gamedev thread!
demo day in two hours
you DID playtest your demos, right
Gamedev thread!
I published my game last month on steam
Only 2 people bought it kek
should have marketed baka
inb4 mentally ill scalie faggot
demo day
don't give a shit, I'll release a demo whenever the fuck I want lmao
let me guess, was it a 2d metroidvania
why anybody still makes 2d platformers/ JRPGs is beyond me
inb4
b-b-but 3d is haaaaaard
if you did 3d then your game music probably just sucks
name pls, I'll buy it rn
JRPGs
since when is that a saturated market
since rpgmaker came out in 2003
recommended practices for cursor sprites in unity?
Any tips for improving my steam page?
Remove the emojis.
I just made you 200 additional sales with this tip.
slightly longer description, more text down in the about game section.
the emojis are a nice touch but I don't know how most people will perceive them.
Post the name and I will play it
(assuming thers a demo)
you guys are autists, make dogshit games and don't know how to market them, so I can't say I'm surprised.
2 people bought it
do slop eaters really?
I'm making horrible sketches...
sketch.pixiv.net
lol but I only got 36 wishlists
sorry bro I refunded
make your game look less jank? the guy whose flak jacket says ECILOP is pretty embarrassing. the enemy fireball should probably target your character's center of mass, because the way she barely reacts when it explodes in her face looks absurd
35 minutes
bros...
Animation has always been my weak point...
redditors would just passive aggressively say your game is so awesome but never click your link, ever
I have no idea how to write a yandere gf.
files.catbox.moe
Also I haven't found her a name. She's supposed to a redraw of one the dark elf from the title screen but she hasn't been added in the game story.
I haven't seen one of these since we all took that vacation from Anon Babble for a while.
I've finished this and am on to the next weapon. Completion of this marks the halfway point, there are now fewer than 50% of all enemy weapons left to create (implementation in-game should hopefully not take a terribly long time as they're mostly just recycling player animations)
This is the standard grunt projectile weapon, the Bolt N2-Battery. A variable-voltage plasma rifle with an en-bloc magazine of batteries (and a grenade launcher attachment). The idea here is that it can fire at variable rates and with variable power levels, from "spray and pray .22 submachine gun" to "OHKO .50 BMG sniper rifle", but that changes how quickly a single battery depletes and needs to be cycled out.
working on sprites for new project. doing it in RPGmaker is a bad idea right
Have you ever had chronic illness steal years off your life? Because that's happened to me. I wanted to make a game like 10 years ago but constant sickness and mental decline has just destroyed my brain, and I have no close friends who are into Vidya enough to form a Dev team with. I don't even really know how to code. I keep hoping the brainfog will go away but I think it's permanent so I just daydream about what I would've done 10 years ago
You making another RPG mammoth kun?
Uploading my slop (browser) demo to DD today (webm is a different project):
itch.io
Give it a try anons... Might take a second to load at the end
bitch bitch bitch, the guy who made Hyper Light Drifter did it to cope with the fact that he has to live with congenital heart failure that leaves him routinely hospitalized and constantly fatigued. Just make the fucking game.
it's demo day, boys
time to playtest
You making another RPG mammoth kun?
Against my better judgement, yeah. Considering it, at the very least
I still need to play shrimp game
A 2.5D magical-detective game set in New York City! Solve mysteries and learn spells to help defeat Satan's army.
replace with
Play as a magical detective in New York City! Solve mysteries and learn spells to help defeat Satan's army.
i dont think it needs 2.5d, its in the tags.
Check out my MC
I would die for her
Give her an extremely vulgar inner monologue to contrast her prim and proper exterior.
final boss vibes
Damn now I feel bad for making that post, sorry
I'm just mentally defective in motivation, not even nicotine or modafinil helps me focus. I think maybe it's untreated ADHD. Anyway that's the end of my bitching
any WEG pros? im trying to make a WEG game but its first person and uses both hands to play 1 in keyboard and 1 in mouse, but im wondering if its counterproductive because wegs play with 1 hand mouse and 1 hand on dick
its ok as long as the fap parts dont make you double hand
make it work with remote control toys via bluetooth or something?
