Game/dev/ thread

You ARE working on your game right?

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I released my demo yesterday and now I'm in a sort of daze and haven't done anything to progress at all

no
/thread

I've made games for months. it's just a waste of time because you're trying to chew more than you can swallow. better just focus on one skill rather than everything at once.

what's a framebuffer? :D

I have no idea of how to even make a game

it's the jockey for the chicken

Don't forget to make your trailers and send them in for Anon Babble3 by May 15th!

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spend 4 years (minimum) making game

release it

sales don't ever break triple digits all year

How do you cope with this? I realize this is inevitable, but how do you mentally handle something like this, making you feel like you wasted so many years on something nobody gives a shit about?

Did you at least have fun?

Creator of FNAF spent about 15 years of making games and failing before he found success. Some people are savants and have god tier luck and their first game becomes a blockbuster, but that is absolutely not the norm.

home delivery app on ingame phone

by putting even more passion into the next project

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Don't make games that take years to make at first. Make small projects, quick things that maybe take a few weeks or months, dumb little ideas or something entirely focused on a gimmick that is short lived. That way, you get tons of experience making things, build up a fanbase, and then, when you properly get into your big project, you'll have some attention on it.

And hey, maybe one of those small things turns into a big thing. Look at that Digging a Hole game that came out. Dev made it while working on Solarpunk; a much bigger project. They did the digging game where it's literally just digging a hole, getting materials, selling the materials, to which that allows you to dig the hole better.

And, right now, it has 12k reviews, thousands of people have streamed it/done videos on it, and it's sitting at Very Positive. For a game about digging a hole. Just make small shit, small ideas, don't put your life and soul into one make-or-break project.

fuck this
and fuck all this too
If you are making a game for money you've already failed and are just as bad as AAA nigger companies. Passion should be your only fuel and if you don't tear up just as the thought of seeing your game completed then you are no gamedev but a golem of flesh cravibg for schekles.

The moral of the story is: don't make games

It's pretty grim. Virality plays a huge part into a games success and there's about a 48 hour window from the moment your game releases that will determine whether your game lives or gets drowned in the sea of Steam slop never to be seen again.

youtube.com/watch?v=55P44LLf2sQ

Make the game you want to play.
Play it.
Making games is its own reward.

Either you made something too niche, too ugly, or did no marketing. Despite that, I've seen games with all 3 and still manage to pull 1k+ reviews on Steam so I haven't a clue.

If salaryman shi can break triple digits any game here can

I stopped when I asked myself how being productive means anything when I could be spending time with family and friends instead of getting frustrated debugging or rendering backgrounds for hours, you have to have a certain kind of autism and insane free time to throw your youth away for it beyond simple 2D gamejam slop.

Sort of! I'm finally learning to work with game engines and I've made several tutorial projects. It's happening!

youth

jokes on you I'm already 34

You solo devs need a wake-up call. Go make a YT channel, and gain at least 10k views per video first. If you can't get 10k to even click on your gameplay demo, what makes you think even a thousand people would pay money for your game?

This is actually an old/shitty game I made (I didn't do ANY of the art assets) and I want legit, true feedback. Even play all the games on my itch and tell me why they suck so hard. I seriously want to be a good game dev.
real2lazy.itch.io/slop-king
Here's an older game made with the same artists
real2lazy.itch.io/dusk-till-dawn

Reposted because my spelling sucked

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dont care about money goy!!!

ignore the fact that you need money to sustain your life while working on the game goy!!!!

keep slaving for me and creating your game at the same time goy!!!!

kys fucking subhuman. this whole "do it for le passion" is a fucking meme. money is a safety net for creatice endeavors. if you make your dream game and it flops, then what? make another flopping game with even less soul in it since you'll be demotivated as fuck? no shit people will release cashgrab games to build a fanbase or get money to survive while dedicating their lives to making a dream game that may or may not flop.

you do yourself a disservice by telling yourself it boils down to luck. A coin toss, that's luck. Highly complex pursuits couldn't be further from that.

You can do everything right and still lose, that's called life. Luck, being at the right moment and the right trend plays a huge part of it.

I am crushed by the enormity of my failures and just want to make a game but I feel overwhelmed by guilt for trying to make anything that isn't the "main project" I've been stuck with for so long.

watch this youtube.com/watch?v=DquTRgapsiM
Now tell me with a straight face its guaranteed success will be due to nothing but luck.

The games that need luck to be successful are SHIT GAMES. That's all.

GL code

working on your game

I don't think you are.

I want to make a game but I have zero creative vision. I just like programming.

a sequel to an already successful game by an already established dev sounds like being at the right moment with the right game in the right trend

Make a systems heavy game for autists then.

be careful who you team up with. a lot of guys with no leadership or organizational qualities will approach you and some of them will have really exciting, cool ideas that you will want to work on. however, they won't have a project scope, plan, or Bible, and you will iterate on their ideas for years.
I know because I am one of those fuck ups. don't work with me. i will only make your life worse.

it could have been a complete nobody and it wouldn't have mattered at all. Obtuse cannon commander games are not a fucking trend in fact it went viral because people aren't used to seeing things like it. I just realized you're an idiot though so there's no real point trying to convince you of anything. Why don't you go fuck off to some other corner of the internet if your only input is "dude nothing matters".

To reiterate, shit games are the ones that are truly luck dependent.

Spend the whole day trying to solve complex rotations using fucking trig

Delete all that shit when I find out you can do it much cheaper with just two lines of code

Hmmm yes I love feeling like a retard.

Any rotation can be expressed as x times the radius of a circle.

I needed to calculate the angular velocity of a rotation that could take place on any point in a three dimensional space based on the rotation of another object and apply it to another object's positional velocity.

Did that post even say that? Mine-craft wasn't Notches first game either. It's not the norm. And that's back then. The way luck isn't a factor, now, is that it would require sooo much of it to get past the sheer saturation.
Marketing is the biggest factor. Even those terrible AAA dei games pulled in more (in total, not when subtracting production cost) than any indie is likely to do on their first game.
In fact, if any indie has had their very first game be a big success, could you name it?

How did you come to see the trailer, or anything else about it?

Get a real job, faggot. I want to play fun games, not cash grabs.

How do I make a rail shooter on PC considering all the varying screen resolutions?
I wanted to play Starship to see how they do it considering its a n64 game, but they don't have any releases for linux and I don't feel like setting it up on wine

try to get a fixed aspect ratio where you can move

try to find the biggest area possible given current camera resolution

???

we're all sure you'll make your magnum opus after being drained working 2 retail jobs in a dwindling economy

tfw I have an autismal worldbuilding project to which I pour all of my creative energy

no idea of how to turn it into a game

no skills at coding.

at best can do shitty 3d models of my drawings but even then I have no real energy to finish them because the work needed for rigging, texturing etc is way too much for the benefit I get out of them, when I can just draw more shit.

I am genuinely at a loss of how I should even pursue a video game project desu. Working alone on all of the shit necessary for a game seems like an insurmountable burden.

This just based off that that short from the anime Memories.

tfw reasonably good gamedev but shitty artist

never worked on another serious project except my own

Maybe we can work together

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Im building the code for a spiritual successor to Resident Evil Outbreak in Unity
gonna see if I cant get a sample out for ADDjam

not because of luck. It showcased something interesting, people picked up on that, it gained popularity and here we are talking about it. Answer this why are you here discussing game development if you think all of it is nothing more than luck?

Maybe. My experience with game dev is mostly just importing 3d and 2d assets into unity in the form of unity packages

Did that post even say that?

Yes

it's not the norm

because good games aren't the norm

saturation

Have you really taken a good look at what this saturation is though? I'm always shocked to see how many games release on steam but start to actually look at them because when you do that you're removing the factor of marketing at least from your personal perspective. They're noise. If you were to come across an actually good game when browsing through every game ever made it would be immediately obvious that it's different regardless of how many twitch streamers did or didn't play it. Good games aren't competing with the 95% of games.

if any indie has had their very first game be a big success, could you name it?

Kenshi comes to mind, I'm sure there are more

Just message me @real2lazy on twitter if you need a programmer, I only know godot unfortunately but I got lots of freetime

@real2lazy_dev, my bad

Can people post pics of you're games? I always ask questions about people's games 'cause I'm curious and never get a reply because they're too busy making them or something :(

I was but then for no reason at all the input stopped working completely. I had to recreate all the bindings but then any time you start the project it would break again.
Started a new project and that doesn't happen at all but then for no reason at all every single scene corrupts. Even making a new, empty scene is instantly corrupted.
Make a new project and it's fine but then my mouse fucks up double, triple clicking, scroll wheel doesn't work at all, can't right click.
God, piss be upon xim, does not want me doing anything creative or productive.

I'm losing my mind here
Made a sample texture just to map it out and the model itself looks fine i guess
But the unwrapping is terrible as you can see
How the fuck do i even go about fixing this?

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Has anyone released anything multiplatform including ios and android? The way I see it sales are higher on mobile than on steam, given the fitting genre.

Yes

Where?

because good games aren't the norm

Yeah. But there I'm talking about devs that did end up making successful games. If it wasn't that the dev is talented, what are you saying? Luck makes a good game?
And do you then think all successful games are good, or is it only with indies quality and sales correlates perfectly?

Have you really taken a good look at what this saturation is though?

Yes. And games that look both fun and unlike other games I've seen would require more time than I have to play them. And it's not like shitty games takes up any less room.
Are you aware of and have made judgement call on EVERY game ever released?

Kenshi comes to mind, I'm sure there are more

Yeah OK. It could very well have happened more than once. But there's many games like Kenshi, where they have had their little audience for a long time yet I didn't hear about it til way later. So it doesn't make any sense that there wouldn't be other good quality games that I, and others (who would be interested in it if they knew) didn't come across yet.

What benefit do chicken legs have here

I like writing stories, but I probably can't make a game with gameplay engaging enough to warrant it. I do like rpgmaker style games like coffin but i always wish it was just prettier. Experimenting whether doing lowpoly 3d backgrounds + 2d characters are viable, or if it creates too much extra work than just doing top down 2d.

You fell for a "those other games don't sell because they all suck! Our games won't suck and will sell!" or meme
That hasn't been how things work for almost a decade now
Now you just throw shit at the wall as fast as you can and see what sticks
Don't put time into projects that don't attract interest - it won't get better. Abort and try something different.

No.
I have a real job.
I do mod total warhammer a little on the side as a hobby, but even that lately is just keeping the ones I made up to date with the current patch.

I’ve got a great game idea, shoot me an email. Other guy didn’t contact me. I work part time so I’ve got time on my hands to help with literally anything but the programming side

If I've got all my 3d (and 2d) assets created, how hard is the actual gamedev portion?

[email protected]
It’s not a graphically complex game, but gameplay-wise could be

i'm gonna make a game where you swing your sword by using the right analogue stick

based and monster hunter pilled

Should I make something in RPG Maker 2003 with the Maniacs patch?
I just found out about it and it looks amazing, I don't need any of the overcomplicated features of MZ and such
It's a powerful and simple engine, you can even export all your events to script files and reimport them anywhere

Sent a message

They look cool, and they also give the suits speed and power in their movements. They also have a sort of heel setup that stabilizes them when they are standing still.

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they also give the suits speed and power in their movements

Are you saying this or this physics

Every game dev that i've seen on the internet and on Discord servers makes nothing but shit.

The good devs don't waste their time shitposting.

in video games chicken legs are always faster

There is a reason why a lot of fast animals have digitigrade legs so yes, I am both saying it and it is derived from natural inspiration as well.

animals with digitigrade legs also have 4 feet

Let me guess, it was another platformer/shmup/roguelike/walking sim/whatever indie game when we already have hundreds and thousands of the same games.

What another anons said and this is a good lesson to show why AAA companies use such huge budgets for advertising. It's an important part of selling your product. However, you made your vision and released it, cherish that.

How's Godot 4.4?

socialist tranny logic

Still not quite there yet. Wait for 4.5

the in-editor game view is nice but it doesn't seem to play nice with OBS. i only upgraded to fix the bug where 2d particles will slowly spaz out when the game is paused

pretty good, I really like the embedded game preview for debugging purposes

Don't do this to me man
I was waiting for 4.4 to start my new project
You can't get in my head like that!

I started making models in blender for fun with the eventual goal of making mods for skyrim or maybe selling 3d prints on etsy for shits and giggles but last week I got possessed by the idea of making a cutesy kart racer despite having 0 game dev experience and the style being completely different from what I've made previously. Compelled by this irrational sickness I wrote up a full design doc and now I feel like I have to actually try to make it.

I'm actually starting to learn to code for websites to get a job, I could've started learning to code for gaming but I know being gaming code monkey pays like shit. Is transitioning from website coding to gaming easy code bros?

inb4 lol chatgpt replaced your job

not yet, they still can't do complex codings, still got at least couple years left.

chatgpt

i was impressed, i fed the rpg maker code into it and it was able to specify which parts of the code i altered. i didnt know it was so familiar with rpg maker

Is transitioning from website coding to gaming easy code bros?

Depends what kind of websites, but... kinda.
I am a senior full stack dev, but I also coded a game for University (it was shit but it worked and got me the degree). It has more maths (obviously) and new concepts like collision and optimisation stuff like "dont do everything on frame render".
It's not an easy transition, but if you have the coding foundations down to a solid degree it will give you a pretty good starting point compared to some nobody.

The hardest thing I actually found was trying to find tutorials that taught me how to code gaming prefabs rather than just "use this Unity plugin thing" all the fucking time.

A good metroidvania /rogue like or even platformer can sell well. The game's quality corresponds very much sales figures.

Not of that particular individual has taste, see

do what you like for yourself

socialist

Also please keep your fetish (trannies) to yourself or at least share your interesting in them on Anon Babble

Is a 7900xtx even worth considering for indie game deving?

freelancers

If I hire someone to create content, how do I make sure this particular work doesn't get double used? Likely a non issue, but still asking.

it's why smart indie developers are focusing on mvps and idea validation with early access titles. releasing a fully fleshed out game in such a saturated industry is an incredibly risky business decision

Hi anons, wondering if people here had any advice.
Myself and a few friends just graduated with bachelors in animation a few months back and I wanted to start doing some gamedev projects (I always planned on entering the games industry but the job market is shit right now). Some of us can do simple code and others can do 2D/3D, but obviously most of us are better at 2D/3D overall.
I'd like to think about doing gamedev for myself full time in the next 2-3 years with a small team so I'd like to skill up in that time, especially when it comes to coding and game engines.
What would you do as people in our position, are there any tutorials or general advice you could give? Any recommendations for projects as a group and how to best manage everything?

You want to gain experience. You can only achieve this by working, ideally on something that looks good in a resumee.

I am used to self teaching, I learned nothing much in college I didn't already know lel. Surely gamedev is similar, no? I have already done some stuff and have some experience with Unity/Unreal in my own time. My thinking was that if there are no jobs (to gain experience as you say) then I'll just make my own job by doing this and making some games ourselves.

the best thing you should do is just start making a small game, someting simple and complete. my suggestions would be an arcade or puzzle game.

mvps?

Depends on your financial situation. I have no direct gmae dev experience, but from what I heard from seniors and specialists, the output you have is everything. Nothing else matters.
If you can afford it, produce on hit after another. If money is tight, go sell skills online. Sell the the first few hours for like 20 or 30 bucks to get recommendations, after that you can charge what you are worth (likely 50 to 100). So a) produce games and mods for popular games and create your brand or b) sell your skills to create your brand. If you feel like a nomad, registrate your freelance account in a high pay (North America or North Europe) area and work from a low wage area (South America or Eastern Europe).

Minimum viable products

I gave up years ago and now I'm too old to care, got too many bills to pay so I just joined the software workforce.

If you're solo, just give up, it's not a matter of skill but rather depression killing all your motivation halfway through, even people like Toby had a healthy group of friends they showed their shit to and a fanbase to support them.

Thanks for the advice, I'll look up some references and tutorials to follow for those types of games.
I have a well paying full time wfh job with lots of down time. So for me I can easily manage this on the side while I improve my skills, then once I get to a point where I'm more knowledgeable and confident I can transition to it full time, I think 2-3 years is a realistic timeframe. I didn't really consider selling my skills online because I'm mostly an artist rather than a coder, what kind of thing does that entail regarding gamedev?

So I am using steamworks.NET for Unity and started setting up my multiplayer on Steam using Steam Networking, whoops it's deprecated. I am exhausted trying to wire this up, I am trying to just push through the deprecated api but I can't even get my clients to send packets to each other.
Maybe I should just trash it and use the modern api, Steam networking sockets??? But apparently I will need faxepunch for that? Which means ripping out steamworks.NET? I am feeling lost here

Game design artists have los to do online. You could work double and gather some money for a tech demo and try to woo publishers or crowds. If you have 100k in two years available, that should be enough to make a tech demo of any indie game imaginable or to invest these in a crowd funder campaign. In both cases you should be very confident in what you are doing. It's likely best to brainstorm with your friends if they would be available the next 5-7 to publish a game with you. Experience shows that almost all teams dissolve after few years. A20tn

start making games, your first few games will fund your full time job.
you'll want to make the type of game you can cut off and ship out any time you want
off the top of my head, youre a farmer in a farm town, and each plot of land has an npc farmer who wants to plant something different in his lot, you have to walk around the scene looking for seeds or something else to give to each farmer.

a situation like that could theoretically have 1 lot and farmer you need to help, or it can have 100, you can stop development at any time and ship it out, so there won't be any risk of running over your deadline. just give yourselves 6 months to complete and ship each game and you'll have enough games to at least gain a reputation (and a little startup money) from

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ywnbaw

Find out who actually wants to make video games and who is just sticking around

projection, you're much better off just making demos for shitty fullstack applications to secure yourself a well paying job, where you can actually meet people who'd be interested in making a game in the long term.

starting to learn

to code for websites

that sounds like a bigger problem frankly
do you think beginner-tier website-adjacent positions are any better than slaving away for your local ubisoft branch? maybe if you got a knack for haskell or asp.net, but you might end up as a front-end tester either way
there is obviously depth in both fields, but something tells me you're not maintaining highly concurrent servers nor implementing your own custom stl, since you've phrased it as "coding for websites"
i'd worry less about your opportunity to pivot to vidya dev, and more about your ability to pivot to a job that doesn't pay like shit

they showed their

gigacope

Webdev/fullstack pays as much if not more than game dev with a fraction of the development work required. Indie game dev is very much only hobby work and while it can be good for a CV most employers (HR karens) don't take it seriously despite being much more complicated than your average fullstack application.

Thank you for the info anon, I'll look more in to those kinds of opportunities.
This makes so much sense. So just keeping a system going that can be expanded upon easily but won't be detrimental to the product so long you have a baseline achieved. Might sound silly but this made me really think about how to approach starting a project and it's end goals, thanks a million for sharing your wisdom.
Definitely, there are some people who just want to be in the creative field (which for now is fine) but there are at least 4 of us including me who really want to go for it and make games full time.

sure, but anon sure didn't sound like he had much of an idea of what he was doing, and if he did he really wouldn't be asking stuff here
hoping to make it as a "fullstack engineer" while tinkering with javascript is no less of a pipe dream than making it as a full-time game dev

Full stacks are usually worth their money. It's only honest to say to what they lean. Usually you need a specialist and a full stack. Only fullstack is almost always a bad choice.

Im probably gonna have to redo my whole lighting system because I found a way more efficient method that gives practically the same results. Of course after I'm done with switching from XML to my new custom binary map format.

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(HR karens)

They play a big role in the downfall of corporations or rather their crave for unlimited debts and goverment funding.

I'm probably not sketching the cock big enough again... but I am constrained with drawing in 800x600 pixel which is practically the resolution screen for RPGmaker MV at 816x624
files.catbox.moe/dt2yat.png

that's not even mildly true, the game industry has a centralization problem, too much of the consumer liquidity goes mainly to AAA (live service) or "AA" games, while the smaller underdogs basically eat each other alive fighting for the insignificant remainder (see steam or app store shovelware). Most small startup companies that try to get into game dev end up going bankrupt or entering dev hell and the games they do produce end up being complete financial failures.

Meanwhile the general software/webdev/fullstack side of things is always looking for new people despite the economy being shit, and learning the basics of any language/stack is miles easier than trying to learn all the intrinsics of game dev. Don't even let the AI craze scare you, it's nowhere NEAR being able to replace people, all AI can do is replicate what has already been done, but it cannot think for itself, as soon as any complexity shows up (practically always) AI will start hallucinating and making up bullshit that doesn't work. Fixing "vibe code" is the new big thing in the industry, from retards who thought they could just fire all their software devs and have AI take over; Now those faggots have to pay double to fix their shit in the end. AI won't catch up unless they find a way to give it a soul and keep it (LLMs are nowhere near this), but by then everyone will be obsolete equally.

I'm too old now, and lack the creativity I wish I had. and technical knowledge.
Feels bad.

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You finally hit the big ten O huh? It's okay maybe your kids will make their dream game at the prime dev age of 6 years old.

What are you changing about your lighting calculations?

Right now every pixel in the radius of the light is checked to see if it has line of sights with the light source. It's all done on the GPU so it's not _that_ bad but it could be way better.
I'm gonna try to implement a simmilar algorithm to this youtube.com/watch?v=fc3nnG2CG8U
Raycasting at the edges of walls to assemble a mesh instead of checking every single pixel for line of sight.

PS: The binary format ended up being a complete waste of time

I can't force myself to learn to code and visual programming stuff makes me go nauseous.

Basically, the answer is "no, I am NOT working on my game. And probably never will".

I can't force myself to learn to code and visual programming stuff makes me go nauseous.

rpg maker

you are very focused on the shittiness of game dev as a profession, but all i wanted to say is that gunning for webdev as a beginner is a desperate move as well
statistically speaking, it is not quite as hopeless and prospect-less, but without original anon elaborating, i can only assume the worst about his abilities
hence the "tester" position, god knows people don't get out of that one

What, in your own words, makes your own 4-years-to-make game stand out in comparison to all the other games on the internet?

You can start it... And close it. Could play it, too, if you feel like it.

Been a week since release. Sales have been modest but I'm very happy with the critical reception. Yesterday I got a message from someone who 100 percented the game, he really enjoyed it. Moving forward, I'm thinking of trying to get the game translated to a few languages

Congratulations anon!

Absolutely anyone can do webdev, it's piss easy once you learn the basics of HTML and CSS, you can get a job in less than a year if you're dedicated enough but these days a lot of employers will ask for a degree of any sort, besides, it's a good way to learn programming too which can help you start on gamedev later if you're in a good financial spot.

Also, unironically speaking, if you really wanna make it as a game dev, look into blockchain game dev, crypto fags will literally drool at the most simple game that implements NFT or Token integration, and it will make you a ton of money you can use to fund other projects, rinse and repeat.

t. know people who've made it by launching relatively simple and shitty EVM blockchain games.

what game

you got any more samples of your work?

Anybody has experience with SFML? It looks like a decent balance between autism (using a limited framework rather than an entire engine) and actually designing a game. Wanted to double check if it's only a step above SDL in abstraction, or is there enough 3rd party stuff to help with key-binds and buttons and such.

ALL REVIEWS:
Positive (14)

nigga advertise.

Video game QA is hell, that's all.

holy shit you actually made it
i sneer at the aesthetics of your game but the fact that you managed to finish and release it humbles me.

it's why no one does it anymore

got myself a brand new mac mini.
is it good for gamedev?

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(chris chan voice) I'm workin on it

strange isn't it

I kek'd but it's true

MAKE
FURRY
PORN

Make shitty Unity game and hope some tubers play your shit. All those internet cafe simulator, power washing sim, laundry sim, deer hunt game etc are absolute horseshit. Even the new Schedule 1 is absolute garbage. It's a one-off garbage streamer bait title.

I've been watching your progress for over a year a least and I want to say great job on making it to the finish line. I seriously hope you get more attention on it.

That's ture, already forgot that. If you 0lay your cards right, you can easily earn 5 times as much than a decent paid dev job would pay. I met a guy that does controlling for crypto projects online. He earns more than 20k a week. Literally every week.

He said he's learning to get a job, no shit he sounds like a newbie

thanks anon, I hope so too. still reaching out to creators, have heard back from very few.

Is this the same art style that salt and sanctuary or vigil longest night's has?

any of you doing drugs to increase your dev performance?

There's literally another game with the same name

drugs make me smart

That's not a thing

Back to the grindstone.

not smart, but they sure can give you a lot of energy. Might try a bit of coke here and there, but I don't want to get used to it.

Started a roguelike. Pretty feature rich so far, you can move your character in different directions.

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Marketing is the biggest factor.

I rarely see posters here talk about their social media.

erm ackshually that game has an 's' at the end while his does not therefore it is not the same name

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Considering you're even refusing to just drop the link with your post, no wonder it flopped.

Improving your focus, energy and drive directly increases performance.

Game success is 100% reliant on your game's aura. Building auras is hard, nobody knows exactly how it works.

man, advertising is easy when youre a woman

let me put it this way, you'd have way easier time finding free time to learn to gamedev while working as fullstack engineer rather than being gaming industry codemonkey trying to make money on the side as website dev

Have game idea

Unsure whether to make it turn based or SRPG

"vibecoded" this in 15 minutes

Idea Guys summer.

Strongly disagree. If you are talking of the hcl version of the substance, it's unwise to consider regular application. If you can't achieve decent work ethic with high quality white tea (5 cups a day, one every two hours) , regular physical exercise (power and endurance) and decent food (no slop), you won't achieve it with miraculous white powder either. I tried everything and this is the best. Skip regular coffee and reduce other toxins (salt, sugar, saturated fat, aso) as much as possible.

~10 years ago it would have taken me an entire summer to get a dungeon crawler to that point.
I really dont have the autism needed for coding without ai

Literally how?

Cursor free trial, godot and asked chatgpt to generate wall.png

Dungeon crawlers are neat

and by vibecoding, I mean I didn't write any code at all

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very cool! next time, ask for a tileable wall.png

Skip regular coffee

why?

Why would you say that, then not link your demo here?

other toxins

salt, sugar, saturated fat

uh oh, somebody forgot fast carbs, you'll get your Anon Babble license revoked right away

Dunno, as I am not aware of either of those. I haven't actively sought to emulate any specific artsyle, the style of drawing I make is just the way I draw in general.

Beginning once more on the writing grind and with it I made this map of Frydar Island and all important locations to help myself.

Dang, your game looks slick anon. I like how it looks actually intuitive to play and doesn't require memorizing a textbook of hotkeys and stuff. That's something I was thinking about, but I just started so it's kinda hard to overcomplicate at this point.

most anons here exaggerate or outright lie. chances are that anon is hallucinating and it all happened in a dream

I didn't know there are coding ais available. Are they used by corporations?

Savage, thanks.

Dang, your game looks slick anon. I like how it looks actually intuitive to play and doesn't require memorizing a textbook of hotkeys and stuff.

Thanks! That was actually the point of the game, making a roguelike that's easy to understand and play. That's also why I went with a battle system centered around action points, to have the combat be something strategic with 0 dicerolls instead of just slamming enemies hoping for the dice to bless your luck.

That's something I was thinking about, but I just started so it's kinda hard to overcomplicate at this point.

I'd recommend designing as much as possible the earliest you can. Having all the data structured properly is a must for a roguelike and one of the reasons I ended up dropping the project, adding new stuff was becoming too complicated.

The caffeine in white is, oversimplified, slow release.
Dunno, never went there. Do it or don't, your choice. Have you tried eating actual food instead of industrial waste?

I have the opposite problem.

looking kino, hope my game's world ends up looking as cool as that

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Thanks, bro. I've been following your game since your player character looked like a green stick figure and I have no doubt your game will look cool too.

how do you cope

Easy, I'm making it for fun and because it's a passion project. If it succeeds, great; if it doesn't, my life doesn't end.

projecting socialist tranny

salt

toxin

Go back to slugchan

salt is available in many forms, some better than others.

Too much salt is bad for you. Sorry you had no parents teaching you this.

Too much water is bad for you. Stop drinking water (tea is water based btw)

no I am only working on fetish skyrim mods

Making assets, story, characters, and music all come naturally. But even with baby's first game engine, making a turn-based battle system is tough stuff.

I inject salt into my leg with a syringe when I'm running my cycles, you need salts to stay hydrated you fucking retard.

I inject salt into my leg with a syringe

kek just eat some chips faggot

can you date that thing

i fucking hate blender and i want to die

two unrelated things

Also made it when game is closed (manually or through a crash) on death screen, you can continue from this choice screen.

Yes, although I'm starting to think I bit off more than I can chew, making a tactics-CRPG hybrid. Shoulda gone with something simpler but I don't want to walk back on my promise or flip the script on the people I'm working with, even though it's early enough to pivot without losing anything.

looks cool men, i will check out the demo

nobody is going to actually play my shitty lumines clone anyways and im too lazy to make actual graphics so im just fucking around with it once a month or so
Im sure ill "finish" it in the next 8 years at this rate, dont really care

WIP
Finishing end scene for demo

v123.webm - 720x405, 3.62M

the boss shaking when he dies looks cheap and awkward

love the art, I bet that alone will sell a lot of copies

You should send this to v3

looks cute

Furryshit

girl

interest lost

How do you respond to negative feedback?

:: proc() { ... }

Is this Odinlang? How do you like it?

brings a gun to a knife fight

doesn't use it

Based?

he didn't prove shit

was my suggestion, you faggot

The boss intro is awesome

Limit it to 5 or 7 sprites is all he needs to do

If they get the exe, they can't publish it on steam, eh?

All they ask for is a trailer, not a build. Are you confusing it with DemoDay?

I wanna make a Pokemon-like -- something maybe like the gameboy pokemon games in terms of aesthetics and scope -- but considering how Nintendo is I'm hesitant (despite wanting to make such a game since Pokemon hasn't been good since B2W2).
I'm considering gameplay alternatives to make it not too much like Pokemon. Maybe I could make it more like SMT, or DQM. Or maybe I could even make the monsters like TCG cards.
Still though, I'm stumped.

I wanna make a Pokemon-like

Enjoy getting sued when you infringe on their patents

Generally speaking, how long should the preproduction/planning stage of a game's development be, and how long should the core production stage be?

Yeah that's why I'm hesitant and want to differentiate it, but can't figure out how

If they get the exe, they can't publish it on steam, eh?

wait what?

Also the primary reason I want to make something like Pokemon is because it's essentially an RPG with multiplayer/connectivity mechanics and that shit is epic

Even making a single post here is enough for them to steal your game and put it on steam

I'm simply an illiterate
You need the source to publish it on steam, don't you?

To steal all my belongings and sell them in Greenland

dont bother, you'll get sued if you make over 10mil at which point you can easily funnel millions into investment gold and hide out of state. its not a high crime, nobodys going to look for you and if you get caught they'll just try to make you pay

Have idea of what game is going to be, choose what gameplay is going to be and then start making it

cant do art to same my life

decided to make a game based on drawing

im so fucked

you'll get sued

Even if I try to make the game unique?

It is unavoidable if you are solo dev

Shill your game NOW

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I havent worked on my game since 2023...

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Im working on this little online retro/asteroids like game.

asteroids futurepr0n com

Im pretty stoked on it. you basically create a custom asteroids ship that you can use in game

you can place up to three boosters and 2 weapon points on your hip, and the design mechanic is kinda neat, like you can draw the lines to create your ship, and fully customize it. I think that it could lead to some neat stuff user created, and I want to extend the same functionality to the enemy ships so you can load in custom stuff for your session.

The high score lets you see the ship you used too, and im gonna add a gallery where you can opt to share your ship design too.

I feel like the neatest part is the user design stuff, because you can create some cool ships

piggy backing my post, i like that you can save your progress basically with this passphrase thing, and build on it without losing the template. Also making it anon so noone is tied to needing an account or anything, and these phrases are easy to share.

The worst part about being so jazzed on this idea is how little anyone else will ever care lol.

making it so heavy attacks will throw you backwards even when blocking them. Since I have no heavy enemies, let's pretend the goblin the in the webm is the strongest goblin alive.

You ARE working on your game right?

Yes, reworked the Battle Menus and will now tackle reworking the new Battle Phase, so Act Order, Damage Formula, Attack Animations, etc.
Excited to finally rework that. It'd be awesome if the next demo had all the 2.0 systems up and running.

I think you're fine if you're just making a monster taming rpg. Their main patent specifically was monster taming and catching them in balls for later use, right?

Does it deal damage if you get thrown into a wall?

a shit idea that sounds good in your head but is cancer in games
are you trying to trick him into making his game not fun?

I guess. But I'm stumped as to how to make a "non-ball" monster acquisition mechanic other than something like SMT's monster negotiation or just making monsters into cards or something

no, just if you make pokeballs and stuff

still good from a marketing perspective.

nah that would be too much. Game will have lots of pits tho so be aware of falling into those.

Use the concept of monster cores

I'm designing a PSX-style game. I want to make a tiny game, but I'm too lazy to model and animate. I need to find a fellow autist.

like magi nation, they drop monster fragments, then you take those to the monster ring maker to create summon rings
except maybe dont do rings

condoms

Surely it must be easy and safe to use something else, like a net or bag.

a jar

Do you even need a preproduction stage? Is it possible to just yolo game development and come up with shit as you go along?

Didn't Palworld copy them 1:1 on a lot of shit and the models are even clearly remixed pokemon models, and they're doing just fine? Lawsuits aren't real, bro. Pokemon is, or at least was, the most lucrative entertainment franchise in the entire world and they didn't even sue somebody that blantantly copied them.

sure

all my ideas are cringe

If I can do it at work you can do it for a passion project lol

spider game?

What's the easiest way to sculpt/model monsters that would look decent in a 3d game?

You seem lost. Aggydaggy is down the hall, to the left.

noob here. I like to have all the limbs separated so they are easy to animate and I don't have to worry about deformations.

Didn't Palworld copy them 1:1 on a lot of shit and the models are even clearly remixed pokemon models

Not really. The strongest leg Nintendo had to stand on was throwing a ball and having a capture rate indicated as a percentage on the screen.
There are only a handful of models that are ripoffs (the grass rabbit thing being an ugly version of Cinderace) most of the model comparisons the Pokemon fans were throwing around featured models modified after the fact to match the proportions of the Pokemon they were being compared to.
Nintendo is still trying to patent mechanics and ideas that have been around for years at this point, I think they managed to somehow brute force the seamlessly transitioning between mounts in an overworld thing to pass through the US patent offices, somehow.

99% of these projects are never finished, the best way to actually get near finishing one is to spend as little time as possible thinking through it and just doing it and iterating

Big thing is silhouette and textures. If you can get them down, the quality of the model's topology itself can be more sloppy. Just look up some simple youtube tutorials on it.
You probably don't want to do sculpting if you have zero other art skills, though, so box/poly modeling with ref sheets will be your friend here.

cool spider

Really awesome work anon

like silent hill monsters or pokemon creatures

i want something more like bayonetta/dmc or souls monsters
but isn't modeling bad for organic creatures?

Based

SOVL
Good luck brothers, I'm also a nocode art guy and teamed up with a coder man

I'd get unity asset humans, chop them up and edit them, maybe combine them with ai models
you'll have to re texture everything yourself
huggingface.co/spaces/JeffreyXiang/TRELLIS

Dev bros, I got the free time to learn and make a video game for the next several years.

Did you bros just jump into what you ultimately wanted to make or did you build up to it, game by game?

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Project From View, son. First apply your Mirror Modifier, then go to Orthogonal View by using your numpad and do UV Unwrapping by using Project From View from there.
Go to Front Orthgonal > U > Project From View, then Right Orthogonal > Project From View, and so on and so forth with all the other possible Orthogonal Views, so in total those would be Front, Right, Back, Left, Above, Below

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have unfinished early access game up on steam

given up because floppa, haven't done ANYTHING in ages

occasionally check in to see the stats (for some reason)

appearantly someone still bought it despite the game being obviously dead

Sometimes I get the feel that I should probably finish it, but then I remember how much I hate gamedev now, and I doubt that guy is gonna care about the game in the long run if he hasn't refunded it already.

both at once, the thing about your first game is dont start with complex systems, as you'll be better later on, start with simple things a beginner can start with, like animations and basic/placeholder assets

let's just have my game associated with pedophiles and fygoonfags, that'll help sales for sure!

posting your game here is a recipe for disaster and attracting the most vile of schizos

i attracted a few schizos but i dont care

Get SCRUM/Agile certified

Get 4 neets together

Develop games through 2-day-sprints on the weekends, at a rate of 1 game a month.

Would larping as Gaben for a hobby be worth 3k a game?
Selling games at 5$, we'd need 600 sales/dev week to break even.

Why not start with a gdd? Don't post it here, there are meanies around.

Funny how he didn't actually have a proper response to your message and just went for the typical Anon Babbletard retort. Probably because that retard either knows you're right but can't admit it, or is too subhuman to understand gamedev.

Nintendo will patent sue you for the most petty of reasons but they'll likely only do it if you're actually successful like Palworld was
Look at pic rel, Nintendo has a patent for the camera displaying the player character behind a wall. Nintendo didn't invent this but try to think about how many 3D games exist that have this incredibly basic feature
Nintendo's used that patent to sue a company before and they were just making mobile games

In the end it doesn't really matter what you do for your game, the only metric for whether or not Nintendo will come after you is if they think you're too successful. If you want peace of mind then don't use a ball mechanic and change things from all the other pokemon patents they have but that won't stop Nintendo if they were serious
So in the end just make your game

PS here are the seams I suggest you give your model, up to you if you think it's sound advice or rubbish

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So I should whittle down my first ideas based on complexity of development and would be systems and work up from there while building demo builds.

should I make herobrine movies or skibidi toilet? You are an utter moron if you think posting your game on youtube and doing nothing else will net you 10k views. Might as well become a youtuber instead of a gamedev if you need to invest equal time and effort into it

Any good playlists on yt you guys like for learning more about Ruby and Game Maker?

How do you guys come up with fantasy weapons, like bloodborne did? It's should be somewhat feasible. I'm looking to find something that covers close and long range. Whips are already used by Belmonts. Thought of some shield weapon, but that's already captain America or even rygar. The way I see it, if it's used close range, it has to be made of a solid material and likely have some edges. If it's solid material, it's likely not extendable.

Listen, unless you're asking or talking about very specific things on here, like modelling or coding, there's no good advice to be found on here. It's either bait or written by the most dull brown downie you could never even imagine. 85% of this board doesn't even know the absolute basics of how a game works, don't expect anyone here to have good business or marketing advice.

those games took multiple years to make, they just started as game jam games

I tried to make what I wanted first, but got hard stuck since I didn't know enough about gamedev to make an arpg.
So I made a bunch of other projects, came back to it a few years later and now know how to make it.
I still think it's worth giving it a try and failing so you know what you're missing.
When you get to the point where you fail you should try to learn from other games by decompiling their source code since there are a lot of good systems that never get explained anywhere. Then try to apply those ideas to your own projects.

but isn't modeling bad for organic creatures?

It's fine, and even somewhat preferred for lower fidelity 3D assets, which you are likely going to be producing.
If you want to make polished, high quality organic 3D characters it will take months to get to a level of quality that is sufficient, years for high quality work.
There is nothing wrong with poly modeling, you can get fairly sufficient results.
If you want better, you'll have to dedicate quite some time to studying - which you can do in between poly modeling for your current project.

no I had all my creativity stripped from me by life

So what resources (youtube channels, books, fucking anything) would you recommend on marketing a game?

wads of cash money poured into online advertising. Like hundreds of thousands of dollars worth of advertising to make a dent in online presence

Bitch looks like a slightly less hideous version of Arya Stark

cash money from an atm machine that you get when you put in your pin number?

or your mom's

Who gives a fuck what you upload to gain 10k or so? What you need is marketing and YT is the cheapest way to do it. Nobody will play your game unless they know it exists. You won't produce a hidden gem. You'll produce a gem buried so deep underground it would take a mine to discover it, and nobody is mining for unknown indie games.

Say I want to publish my first game by making a 3D arcade game. What are some cool genres I could try making a game in? I'm thinking of either making a game inspired by early 3D arcade games (i.e Virtua Racing, etc) or a 3D adaptation of OLD old arcade games

You should tighten up the graphics, it looks pretty boring judging by your screenshot

teaching goblins how to fly

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and making your own youtube channel and shilling it is the best way to go about it? Just shut the fuck up already retard

Same

Then have fun making a game nobody will hear about

hit hit effect
the half a second of animation lock for the goblin if a good touch

fuck meant nice hit

Unironically the best way to do it. Games should be combination of two already existing games. No need to reinvent warm water.

But they got popular as gamejam games and then got updated for years. They're also the best of the best in the indie world, to be fair.

i don't wanna use ai, and i'm using unreal don't know if unity assets are allowed to be used on other engines
The problem is i need high quality organic 3d creatures, that's why i'm searching for any shortcuts

Has anyone ever released periodically or chapter wise? How does this work? Are the chapters dlc?

No need to reinvent warm water.

But then we wouldn't have nuclear bombs boiling water

thanks! that pause is the hitstop. Some people don't like it but I think it adds a lot to the feel of the game.

>decided to make a game based on drawing

You're gonna need to elaborate on this, anon. Is it an art game like Graffiti Kingdom where you draw/model your own creations or are you drawing lines and shapes for the player to use like in Canvas Curse?

gave the waves a bit of flair

aggymaggy.webm - 634x532, 1.35M

no is fatal frame wihout a camera
you draw the monsters in a magic notepad to exorcise them

Bros, how do I handle making remixes of songs for a fan game.

Start with the base song and then change it

Then I always feel like the "Remixed" song is too similar or just a "Rip off" of the original.

Start with a new track and then adapt the original over it

Then it feels like it doesn't resemble the original song enough to be fitting for a remix

Am I just worrying too much?

Make it an SMT like

if they have the basic license you can do pretty much anything with them, including that.

Sounds kino

This reminds me of those animutations people used to make in Flash

That's more original than what I was expecting. I agree with the other anon calling it kino.

very cool idea. The horror should make the player unable to draw shit properly, which should be a lot of fun

DirectX11, Vulkan, or Metal?

SOVL

The problem is i need high quality organic 3d creatures, that's why i'm searching for any shortcuts

High quality

Shortcuts

Be prepared to pay out the ass.

Reworked a mission fail screen

yellow FTW

I like it in single player games like Zelda, but multiplayer games shouldn't have it, fucks with your mental frame data calcs.

don't think I've ever seen it in a multiplayer game that's not a fighting game. Monster Hunter comes to mind but's coop, not competitive, so it might not count.

I haven't worked on my game for over 2 months. It's over...

Smash bros does it with perfect shielding, dont they? It only effects the shielding player, not the entire gamestate iirc

I was bored, so I had some site generate some genre combinations.
...I got "Survival Horror Business Simulation"...

Make the game for yourself, make what you wanna play
If you're thinking about profit you're better off doing something else

No, some asshole released a game on Steam with the same name I was going to use for mine. I really liked it, and this has killed my motivation.

Are there not >150 asset flip games for that already

Smash Bros has lots of hitstop. Sakurai loves it.
happens to the best of us. I had a name for mine but it was already taken by the soke RPG Maker f2p kusoge.

Running a business is indeed horrifying

Holy Newgrounds kino

normalfag general
and i will not buy your shitmes

No, I finally accepted that I'm never going to achieve anything so that I can stop torturing myself. It's time to quit dreaming.

the term is kusoge dumbass

nice

There's a porn game I could make and be passionate about
(wormhole/timestop/hypnosis focus)
but the biggest hurdle is the time until I get good at 3d nudity and porn animations. much better deal with genres where peak art isn't that important. when I have money to hire an artist, then I could think about it.

not in a weeb mood

We need people to make new iterations of similar games to evolve the genre.

That's a sick UI. Keep at it, bro.

Finished up the resource conversion last night, took longer than I wanted. Graphics are still just placeholders. Also added the fuel depletion as you travel, giving a warning when it drops below 33%. Changed the movement from point and click to click&hold to move.

Trying to get all the main mechanics and gameplay loop done before I start working on graphics, which is hard for me to do because I tend to do the graphics early on so I get a better feel of the project.

if page === 10: bump()

Deep in the content creation grind. Idea guys, how do you all just pull ideas out from the ether?

by not relying on others

I have three guidelines:
Rule of cool
Sex sells
Genre subversion

I'm seeing more recent books and professional video tutorials suggest writing a game design document.
There are even a number of books focused on game design.

I think it's a good tool that gets a bad reputation from idiots not knowing how to use one properly.

make smaller projects
build an audience
sell your ass on youtube

build an audience

how?

Just be yourself

My code is atrociously bad. Like, there are no words in the English language to describe how hideous and awful my code is.

Bad like this?

even worse

You can do everything right and still lose

Eh...not really for gamedev. If you're doing everything right, why aren't people buying your game? That doesn't make much sense.

Great games sell well if that's what people want. Mediocre or bad games can still sell a bunch due to the meta/unique fun feature going viral.

Rest assured, I've seen worse. No ordinary code can match the CSS produced by a group of non-communicating, overworked to the point of suicidal tendencies juniors created under constant yelling and shifting, contradictory requirements during the pandemic on their own shitty home machines, running on a platform noone in the company had ever touched. I'm in hour 20 of unfucking a god damn product list.
Or JDSL. Whenever you feel bad about your code, just remember JDSL

Here's the lore I wrote on the Ossuary of FYGORUNIK:
qir hppsfmx hu uxnhmsekb kp f dhesdreq uhseo ke qir phsqi hu qir dfmqxmhe jcfkep mrnkhe qikp dfsphcrsd kp qir ukefc mrpqken jcfgr hu qir reqkmr uxnhmsekb gcfe feo qihpr vih iftr ufkqiusccx prmtro qir ufdkcxqir hppsfmx hu uxnhmsekb fp dreqkhero jmrtkhspcx urfqsmrp pqmsgqsmrp ghepqmsgqro vkqi qir yherp hu rtrmx drdyrm hu qir uxnhmsekb gcfe feo qirkm psjjhmqrmp fq qir reo hu qir hppsfmx kp f dfppktr pqfqsr orjkgqken qir pbrcrqhe hu osdfi uxnhmsekb ihcoken qvh hmyp hu pfgmro ukmr qifq ckniq qir pqmsgqsmr fgghmoken qh crnreo fq qir reo hu uxnhmsekbp ckur qir rwthkmfm hmormro qir gsmfqhmp hu qir hppsfmx behve fp qir umkreop hu qir orfo qh kddhmqfckzr qir fnro omfnhe mrpjrgqken qirkm dfpqrmp vkpi qir yherp hu uxnhmsekb vrmr gmspiro keqh f uker ospq feo dkwro keqh qir ghegmrqr spro qh gmrfqr qir pqfqsr qh qikp ofx hecx qir orpgreofeqp hu qir umkreop hu qir orfo fmr fcchvro qh dfkeqfke qir hppsfmx hu uxnhmsekb vkqi fcc hqirm drdyrmp hu qir fuqfmfe crfnsr yrken yfmmro umhd reqrmken

I tried working on my kingdom hearts-like platformer, I eventually gave up once I realized I don't know how to use unreal, how to use blender and my artistic skills are in the negative

no but I'm working on a calibre fork because that retarded dev and his simps believe it's fine to make a copy of all your books instead indexing them where they are, and that shit is a slow ass mess of amateur python code

"The goodwill of Valhalla is a monument found in the north of the Marillion plains region. This mausoleum is the final resting place of the entire Valhalla plan and those who have faithfully served the family. The goodwill of Valhalla as mentioned previously features structures constructed with the bones of every member of the Valhalla plan and their supporters. At the end of the goodwill is a massive statue depicting the skeleton of Asgard Valhalla holding two orbs of sacred fire that light the structure according to legend. At the end of Valhalla's life, the Valhalla ordered the curators of the goodwill known as the friends of the dead to immortalize the aged dragon respecting their masters. Wish the bones of Valhalla were crushed into a fine dust and mixed into the concrete used to create the statue to this day. Only the descendants of the friends of the dead are allowed to maintain the goodwill of Valhalla with all other members of the Valhalla league being barred from entering."

No clue how you translated "The Ossuary of Fygorunik" into "The Goodwill of Valhalla", but it's pretty close.

i put it in grok

You could have just used a simple keyword cipher. Hell, I even went out of my way to make the key visible.

What are some "dead" game series or genres you guys miss? Thinking of being that kind of game developer who finds "gaps"/"holes" in the games market and fills them. I'm a hole filler

implying i know what any of that means
cool lore by the way

Whatever niche Crazy Penguin Catapult had.

Well I published a map earlier () so most of the things should be apparent. I would have included the lore as to why the ossuary was built but the 2000 character limit blows.

Cheers pal, that helped alot.

Whatever genre Crazy Taxi is.

I feel like outside of a few "indie" games that are absolutely made with some savant tier taste and skill a lot of the more popular and high selling indies are multiplayer sloppa like Lethal Company (although, admittedly this game is pretty inspired), Among Us, Repo, Schedule 1. There's no denying good skill and effort behind these but a lot of them are made to make mint off of discord fags

Listen to me you dev fucks, and pass this onto your friends. When I aim my gun I want the ammo count ON THE SCREEN.

Fuck your dynamic hud, fuck your artistic vision and fuck you. In some games you have to pull up the damn weapon wheel just to know how much ammo you have because of muh minimalism.

lethal company guy

That autistic furry is the only one I know, idk if the Balatro guy has made games before since that game was kinda astro-turfed
How hard would you guys say is transitioning coding in java/c++/python relatively well into game developing?

Before you there are two paths as a game developer. The savant passion project that you will spend years possibly decades working on carefully crafting and fine tuning to perfection, something that speaks to your soul as an artist and carries the blood, sweat, tears, and sleepless nights you poured into it. It releases and sinks faster that a newborn paraplegic baby strapped to clement shoes tossed into the Mariana Trench. Down the other road the slop churner, someone who can pump out shit faster than TikTok mukbang girl that just wolf downed a fermented Kimchi Bean Chili BBQ salad. Each one failing faster than the last but with each log plopped your chances of achieving viral stardom increases leading to the inevitable day when one of your slops ends up being the top seller on Steam and you end up making so much money you'll never have to work another day in your life. Sure it's still dogshit but you've finally made it and cemented your place in history as a legendary game developer alongside the likes of Jonathan Blow, Phil Fish, and Zoe Quin.

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lethal company furfag makes legitimately good inspired game

gets popular overnight

indies now copy appealing to the streamer discord fag demographic

get derivative slop

Grim

Zoe Quin

aislop2.png - 512x512, 406.48K

lethal snore did not invent streamer bait

Wrong game

Not my game but I am making the eye rig, got some trouble with the alphas and had to blur it then sharpen it again.

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You could see some of the iris behind the eyebrow

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It didn't but I don't think the game was designed from the ground up as streamer bait, it just popularized it

This guy wants to fuck airplanes

blobjak.png - 556x617, 11.45K

The aesthetic is very appealing, I wouldn't say it is a sexual fantasy but I do enjoy the design.

I've never heard of this game before today but all of sudden there were 20 videos on this fucking game this morning, even Oneyplays did a video on it.

Do wut?

one more animation to finish, then coding, then another release

I think after looking at 3d modeling, rigging and animating tutorials that I could do it, but OP pic destroys all my morale. Is coding necessary? How do you even get into that?

don't spend 4 years making one game you stupid ape
also, decouple your financial success from video games.
if you're in the game dev industry for the sake of making money, you are fucking retarded.

You have to shill your game to some twitch Vtubers

How do you even get into that?

Download any language with an IDE and start experimenting.