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GAME DESIGN THREAD
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You are currently reading a thread in /v/ - Video Games

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how are those games goin, anons?
>>
not at all

i have one strong idea that i can't get passionate and motivated about

i have several ideas i can flesh out that i can't get passionate and motivated about
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>>319910093
at least it tells you its not actual game footage from the get go, unlike many other games I can think of
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>>319910093
I know one of the devs on summonstrike,com....they're close to something fun, but it needs work.

Its an interesting twist on turn based RPG games, like FF Tactics
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Terrible.
I'm making a demo on MV and have only 18 days.
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>>319910797
XD
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It's going very well.

Before I get to work with how I'm going to present it through gameplay, I need to be comfortable with what I'm trying to convey, so I don't give away too much through text or whatever because I don't know how I want things to be seen.
So I'm establishing stories between characters.

Other then that, there's not much to talk about. It's not going to be anything special in the end, just a side-scroll adventure RPG. If people like it, that's probably because they like the genre, but I'm ok with that.
>>
http://www.noahbradley.com/blog/start-often-finish-well/

Just remembered this article I found. Pretty good stuff.
>>
>>319911047
you can learn how to 3d model. my dad did it in just 8 weeks
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Warm memo

>>319897253
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>>319911187
What did he use? I'm curious.
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T-poses creep me the fuck out.
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>>319911217
Woops

>>319877429 *

Also, there are so many games that could be "ported" to PC or remade with contemporary mechanics
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>>319911112
Someone shop a basketball on this
>>319911111
btw
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>>319911310
AutoCAD
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>>319910797
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>>319911470
I was more thinking on the lines of what set of tutorials / instructions he used, or whether he went in balls out
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Anons, help

I'm struggling to find a good graphic style for my 2D dark fantasy RPG with focus on combat and loot. I've asked in couple of game making threads and no one ever responds.

I spent last two months on playing JRPGs on GBA to find a good style and the closest I can get is Final Fantasy VI with high resolution character portraits and a little bit more detail

Recommend me something anons
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>>319911383
>>
Not too well. I'm trying to make an engine for a grid-based dust game I wanted to do. Every time I make it work, I get upset at some inefficiency, scrap it all, and then spend weeks to months improving on it. Also Bressenham's Line Algorithm confuses the fuck out of me despite being simple math.
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>>319910797
Listen to that applause!
You did it! Great job!
>>
>>319911704
Go for Darkest Dungeon style.
>>
>>319911704
>the closest I can get is Final Fantasy VI with high resolution character portraits

So that's what you should do! FFVI was well-liked, so cribbing from it isn't a bad move.
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I'm gonna ask this again, since nobody responded in the last thread.

I'm planning out a platformer rougelike and running into some tough choices.

>how do you deal with platforming and bullet hell? Double jump? wall walking? grappling hook? Jetpack? Being really floaty? Or is it just an impossible proposition?
>Isaac style rooms, or randomly generated rooms, or one big random map?
>Lots of upgrades, or lots of guns? How many guns would I need to make up for lack of upgrades? Would I still need some upgrades? Where would the player get those upgrades?
>Should ammo management be a thing? How rare should ammo be? What happens when a player runs out of all of their ammo?
>Open or closed spaces? Mixture of both? Change enemy spawns based off of amount of space?
>How to find bosses? Closed off arenas?
>Constantly spawning enemies or no?
>Item drops or item rooms? Do you have keys? Special enemies guarding items / guns?
> Pixel art, 3d, or more of a drawn style? If drawn, how would I deal with the big sprites needed for my desired level of detail?
> Does unity do good tile based stuff?

Please help, I'm so confused.
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>>319912129
What about the magic? I was thinking about the way they did it in ios versions of Final Fantasy games - high resolution new animations.
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>bump
>>
This thread is really dead.

Okay, I need help with the story. I'm making a 2D dark fantasy RPG >>319911704 and its main focus is combat and loot. The story is about a kingdom that was full of legendary heroes. With every single day there were newcomers in the city who protected it and had a good time doing quest and other stuff. Blacksmiths, alchemists and other vendors earned a lot of money and the crimes were rare.