Finally narrowed the concept and general feel down of my anime town builder. Would love any constructive feedback.
I like the transition.
Loving the concept of having a normal battery power my gun.
Nice boss battle chaos vibes.
That status screen on the right in the cockpit feels very doom-esque where the portrait changes on getting hit. I like it.
I have seen porn games that do this and it's neat. I don't own any sex toys though so no clue how well it works
I'm foolishly rewriting my codebase in C with raylib to escape the bloat/ general quirkiness of GameMaker. Hopefully it doesn't end up being too time consuming
the idea of a cockpit screen reacting to damage came from bulk slash, but of course DOOM is an inspiration for the entire genre (one of my level layouts is essentially E1M1)
marketing is a meme. find a publisher or play the steam casino.
do you like dragon age origins, unicorn overlord, or final fantasy 12?
if so, then my programmable battler will absolutely let you down, but you should still try it anyways.
Loving the concept of having a normal battery power my gun.
In my mind it's much larger, more the size of a swappable LiOH battery than a AA or whatever, but I colored it like a duracell because I was worried the whole "bolt action ejects a battery" idea would get lost in the sauce and it would just look like a shell casing.
I just finished codemonkey's tutorial. Should stick with it and make an overcooked-like game with a different back story and a narrative-style single player campaign while keeping the game mechanics and multiplayer mode from overcooked? I'm still learning Blender, but I'm sure I can whip up some stylised counters, equipment, and chibi-like characters.
I was initially planning to make a third-person simulation game like a tavern manager or a restaurant in a space colony as my first game, then make a slightly larger game with some sort of service simulator with base-building mechanics in a hostile environment (like an alien planet).
Is it worth pursuing this overcooked-like game, or should I go with my initial plan?
Spent a couple of days redrawing and redesigning a couple of characters, so there wasn't much progress on the coding side.
Started my Dev Session a li'l bit ago and already finished weaving in the Battle Speed Setting into the 2.0 Battle System.
Now I'll start weaving in all the Skills and stuff, which shouldn't take too long. Will also start replacing the placeholder graphics either later today or tomorrow. Still got 25 days until the next demo.
i am in a similiar situation, but my main reason was addiction and not having time to do gamedev, luckly i am done with addiction, and have a lot of free time now
But i lack accountability that is needed to sit down after a day of work and write code or do art
Maybe we can help eachother ?
i think you should try and make the game you want, tutorials are great but they are bad at the same time.
I'm just mentally defective in motivation
Just Like Make Game
Stop talking yourself out of it and get to work. What’s the WORST that could happen if you download an engine and start working, right now?
working on a leap attack for the goblins
this one got parried
if page >= 9: bump()
I was initially planning to make a third-person simulation game like a tavern manager or a restaurant in a space colony as my first game
sounds easy enough
Finally got every single station and planet detailed and explorable, working on takeoff and landing cutscenes for those planets, which finishes the biggest and toughest part of this update (minus writing some 500 fucking news stories).
Whoops, I thought I had posted on this topic already... Maybe I only posted to /agdg/
Anyway, added a bit more for the hover bike racing. Still working out the style for this area
did you make it good?
explorable
good, are there interactable females yet?
You can always turn down Jella, no matter how much she wants you.
what about like a female space station staff member you can run into and make her ragdoll
raylib
isn't that a total meme? just use sdl or allegro if you want low level control
pivoting from gamemaker to c
delusional, just admit you like tinkering with bullshit and not actually "making games"
it's another le quirky rpg
unfathomably based
transcoded sloppa
i have the perfect alice for this
didn't even have to open the pic, that spacing was a dead giveaway that you like furry shit
nice, combat so slowly paced that it might as well be a turn based game.
you're still here?
oh my gosh, another quirky pastel colored game... WOW! you sir, have kindly earned this here upvote. I tippeth my hat to you!
POV: you're clap trap from borderlands 3, and are about to get CLAPPED!
hey drdooms, your feedback isn't very useful
guilty as charged, but it's also true that GM is annoying as fuck. I had no idea raylib was a meme. I was using SDL and OpenGL before I looked at raylib but OGL filtered me in a big way. I just chose something that claimed to be highly portable and took care of rendering for me. I probably should just get back to work in GM.
The OP is old and out of date. Lumberyard doesn't exist anymore. Replaced by O3DE
Added a few things:
-Able to de-select any actions you wanted to take just by clicking on it
-Added in a charge attack. In this case, you need to use 3 of your actions to complete the attack. Also made it so you don't need to use all 3 actions for it at once. So you can use 2 actions just charging the weapons, then use a different action like evade for that turn. Then on the next turn, or any turn in the future, you can use that final action to actually fire.
-Just cleaned and commented a lot of the code.
All the effects and graphics in general are placeholders still.
I've really got nothing to show it's all just ugly code and placeholder images
maybe next time
trailer is way too quiet and the music kicks in too late
I use SDL when I enginedev, but Raylib seemed respectable last I looked. On the other hand I've only ever known Allegro to be an ancient quirky POS people only got used to because it's been around since DOS. I don't know a single game or application that uses Allegro that wasn't janky
you posted your shovel ware already and it got deleted
Been working on cleaning up my code and just general improvements. The code I wrote a couple months back was so shit that I had to rewrite everything to make a save/load system not a nightmare to inplement.
rpgm is ok, if you want to swap characters easily you need a custom script though, idk if youre making a monster catcher.
I made a mon for your game btw, feel free to use it
looks pretty cute, maybe delineate the road/boundaries a little better
Thanks. It's just a quick implement for the race. Basically took another area I was working on, and rearranged some trees and buildings to make a quick racing track.
Actual racing track will have actual boundaries and a more appearance for the track (also, I have jumps and boosting pads. there is combat (taken the driving from my old pizza game... but its not on this version of it)
Basically, getting stuff done over next month so I can make it into the game trailer, screen caps, and the other stuff for the steam store page.
Not any shovels on my game, sorry.
the only digging is done by me digging myself into a gamedev shaped hole and there is no escape.
bumpa
idk if youre making a monster catcher
already did that, this one's gonna be more traditional
thanks for the mon though, I would use it if it wasn't 1:1 with the final boss I already had planned
Itch hasn't responded back to give me more space for my project, which means no uploading to demo day this time so far
This is fine, since I haven't been able to even touch the intro the game outside the tutorial/title screen due to focusing on getting other stuff done that relates to the intro and hangout scenes. And I really should do that before submitting again. Most people who played last demo day didn't get far because the intro was a shitty temp one.
I'm finishing up the hangout Library scenes at the moment, but I feel the pool hangouts are the most interesting to post about.
give me more space for my project
what does that mean
Itch has a 1 GB limit and the current exported game is 1.3 GBs. So it blocks the upload and I've been waiting with Itch support for a week.
Here's some combat with all the new stuff: files.catbox.moe
life and stamina hud
goblins have a leap attack
goblins bounce on collision against each other or a wall
goblins reposition if needed: they strafe, jump back, walk back or just go to somewhere
This might be the last goblin gameplay video since I think I'm finally done with their AI. Next up is polishing some (a lot of) stuff and finally start making the content for the demo.
I'm doing a thing where many things, such as spells, can be scripted with Lua for flexible modding shit. Still rough but kinda cool to see it come together.
I like the art for the battle scene, specially the background
hello, how does the game work outside of combat? Do you control a character and can you walk around a world map freely or is it like the old ttrpg, where you have a moment where the characters interact with each other and just talk with a few animations or the former one?
Thank you!
I haven't gotten to developing that part yet, but I can describe my plans. Not a fully explorable world map, but I intend to have some minor exploration sections between some battles. I'm thinking a little like the original Shining Force. So perhaps you just finished a battle near a town and between battles you can run around that town, talk to a few NPCs, find a few goodies, but can get to the next battle pretty speedily. My current plan is to make them 2D segments just to differentiate it from the regular battles.
2D segments
What a stupid thing for me to say, I meant like side scrolling segments as opposed to battle's more overhead. Make you feel more close up compared to the battle's further back scale.
nobody post the link so people can actually play it
I have a game idea that's better than all the slop in this thread but I don't have the money to advertise it when I'm done so it'd be a waste of time
Good
Thanks, frens. I'll go with the third person tavern sim.
I also plan to make a ttrpg but I want it to be a isometric where you can roam freely and you encounter monsters like in dragon quest (random encounters) and the battle phase are like trpg, isometric turn by turn
That sounds pretty cool. Have you ever seen the game Voidspire Tactics? Not isometric, but a little similar sounding to your concept. Lots of exploration, turn based tactical combat that takes place on the same field you ran into them in, that kind of thing. Pretty good game.
Have you ever seen the game Voidspire Tactics?
never, thank you Ill check it
Contemplating the viability of a 3D sandbox RPG with customizable character appearances and a low poly toonshaded aesthetic
I'm tempted despite the obvious absurdly huge scope
Maybe try your hand at just making the customizable character appearance first and/or fun combat, then you can either expand that to your concept or perhaps reuse them in a more small in scope project. Whatever it takes to get you starting sooner.
Provided you have a codebase built up already, making small open world games (like A Short Hike) is pretty possible within indie scope.
If you've never done any of the systems an RPG contains though, stay away for now. RPGs contain too many genres for somebody who is a relative novice to jump right in.
I put an aspect of the fuel system to the test, I was weary of it at first but it makes traversal less mindless and gives the "coins" moment to moment gameplay value, once every element is in play I think it's gonna be pretty unique.
It depends on the depth, originality, and how hard-coded you will make it. RPGS are S-tier difficulty unless you cut a lot of corners. I recommend trying it anyway; the worst thing is that you come out of it with experience.
nice
thanks
WHEN
I saw a game path evolve on its own
pricklypeargames.itch.io
I have an idea for your game: when he throws his red thing make it when it touches a diamond it catches it. you can play around it like making levels where you can get big diamonds only by throwing the red thing (don't know what it is) at it, what do you think?
marketing on social media is a meme. make a great demo and get streamers to play. reach 10k wishlists then launch
Stop making 2D platformers.
How was it getting a switch dev kit? I'm considering doing it in the future
a pain
Is it really that bad? I have some games I can port to Untiy to put on the switch, which is why I'm asking.
I like this, is this a FE clone? I'd love to make a NSFW parody as well.
The red thing is a hat (ala unfinished graphic), once thrown it comes to a stop will pull collectables into it's radius if you hold down a button, I think that's more engaging then your suggestion, maybe it could be an eventual upgrade or something, who knows? Thanks for the suggestion.
oh you had the sale idea as I, keep yours its better done
looking great, anon
optional 4:3 would look great when finished
thanks man
optional 4:3
that would make the game a bit harder, but sure, sounds like a good idea as long as it's optional. ty.
i'm so annoyed at the rpgmaker tilesets i'll go through the pain of making my own
what is your game about?
man these tilesets look great man
space ship fighting rpg
Jesus this looks and sounds awesome
It's like a Wuxia cultivation novel. The story revolves around you joining a martial arts school, where you'll have to do daily chores to improve your martial arts. It's comedy-focused, with you surrounded by geniuses who easily surpass you; so you'll have to keep up using nothing but your muscles and your thick skull.
Thanks! I just started so it's gonna take a long time to make everything
damn sounds hard to make, hope you see clear in your mind what you know what to do good luck
Glad you like it, basically yeah, FE would be the closest to compare it to. I'm trying to include plenty of original elements too to give it its own feel as well. And it's going to come with a campaign editor so whatever degeneracy you have in mind is welcome!
Nah it's not going to be super complex. You move the character to the forest and click to "chop wood" and then you'll get +1 to strength or something like that. I'll figure it out as I go along.
ok good luck, so...what arr you focusing on right now,?
Art. Not gonna continue until i at least finish the starting village, forest and the martial arts school.
I see there's still time left so maybe I can get the demo in on time, going to be a busy weekend. Anyway here's a clip of green screening some pogs and slammers to place as GIFs on the steam page!
If you are not a part of the community then this jam is not for you.
I only post in Anon Babble threads uh oh.
I just don't like the character design tbdesu. My dog mogs your dog (you can't see him yet)
The video editor is kdenlive and the image editor is GIMP. These free tools are so insanely good right now, we are truly in the future.
I’m trying to learn blender and also implementing a model loader into my project. I probably won’t work on it today at all to be honest. I do not look forward to building a ui system either. I’m super stressed out about a bunch of other life shit so I really am struggling to find the drive to work on it despite it all being very interesting
Oh wait nvm I already voiced this exact concern before and was told Anon Babble devs are welcome. It's been a while.
is it better to make a demo and then ask for money to make the complete game?
Sometimes yes, but be warned releasing a demo can drain all the motivation to continue, your mind gets the happy chemicals of releasing something without having actually done all the work.
I see
Also I'm adding gameplay, where you can drag, feed, kill and bet on different creatures.
I want to do anything but make level art, so any suggestions for what to add right now?
whenever fish kills an enemy, fishs speed is increased
Even without level art it looks pretty coherent, if there was, I could only imagine a cursed image, random image collage, or a deep fried meme as background art to match the mixed media feel. That or keep it as is because there's so much going on.
same, except i had 1 sale which was refunded
i tried to promote it but it was just too bad to gain traction
on to the next
Damn man, nice art.
Not quite a looker but the gameplay of this one is coming together.
better than what?
deez nuts
Yes hello please one extra large please thank you.
very cool
What's wrong with 2D Metroidvanias? Mine's doing okay enough for the first week's worth of sales.
better than releasing the game without finishing it
You mean early access?
Nothing is better than early access. It's the greatest thing to ever happen to indie game devs.
It's the greatest thing to ever happen to indie game devs.
that's patreon grifting, but early access is def up there.
why?
Unironically try FreeBasic. It transcribes and compiles through GCC. Performance is close to C++, times better than Python/Lua/Ruby/JavaScript and utter dogshit like GameMaker, which means you don't have to move half of your game to dlls or shaders. Frederick Raynal (Alone in the Dark/Little Big Adventure) made his 2Dark in MonkeyX - another basic syntax wrapper on top of GCC. Also Crypt of the NecroDancer was made in it. But FreeBasic is a better and more current one with more flexible syntax and less quirks.
I'm half kidding because so many people hate it and think it's evil but really if you're making a game interesting enough for people to want to play it while it's still in development your game is going to succeed financially whenever you release it so I don't see the difference. Neither does steam, they treat Early Access as another release. As well as demos. So really a dev can release the same game 3 times.
Can really feel the verticality at 0:30 not enough platformers push the limits like that.
unless you have a publisher or your game made money already, Nintendo will never allow it on their platform. Don't waste your time with tendies.
What makes it shovelware?
Looks great, will have to replay the demo again.
in 2003
You uncultured swine
Can you add a chud crab to your game?
every little thing posted on this thread is shovelware
that shield bash bonk was nice
I am once again reminding everyone that there are NO lewd lowpoly games.
you want to see that have sex?
Just uploaded new version with shield weapon. Looking for feedback if anyone got the time. