Where is RPGMaker? It is the most popular among complete. retards.
Name:
Anonymous2019-01-01 16:01
Linux is too niche IRL, because due lack of common standards each distro version has its own drivers, libraries and incompatibilities. Oh, and where standards exists, they exist in form of bloatiest, nastiest, enterprisiest OOP like systemd and gnome "Virtual file system".
Name:
Anonymous2019-01-01 17:13
>>486 Forgot GameMaker, you're right. Rpgmaker iirc still has some dependencies not even Winblows provides, so 50% correct. >>487 Read what Ethan|MAGFest|AGDQ @flibitijibibo posted about, non issue, esp. with provided libraries. Linux kernel itself is so advance, you can just target that instead, like FreeBSD did for VESA and extended unicode and true color support on console.
Linux/Mac porter, developer of FNA. FEZ, Transistor, Super Hexagon, Celeste, Dust: AET, Eversion, Apotheon, Rogue Legacy, VVVVVV, Salt & Sanctuary, Owlboy, etc.
Without scripting = sufficiently smart system can guess your intention and generate content of fly. With scripting = you hardcode it using spaghetti out of if/else
>>492 You're lying. they confiscate all communication devices when you're committed to a psychiatric ward. The only way to communicate with outside words is through physical letters, which are first read by your psychiatrist.
Name:
Anonymous2019-01-12 18:16
>>493 Imagine the warden trying to make sense of a /prog/ shitpoast, handwritten on paper. Fancy that.
Name:
Anonymous2019-01-12 18:19
>>493 It's my third internation and this time it's an humanistic clinic. They let you use the internet everyday from 20:30 to 22:30 and the whole day on weekends.
Guess you're stupid. Also, think about investing these money get from defrauding people in legal business, instead of going to jail or into asylum. I.e. you earn $100,000 selling child porn, now you can probably open a grocery or something.
Name:
Anonymous2019-01-12 21:09
>>496 Wut. I have no option if my father decides to throw me in here, it's not about being stupid. I guess there were translation problems but I'm at a clinic, not at a correctional facility. Think of it like a rehab, except I am not chemically-dependent, but had a fight with my father instead.
Name:
Anonymous2019-01-12 22:10
>>497 How can anyone decide anything for unless you broke law? You should sue them.
Westwood basically had to hire top graphic compression scienties to compress the videos into small enough bandwidth for slow CD-readers of the time to handle.
That is one of the problems I've solved with Symta, where memory is never fragmented, as opposed to your typical C++ mess with smart pointers.
Name:
Anonymous2019-03-04 21:10
>>506 Funny how instead of understanding and fixing the problem they started changing random things and hoping that the problems magically would go away.
Name:
Anonymous2019-03-04 21:45
>>507 They had deadline, and then the backlash came, when buyers found that the game is unplayable, because always crashes after 30 minutes of play. So obviously devs panicked and began https://en.wikipedia.org/wiki/Shotgun_debugging in hope of hiding the problem under the carpet.
After that they realized that it is defective by design and the whole engine must be rewritten to get rid of smart pointers, or whatever simplistic crap they used to fragment the heap THAT much. So now they remember that pitfall dearly. C++ isn't a guarantee that you will succeed, because C++ just welcomes some nasty bugs. Same with C# and Java, only in different dimension. Edited on 04/03/2019 21:49.
>>507
They had deadline, and then the backlash came, when buyers found that the game is unplayable, because always crashes after 30 minutes of play. So obviously devs paniced and began https://en.wikipedia.org/wiki/Shotgun_debugging in home of hiding the problem under the carpet.
They had deadline, and then the backlash came, when buyers found that the game is unplayable, because always crashes after 30 minutes of play. So obviously devs panicked and began https://en.wikipedia.org/wiki/Shotgun_debugging in hope of hiding the problem under the carpet.
After that they realized that it cant besaved and the whole engine must be rewritten to get rid of smart pointers, or whatever simplistic crap they used to fragment the heap THAT much.
After that they realized that it is defective by design and the whole engine must be rewritten to get rid of smart pointers, or whatever simplistic crap they used to fragment the heap THAT much. So now they remember that pitfall dearly. C++ isn't a guarantee that you will succeed, because C++ just welcomes some nasty bugs. Same with C# and Java, only in different dimension.
Name:
Anonymous2019-03-05 7:20
>>506 I remember a few weeks ago you complained that you need to implement heap allocations in Symta because stack is not good enough for some stuff. so you didn't solve the problem, you just temporarily avoided it
Name:
Anonymous2019-03-05 7:27
the real problem is that Stardock guys were at the time Windows utility programmers and mid-budget gamedevs. they just didn't have the skills required for AAA shit. they have those skills now (Ashes of Singularity was very impressive technologically, even if gameplay was a mediocre attempt at ripping off Total Annihilation), so at least they know how to learn from experience
http://www.terrygreer.com/adventuregames.html To fit lots of graphics into a console however meant that the graphics had to be programmed. I designed a graphic language to enable me to hand encode complex graphics. For example a line draw and a flood fill would give outlines and solid colours, while a character draw routine would draw dithers and bitmap graphics. The language was recursive so that you could even write subroutines in it. I'm not a programmer though – so I had to get the adventure game’s programmer (Dave Banner) to write the code to interpret this script.
But the results were efficient. For example we could get 10+ pictures AND the game itself into a 48k spectrum simultaneously!
Doing graphics for these machines was more akin to tapestry than drawing, but despite the crudity (especially compared to modern graphics) they did get some great reviews at the time.
Name:
Anonymous2019-03-06 1:09
>>508 Infinite money and time, I love those odds. >>512 Why give kiketube analytics money? >>513
>>523 That is now how one makes a game. First make a clear design document. Then break it into an implementation plan for a prototype. Write the prototype. Modify the prototype. Turn the prototype into the actual game.
Complex stuff like kinematics would require using premade solution, and force you to use something like Unity, which integrates such stuff using common interface.
Name:
!Ps1ivhrO6w2020-04-20 22:47
>>524 You are right about your first paragraph, thanks.
I would never use premade solution, which doesn't expand my knowledge at all, can't be modified, and can be taken away at a glance.
Direct kinematics, which I'm looking at first, is not as complex as you would imagine; studying it also increases my knowledge and enables me to program things I might have never thought about before.
But you are right on the need for organization, and the schema you provided is applicable.
Yeah it is a bit lispy and uses Symta's read/print to parse the save. Still needs some formatting to look nicer since Symta supports less cluttered syntax inside the Lisp-one.
Name:
Anonymous2020-04-21 4:00
>>527 Actual save/load code PlayerSerFields = list serial index name human gold debt color_name alt_color
CellSerFields = list x y biome type seed
UnitSerFields = list serial site type hp_loss flags hired used demand slot
SiteSerFields = list serial seed owner gold flags quest_context turn cell ap ap_max
QuestSerFields = list serial seed type turn owner src dst reward flags
ItemSerFields = list serial type owner count slot flags quest renamed color
WorldSerFields = list root_seed seed turn turn_seed player neutral human nil picked serial quest_serial unit_serial cycle
item.ser = | GT = getters_ Me | Fs = map F ItemSerFields: | V = (GT.F){Me} | when V.is_wsite: V <= s,V.serial | when V.is_wplayer: V <= p,V.index | when V.is_wunit: V <= u,V.serial | V | Fs
wquest.ser = | GT = getters_ Me | Fs = map F QuestSerFields: | V = (GT.F){Me} | when V.is_wsite: V <= s,V.serial | when V.is_wplayer: V <= p,V.index | V | Fs
wsite.ser = | GT = $getter | Fs = map F SiteSerFields: | V = (GT.F){Me} | when V.is_wcell: V <= c,V.x,V.y | when V.is_wquest: V <= q,V.serial | when V.is_wplayer: V <= p,V.index | V | $class.type,$data.unheap.list,Fs
wunit.ser = | GT = getters_ Me | Fs = map F UnitSerFields: | V = (GT.F){Me} | when V.is_wsite: V <= s,V.serial | V | $data.unheap.list,Fs
wcell.ser = | when $void: leave 0 | GT = $getter | map F CellSerFields: | V = (GT.F){Me} | when V.is_wsite: V <= s,V.serial | V
world.ser = | GT = $getter | for F WorldSerFields: | V = (GT.F){Me} | when V.is_wplayer: V <= p,V.index | when V.is_wsite: V <= s,V.serial | $data.F <= V | list version("0.1") data | $data.list cells | $cells{}{?ser}.skip{0} players | $players.list{}{?ser} units | $units.list{}{?ser} sites | $sites.list{}{?ser} items | $witems.list{}{?ser} quests | $quests.list{}{?ser}
world.save File = | say "Saving to [File]" | "[File].txt".set{$ser.as_text} //| $bg.save{"[File].png"}
SiteLUT = UnitLUT = QuestLUT =
wplayer.unser Ser = | ST = $setter | map F,V zip{PlayerSerFields Ser}: (ST.F){Me V} | $color <= $color_name | Me
wsite.unser Ser = | $class <= $world.classes.(Ser.0) | $data <= Ser.1.enheap | ST = $setter | map F,V zip{SiteSerFields Ser.2}: (ST.F){Me $world.unsref{V}} | SiteLUT.($serial) <= Me | $place{$cell} | Me
wcell.unser Ser = | ST = $setter | map F,V zip{CellSerFields Ser}: (ST.F){Me $world.unsref{V}} | Me
wunit.unser Ser = | $data <= Ser.0.enheap | ST = setters_ Me | map F,V zip{UnitSerFields Ser.1}: (ST.F){Me $world.unsref{V}} | UnitLUT.($serial) <= Me | Act = $world.main.acts.$type | when no Act: bad "wunit.unser: no act associated with [$type]" | $act <= Act | $class <= $world.main.classes.$type | Me
wquest.unser Ser = | ST = $setter | map F,V zip{QuestSerFields Ser}: (ST.F){Me $world.unsref{V}} | QuestLUT.$serial <= Me | Me
item.unser Ser = | ST = $setter | map F,V zip{ItemSerFields Ser}: (ST.F){Me $world.unsref{V}} | $class <= $main.classes.$type | $base <= $class.item | $owner.equip{Me} | Me
world.load File = | say "Loading from [File]" //| $bg.load{"[File].png"} | SiteLUT <= t | UnitLUT <= t | QuestLUT <= t | Save = $main.load_save_file{"[File].txt"} | Data = Save.data.table | $regenerate_bg{Data.root_seed} | for C Save.cells: $cellsMap.(C.1).(C.0).unser{C} | for Ser Save.players: $players_pool.alloc.unser{Ser} | for Ser Save.sites: $sites.alloc.unser{Ser} | for Ser Save.units: $units.alloc.unser{Ser} | for Ser Save.quests: $quests.alloc.unser{Ser} | for Ser Save.items: $witems.alloc.unser{Ser} | for S $sites: when S.quest_context: //backpatch it | S.quest_context <= $unsref{S.quest_context} | ST = $setter | for F WorldSerFields: | V = Data.F | (ST.F){Me $unsref{V}} | Data.F <= No | for K,V Data.list: when got V: $data.K <= V //| say $players{}{?index,?name,?serial} | SiteLUT <= No | UnitLUT <= No | QuestLUT <= No
Ideally stuff like PlayerSerFields should be marked at the time type field gets declared. I think a more general out of the box serialization system wont hurt. Then there could be pre-generated setter list ready for the serializer.
Name:
!Ps1ivhrO6w2020-04-23 10:39
>>520 I like the language, though the implementations are deficitary... I might reimplement parts of it into a hash-table oriented language, For I love sets in math, and hash tables are their most approximate implementation.
Sorry for the ducks - they are for watermarking purposes, since some people are known to steal and reuse random stuff from soundcloud without giving credit.
I'm not really a musician, so I will keep it minimalistic and mostly ambient. I.e. most tracks will actually be duck tracks.
The only worthwhileness of games (interactive media) is as simulations of or interfaces to actual mechanisms.
To make money it can be too wasteful or confusing, because artistic and scientific inclinations must be mixed in a xor-gate fashion.
But if a capitalist is involved and hires one worker for each aspect, efficiency and coherence could be secured, if the difference in their communication styles doesn't get in the way.
But to do it simply to entertain people, and through illusion grab their money? Shouldn't such a combination of talents generate a proportionally large amount of wealth instead?
This is the failure of propaganda-based economies. They do not enrich their buyers on the deal. And the buyers are the working force. And a poor working force is an untalented working force. And an untalented working force makes poor products, and also limits what a capitalist can hope to achieve through the wise application of money.
Unfortunately this style can appear a bit too serious for a turn-based indie pixelart game. I had thoughts about a more upbeat approach with a trumpets, but it was sounding just too annoying. Also couldn't find any good tambourine sample. Those coming with sf2 fonts sound like ass.
LMMS also has no way to do any actual math on the output, like dubbing it.
This is Nikita's account at deviantart: https://www.deviantart.com/gensym (Nikita telling people he's a proud Russian and communist who steal their asset)
>>549 You're imagining something using some random Russian poster as a proof. I don't steal anything. Otherwise point the source from where my music came.
Name:
Anonymous2020-05-09 23:52
>>550 The famous random Russian whose name is Nikita Sadkov and who uses Symta. It could be any Russian, everybody uses Symta.
Writing c++ is easy, its the debugging that is hard. The combination of low-level footguns and extreme complexity of implementation, that probably guaranteed maintaince jobs like in fake Stroutsrup interview
This is what I am working on: Tile Battle. A game with topdown view, tiled map, real time combat. It works on the browser and maybe later on phone app.
Name:
Anonymous2021-01-28 18:59
bump
Name:
Anonymous2021-01-28 19:21
I'm trying to make a combination of bomberman and chess.
Name:
Anonymous2021-01-29 12:58
>>576 I've played the new bomberman game it was terrible. How do you even mess that up?
Name:
Anonymous2021-01-29 14:07
By neglecting the core gameplay, such as when noöne is in a position where their giving a fuck has an effect in that regard. This is common in corporate circumstances, and is clearly a significant part of the reason why so many games are copy-cats of older games; though in Bomberman's case that's explicit.
Let's hope the Dynablaster remake is at least a little bit better. Or that it has cute girls.
Name:
Anonymous2021-01-29 17:50
>>577 Hudson gave up on the series a decade ago and the new games that they phone in once every 5 years don't have any personality or take risks. The classic formula is okay, but the most memorable bomberman games all combined that formula either with an interesting story mode (64: The Second Attack) or by crossing genres (Hero - Mixed with platforming, Wars - mixed with tactical strategy, Story - mixed with RPG, etc). The new games are all just classic formula with nothing else besides an online mode, which I hear is overpopulated with bots. I don't know. Last new game I played was Bomberman Blast for the wii and the servers don't even work anymore.
I came up with a board game combining bomberman and abstract strategy wargames like chess only to realize Bomberman Wars already did this. But I'm gonna make my own version anyway.
Name:
Anonymous2021-01-29 18:13
Basically 2-4 players, 9x9 board, three pieces per team (if 2 player, 5 pieces), captures are done by bombs, pieces can lay bombs and each piece has different movements and bomb placement abilities.
Here's how I would like to do it in person: a bomb is like a black checker piece, a small circular tile can be placed on top of it to indicate a power up if the player has captured any, and the checker has three holes which miniature pins can be placed inside. After the user who laid the bomb ends their turn, they pick one pin out of the bomb. Once they pick the last pin, the bomb explodes and captures any pieces or blocks in its way. If another bomb is nearby, it will blow up regardless of what its timer is. Tension can he had by placing a bomb right next to an active bomb and blowing up far more than what the original layer intended. Your typical bomberman traps also work: trapping people in corners, accidentally killing yourself, strategically killing your piece and a bunch of others (kamikaze attack), etc.
In chess there's the concept of tempo: the amount of turns it takes to complete a certain initiative, however here, the game emphasizes tempo as its main strategy. Having the advantage of tempo is how you capture pieces, and exploiting others' tempos by extending their bombs with your own is how you fuck people over.
Of course the computer version will all just be bombs and fancy explosions.
Name:
Anonymous2021-01-30 16:49
>>578 Fair >>579 The only bomberman I like was a traditional 3d one I played with friends as a kid. The new one was uglier than the one 15 years ago and controlled horribly. Pummelparty has a well liked Bomberman minigame, with only extra bomb and power upgrade and 1 map. >>580 Turn based games are bad. The only surviving ones are semi turn based mobile games with heavy mental manipulation. Multiplayer ones are even worse. While one guy is moving the rest has to wait.
>>581 It's a board game in real life first and foremost, the computer version is just to share with people that aren't going to build their own board, it's modeled off chess and checkers, it has to be turn based, and besides the turn aspect and waiting to see what your opponents do heightens the intensity of the bombs being on the board. I don't actually understand your point about turns being bad, I can't think of any popular board games that aren't turn based.
Only collision, only 2d Next would come joints in 2d, and then going 3d with a camera.
Name:
Anonymous2021-02-03 20:33
>>583 A good one has interactions even when the opponent is playing.
I've played Cluedo recently. Players are scraping for clues to find the place, murderer and his weapon. The cards with info are spread across the players. Three cards aren't spread, those are the target. Each turn players can guess place,murderer and weapon. If one of the players has one of the guesses he has to show the card to the guesser.
While only one player can take action per turn it is of interest for the complete party. One may not see the card, but if 1 card is shown it shows that at least one of the guesses was incorrect. If you want to win you have to infer in opponents turns.
The period where it's boring is short. The opponent may take 10 seconds to choose his guesses, which are useless for the other players. The other states of play are interesting.
In your game all the time until the oponent makes his move is useless. Opponents minds are idling.
You may say that chess is also like that and popular but it's more complex so you have to manage more state which means less idle time. Also it's kinda a meme. A big reason that people like chess is status. It's a proof that you're ``smart''. No wonder it's popular in countries built on dick measuring such as Russia. Also it has the advantage that it's already established with history behind it.
Traditional bomberman would not work as a board game. The game has the mechanical depth of tic tac toe but with more complexity which is never fun. There is no good way to simulate an explosion in real life, one would have to count fields every time. What makes bomberman interesting is the short decision time.
You can imagine shooters as a board game. Each turn you can move position and line of sight. With better position and better line of sight you kill the oponent. It would not be exciting.
Honestly I don't think your idea works but I wish you godspeed. If you have a prototype I'll test it with a friend and give feedback.
Name:
Anonymous2021-02-03 20:48
>>583 It's a dead market. He wants to make a multiplayer turn-based game. How many of them are still alive? The only one I know is civilisation, but that's parrallel. Single player turn-based games are still around but that's just because there's no idling time as the computer moves instantly and because they're cheap to make.
Real-time games are more interesting than turn-based games just like 3d games are more interesting than 2d games.
Name:
Anonymous2021-02-04 6:12
>>586 I don't dispute this. There is just a different demographic of adult gamers who play turn-based games, they're not considered very profitable by game industry as its a niche(no microtransactions, no instant dopamine from loot, no dlc) but it exists. For mainstream example try Tabletop Simulator on steam.
Name:
Anonymous2021-02-04 7:14
>>585 I just disagree with this, because I don't think you see the bigger tactical picture of having teams instead of one character like bomberman. Like in checkers, the game is all about position, not the individual pieces. You see the other players moves as boring, and fine, I suppose traditional turn based board games may not be for you, but I see it as suspenseful: every turn that the other players take changes the dynamics of the board entirely. One player might foil your plan, while another player places themselves into a new position you can exploit, while another player walks into another player's trap. The game is all about exploiting these times in between turns. Every turn that you are not playing affects you just as much as the turns you are.
If it's absolutely necessary, I can implement a timer that skips moves after 10 seconds. Perhaps that would be a good compromise on the quick paced nature of real time bomberman, as usually the mistakes in bomberman come from not acting fast enough.
>>586 This is a hobby board ultimately, who cares about markets? I have an idea for a game that I and my friends want to play. Bomberman is our favorite party game and we play chess and international checkers often. My favorite single player games are RPGs, I guess I just like turn based games. My friends are my primary demographic, but since I go to a lot of board game websites I know the market that >>587-san describes is actually thriving right now. 2020 saw a giant boom in online board games, if you haven't been following that trend and weren't aware.
I personally think it's a fun exercise to create a real life board game and then convert those rules into a program for which no engine already exists.
Anyway I'll be back with prototypes soon enough.
Name:
Anonymous2021-02-04 17:09
>>587 Before the pandemic tabletop simulator had around 2k average players. At the start it had 12k. Since then it's somewhere around 7k. That's a big increase but csgo has 1000k. Lol has 4000k. It's very much a niche.
>>588 Different strokes for different folks. What RPGs do you like? I never got into them. They're too dumb for me and a chore. I'm planning on playing Disco Elysium with the liberal arts theater friend but sadly he's freaking out over corona.
I'm not convinced but that's just through the limited lens you've showed. I'm looking forward to the prototype.
I'm thinking of a seven-part battle royale with prebuilt builds, each inspired on a different planet. Each player gets an abode on a random generated map that he can defend by himself or with follower npcs if his build generates them. For instance one build can have a vampiric sword that drains life and upon hitkill converts not only players but their minions as well.
>>619 Great! Do you prefer puzzle, RPG or shooter? Real time or turn based? Single player or multi player? Pixel art or 3D models?
Name:
Anonymous2023-07-15 13:50
>>621 Probably turn based rpg, multiplayer as an optional future thing, I have no clue about 3d graphics.
Name:
Anonymous2023-07-19 16:18
>>622 Turn based singleplayer RPG it is, then! I can do some (bad) pixel art, but I could train and improve. Do you have an idea for an engine or programming language yet?