Then one day king's daughter got really sick. The king ordered every mage to help her, but they couldn't do anything - and when she died, the magic power inside her transformed her into an undead creature. King has fallen into madness and enacluated his eyes with his own hands. Then he ordered the royal army to purge all mages from the kingdom and burn every book that was somehow linked with them - he erased them from the existence. Then a random man cut off his head.

Then plot of the game starts. PC is an artifically created human who was sent by Time Mages to save the planet from Stareater Symon, a knight who traverses the cosmos to absorb stars and their power.

The main antagonist isn't Symon. It's this man who killed the king - another one of the Time mages' servants, who was sent to the past to stop the king from holocausting the mages.

Sounds like shit, but it's supposed to be an explanation why there is so much loot and why there are so many strong dudes trying to kill you.

So... How do I make it less shit?
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>>319917307
Just say its a game and don't take certain 'gamey' aspects so serious. I mean in vidya you can take bullets and sword slashes and recover just fine, maybe with something that restores your HP or just waiting it out.
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>>319910093
I can make a "Hello world!" program on C.
Slowly getting there.
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>>319918441
But I want it to be gamey to the maximum.

That's why the whole story is about a generic mmorpg world where everyone was the hero of their own story and everyone had a great time while outside of the kingdom there was a lot of monster slaying to do. Every hero had his own legendary weapons and mysterious spells.

The story is a setup for the loot hunting and boss killing.
>>
>>319918935
People are trying to kill you because there's a bounty on you, there's so much loot because the future started selling cheap loot to the past because it was easy money, but it got of control and the weapon makers caused a paradox that sent them out of existance and now your time is stuck with all this loot.
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>>319913087
too many questions, whatever you render your models in, whether its models in blender or images you created in photoshop just make sure they're fucking tiny in file size, otherwise your wasting your time
>>
>>319910093
It's funny that you posted Undertale.

I was working on a top-down action game that involves reloading saves. There are four dungeons and a central town, and the game changes based on what order you clear the dungeons in. And each time you replay the game to get the different combinations, the NPCs and party members slowly become aware that something's up, since they remember more and more of each previous playthrough.

But the specifics of what I had planned were too similar to Undertale, so I lost motivation.
>>
>>319919706
How tiny would I need to make them? Would 128*128 work? Should I just use one large spritesheet for most of my graphics so that It draws on less images?
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>>319919636
The idea of the bounty is interesting, thank you.
>>
I can share an idea I had.

Basically, it plays with the mouse cursor, and it has to dodge shapes coming from everywhere. It plays with 2-4 actions, which are teleport the cursor, shift into "ghost phase" for X seconds, ect... And that's it, it's simple to do, and it could be nice, and nervous.
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>>319911047
B U I L T F O R S E X
>>
I wanna make an RPG with an overworld kind of like LISA, 2D sidescrolling and whatnot. I'm just not sure what to use to make it, RPG maker? Do I need to learn to program?
And I started working on a soundtrack, have about 5 tracks done on bandcamp
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>>319910093
>how are those games goin, anons?
Fine, I'm almost done with all the scripting for my game and am making some progress with the graphics.
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>>319920759
GameMaker could work. It's what the source was made in. It doesn't necessarily need programming, but drag and drop doesn't always pay the bills.

Can we see the soundtracks?
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>>319920182
Funny thing is I was / am making a game that is nothing like undertale, and I'm afraid of being written off as a clone because it has the bullet hell dodging system even though I've had the idea for years. Changing it is next to impossible since it's pretty integral to the system, but I'm afraid of the lynch mob just be writing it off as a clone or just trying to follow popular trends or some shit like that.
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>>319920901
How do you draw like that? What do you use?
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>>319920901
Any advice on graphics? I can draw buildings and objects just fine but people look extremely bad and drawing in a manga artstyle would be just fine by me.
>>
>>319920182
Undertale isn't the only RPG-type game that has loads of 4th-wall breaking shit.
OFF & OneShot come to mind.
Irisu Syndrome might not be an RPG, but it has some fucker similar to Undertale as well. That's not considered a ripoff.
Please finish it, I love that type of shit in games
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>>319921274
Study Loomis, draw way too much, do studies of your own, look up tutorials, go on i and ic, and eventually you WILL git gud. It's just a matter of slamming your head against a brick wall until one of you breaks, anon.
>>
>>319921174
A wacom table and Paint Tool SAI.

>>319921274
I started off with Loomis' Fun With A Pencil book, then I practiced gesture and figure drawing. Then I started to draw on my own, but I use a ton of references, to try and make as little mistakes in regards to anatomy and proportion.
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>>319910797
>d-do i f-fit in yet, guise?
>>
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>>319921174
>>319921471
O, right. I also just use the regular brushes/tools that come along with SAI. Maybe I could get a better result if I knew how to create or where to get those, but I think the standard set is enough as a starting point.
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>>319910093
>Project SW
Shit ATM. Original lead designer and idea guy was kicked off after he didn't accomplish shit for 3 months.

>Project RL
Going well. Got a new programmer who is a god amongst men; you tell him what you want something to do- two hours later it's done.

>Project MM
Almost in beta. Once there will begin final polish and testing, then release on the App Store.
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How do I start making video games if I want to make something akin to Castlevania
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Today is the day I start working on a Strider clone
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>>319911047

I need nudes, or porn of someone that looks just like her
>>
>>319922489
Anywhere.

You will need a lot of knowledge to make a game like Castlevania work.

Perhaps consider starting with the Unity tutorials, lots of help with those are available.
https://unity3d.com/learn/tutorials
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So, I know 3D animation and modeling, could I potentially make my own celshaded action platformer if I use an engine?
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>>319913087
>>how do you deal with platforming and bullet hell?
Do you mean proper Japanese bullet hell style? Jetpack, easily. You need complete control of moment or it will become very frustrating very quickly. But if you're just talking enemies that shoot a lot, i.e. more Megaman and less Touhou, you can get by with any of your examples.

>>rooms
Depends on the focus of your game. Do you want traps? Hidden rooms? Rooms that cater to certain enemy types (roomier for projectile spammers, tighter for chargers, etc.)? Look at your gameplay style and you should be able to find a direction that fits.

>>upgrades and guns
If it's rouge-lite I'd go guns over upgrades. Many, many rogue-lites fall on their combat, and one way to counter that is through a big arsenal. Upgrades matter less, as you're not as invested in your character (since it's going to permanently die), while many guns will provide a lot of variation.

Honestly, though, you should be thinking about this yourself. If you don't have a clear goal when you start working, you're unlikely to end up with anything good. Trying out various things during development is important, but you should still have a base plan that you expand from, instead of just improvising.
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>>319920901
Keep the black around the eyes. Makes them pop more. The rest I prefer in the softer, non-black style.
>>
>>319920901
Wait, are you making a VN?
Will it have H-scenes?
How do I track your progress?
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>>319922747
You'd still need to script quite a few things on your own.

>>319922976
I'm still trying to figure out how to do proper outlines for the eyes. But I guess it is better to keep them a solid black. Thanks for the suggestion, anon!
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>>319923241
>Wait, are you making a VN?
No. I'm making a h-rpg in RPG Maker. Something more like MaidenSnow Eve or VH, but with fetishes that appeal to me.
>Will it have H-scenes?
Yes.
>How do I track your progress?
I post in /rpgmg/ from time to time.
>>
>>319923630
Nice, nice!
When do you estimate to be done?
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>>319923253
You're welcome. The outlines around the eyes are just shadows, eyelashes, and eyebrows, after all, which all work in black. I wish more artists did softer outlines for skin, hair, etc. It looks really nice.
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>>319913087
>how do you deal with platforming and bullet hell?

You fucking don't. Look at how Rogue Legacy has a bunch of unplayable classes once it gets to bullet hell difficulty. Bullet hells can function because the player has 100% control of their PC at all times. In a platformer you lose control every time you try to jump. All of your questions make it seem like you don't have an idea of what you want your game's core mechanic to be so you're just thinking of adding things video games you liked.

For example

>How to find bosses? Closed off arenas?

You're thinking on a level way, way higher than you need to. Why are you making an assumption that your game is going to have bosses? What purpose will bosses serve to your game? The arena should be open or closed based on which one better serves the purpose of bosses in your game.

You need to get to a low level and figure out what you want to do from there, that's where your core mechanism is and what you build from. You might not be used to breaking games down to their core so you might want to start doing it as an exercise. Break it down any way that's easy for you, for me I think of the objective of the game and try to read how the game is built upon that.

For example for Smash bros:
Agents (player controlled or AI) try to force their opponents off the stage while staying on themselves. Because the goal of the game is putting your opponent in a bad position while maintaining a good one every single possible action the player can perform is related to changing your opponent's position or your own.

From here the devs can answer questions like

>Should there be flight?
Flying could be an option but it should be limited. Freely moving on any axis gives the player too much control over their positioning which should be a major challenge. Too much mobility would stifle strategy if players couldn't predict each other's movements with some level of accuracy

sorry if this is unreadable i'm fucking tired
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>>319920182
That sounds fun though. Get your motivation back and then I will play this game
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>>319923732
I don't know about done, because I'm still early in development and I'm still really new to drawing in general. But I'm planning on releasing a demo in the near future, hopefully in January or February.

>>319923795
>The outlines around the eyes are just shadows, eyelashes, and eyebrows, after all, which all work in black.
Fair enough, I just really like the effect of when the edges of the outline, around the eyes, have this slight transparency to them, so you can see the skin colour a bit through them.
>I wish more artists did softer outlines for skin, hair, etc.
Yeah, I also like it better that way. But one anon noted before, in /rpgmg/, that these softer outlines may cause a bit of trouble with picking backgrounds, so as the colours don't clash or completely blend.
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>>319918923
baka desu C is a pretty good language to make games in
>>
>>319924984
>Wanted to be a musician since early teens
>Really suck at music
Well, at least I can still somewhat code. ;_;
>>
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>>319921001
https://glovebox.bandcamp.com/album/amaranth
Mostly just a couple of battle themes and other stuff. I have very little musical talent

I have some character designs and a general story im thinking on, but thats about it this is all mostly just for fun right now
>>
I started a Warband mod a while ago, but I'm considering to wait until Bannerlord is released to continue it's development.
It is a low fantasy campaign based on the search for the Philosopher's Stone.
>>
>>319911047
>tried to make adult game once
>got everything down except graphics
>literally no graphics artist out there to finish it
>project dies
>project collecting dust
>>
>>319924628
The problem I have with the softer outlines on the eyes is that they almost look hypnotized. Sort of sunk in and nulled, like there's no emotion behind them. But that might just be me. Still, eyes are such an important part of the face that you kind of need them to stand out. It's why cartoons, and by extension anime, tend to have such big eyes to begin with.
>>
I want to make a 3D third-person sword fighting game.

I think I'm going to do it.
>>
>>319920759
RPG Maker would be a bit harder to deal with in case you do actually need to script something.
No idea how GameMaker works, but I've heard quite a few positive things about the engine.
Unity now has now actual 2D support, so it's quite easy to get a 2D project in that as well.
You can also technically use UE4 for a 2D game, but it would probably be overkill.

>>319926158
I guess that's a fair point. I still need to learn about such things like colour theory and alike. It would probably ease my life, in terms of art and making graphics in general.
Most of the time I'm just doing things without any sort of actual knowledge and really just try and do to the best of my luck. The result may not always be so bad, but I think I waste too much time like that, when with proper theory it could proably be accomplished much quicker.
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how is this type of game made?
https://www.youtube.com/watch?v=GlA6HeN-acI
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>>319922893
>>319923806

I guess I really DON'T know jack from shit when it comes to game design. I really don't have too much of a clear mechanic besides, enemies shoot some bullets, you have to dodge and shoot enemies. I also sort of want to have an if not frightening at least nerve wracking setting, and I think isaac style rooms would provide too much of an opportunity for downtime allowing a player to collect themselves in an empty room.

>what purposes will bosses serve in your game?

I sort of imagine them as barriers. Obstacles the player must overcome to get to an item cache, a new gun, or most importantly the level exit. Tough encounters to break up the constant flow of enemies and provide a risk/reward progression system. Will that pistol really hold up 3 floors from now. Can you take a boss?
>>
>want to make first month long game
>get a really fun and simple idea
>start stripping the fun out of it and keep adding ideas
>start plotting a story for no reason
>suddenly have no urge to make the game because it feels boring
>scrap it and try to make a simple game

everytime
Luckilly I'm still learning as I go
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>>319927442
If you want a constant flow of action, then just have linear room connections like in this shitty image I made. BoI has you backtracking for rooms you missed, but if you can't miss rooms then that's a moot point. What perspective are we talking, by the way? You mentioned platforming, so from the side? BoI is top-down, which is why I ask.

Anyway, you should sit down and really go through what you want from the game mechanically. How it should play, what the goals should be, and so on. Look at other games for inspiration or guidance, but don't just pick and mix different parts you like from different games you've played. Some mechanics don't mix well.
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>>319928052

Anon you gotta escape that cycle bro

Unless ur sticking hard to an agile method for development
>>
What prior game making skills did Toby Fox and Dingaling have before making their games? Do either of them know how to program?
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>>319928052

That's basically how everyone burns out.

They start, they get something moving an then they get ahead of themselves by throwing every idea they can think of at it.

I'm just sticking to a simple clone of an arcade game. It may not be new or exciting, but this shit is more to serve as a learning process than to make my dream game on the first go.
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>>319928573
Toby Fox made an Earthbound romhack. Don't know who that other dude is.
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>>319928363
This whole game takes place in a giant factory, so I want it to feel big. I don't think linear paths would feel as large and imposing as an open world. Also it wouldn't allow for any risk/reward, such as trying to get to the weapon rooms which would require going off path and having to fight more enemies.
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>>319927391
I'm really not an artist, more of a designer, so take my words with a grain of salt. Ran your example through Photoshop just to see how it would turn out. At the end of the day, it's what you're happy with that matters.
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>>319928723
Dingaling/Austen Jorgensen made LISA on his own
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>>319928363
>>319928932
Also forgot, but it's 2d from the side perspective. The bullet hell would be minor, but there would be things like triple shots and radial 8 shots.
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Literally water dropping.

I am the laziest, worst, weakest, dreamer dev, ever.
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>>319928981
>I'm really not an artist
By no means am I one myself. I've been drawing only for a year and a half.
>Ran your example through Photoshop just to see how it would turn out.
I like how it looks, but my lines are usually quite shaky and it's especially noticable when they're black, so I kinda want to try and mask it with softer colours, I guess.
>At the end of the day, it's what you're happy with that matters.
That's true as well, but I also want to improve, so I'm willing to listen into any critique that's given.
I'm going to play around with the eye outlines a bit tomorrow to see what results I can achieve with that, as well as I've noticed that the shadow on her tongue's kinda off, will need to fix that as well. But for now I'm way too tired and will go to bed now.
Thanks, anon!
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>>319928932
If you want exploration then you'll be giving the player ample time to catch their breath, since there will be backtracking involved. Also, big areas don't necessarily work as well in a side-view, as you'll have to increase their height together with their width to really get that sense of scale. That means a lot of platforms in mid-air, rather than the open factory floor you could have in a top-down game. It would put a bigger focus on dodging projectiles, however, as open areas tend to allow more spread out enemy spawn points, resulting in bullets coming from every which way. So maybe focus on movement as a big thing? Grappling hook, triple jump, even blocking and reflecting projectiles; something that puts dodging and/or projectile control in focus.
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>>319930098
You're welcome, I'll keep an eye on your progression!
>>
which engine somebody should use?
I have no clue where to start.
I can program industrial cards , got basics in 3D modeling.
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>>319930293
Unity for 3D, Unity or Game Maker for 2D, RPGMaker for LRPGs. There are countless tutorials online, so it's not hard to get started. The creator of Gunpoint made a tutorial for Game Maker, for people with no prior experience: https://www.youtube.com/watch?v=DN6dZWXUEzA
>>
>>319930612
thanks imma check it out.
>>
>>319930174
Thank you! Your comments on how dodging could be the main could really help flesh out my game!

However, would one be able to keep at least some of that franticness if they included constant enemy spawning? That would make backtracking require more combat. After all, even nuclear throne can have backtracky moments, and I feel that keeping rooms would still allow for relaxation if they were cleared.
>>
>>319931051
Be careful about constantly spawning enemies. It's easy to make people feel punished for exploring if it means they have to not only fight through new enemies in the optional rooms, but also old enemies as they make their way back to the main track. Looking at Nuclear Throne as an example, moments of peace aren't bad even in hectic games. It can even make the player more excited to move ahead, as they know the very next room might throw them right back into the heat of things. All in all, pacing is very game dependent. And you're welcome.
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>>319910093
It went pretty well anon, thanks for asking.
>>
Haven't worked on my game in months because I suck at designing shmup levels.
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>>319931768
>assymentrical multiplayer
hoo boy.
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bump
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Anyone have experiences using the Unreal engine? Downloading it now.
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>>319933643
Some, why?
>>
Currently working with a group of friends in Unreal 4
in charge of Animation
Animation in Blender takes a lot to get right considering my first project is a walk cycle. I just want it to be smooth. fuck
any tips?
>>
>>319933813
It looks pretty slick
>>
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>>319932738
Moon-sized monster orbiting Earth VS (up to) 4 little ships with different classes/roles

my other assymetrical game was a killer whale trying to eat the other player, a group of 200 penguins, while they try to push the Orca out of an iceberg. Orca was played in a first person view with literally 190 FoV, while penguins get an isometric view of the map. It's on ice so everyone is always slippery.
>>
>>319933983
just b urself
>>
>>319933643
if its Ue3 I can help you get anything working

UE4 not so much
>>
>>319934225
Yeah, and it's very powerful. The visual scripting language and material editors in particular will give you everything you need to make a AAA-looking product without having to make it from the ground up. Assuming you can create AAA assets. I just like Unity more, as it's slightly easier to get into and less overwhelming. And the finished product won't look any different in my case, since I go aesthetic over fidelity.
>>
>>319934849
>The visual scripting language
Please don't recommend that clusterfuck.
Trying to manage any decently sized game on VS'ing alone is a nightmare.
>>
It's ok
I can't find a good tutorial for making a glowstick in a black room work

and it bounces alittle but friction isn't working

and I'm trying to get a grappling hook to work in a prince of Persia style game...

so...actually it's not going well at all
>>
>>319933643
It's much harder to get started in than Unity, I have yet to find a good overview that explains what you're doing instead of being just "copy what I'm doing and you'll get the same result" tier stuff. I also think the editor interface is shit.

But it also does generally produce better looking games.

I hear Cryengine is supposed to be a happy medium between the two but I haven't tried it.
>>
>>319935121
I don't expect anyone here to be working with a million dollar budget, so VS should be more than adequate. For beginners, anyway - if you're an experienced coder then you'll be able to tell the shortcomings and work around them manually. But for anyone just starting out, it's stupid to not use VS.
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my computer busted a nut so it's currently on hold for a few weeks

not a problem, most of development is making it playable in a tabletop rpg setting first
i don't need a computer to continue fleshing out the world and game mechanics
what i'm going for is something along the lines of "if nintendo made morrowind" though it's more akin to daggerfall in gameplay
>>
>>319935464
>it's stupid to not use VS.
No it's stupid to use it.
Even a smaller game is still going to look like a spider-web.

Visual scripting goes against the idea of making a game and is very limited, and will stunt your growth as a developer.

Just bit the bullet and l2code
>>
>>319935765
In my opinion it's better to start small and grow from there. Saying "go download UDK; it has all you need" is a lot more attractive than "go download UDK, and then also learn how to code because the built in scripting is shit". If you're the kind of person that doesn't want to expand your horizons after you've found the path of least resistance, then you'll never make a good game - VS or no.
>>
>>319935121
>>319935765
anon using kismet I got a basic bullethell working in 2 days

I got a basic point and click working in 1 day

I got a sidescrolling platformer that swapped between 2D/3D working in a week

I got a RTS/MOBA style camera system working in 3 hours

kismet is fucking powerful

some people can look at that spider web and understand it instantly while code blinds them, and vice versa. Its down to what works best for the person. I will admit on a pro scale coding is far better, but for a small project kismet can work wonders.
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>>319936148
One step at a time.
Run through a book, go play with some challenges, make all the clones, then download SDK/IDE of choice.
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>>319934239
dude these seem really cool, you got a download link anywhere?
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>>319936632
That'd be best, yeah. But sometimes jumping into a tool can be great motivation in itself. Being able to pull some pre-made assets in and instantly try playing it is pretty nice.
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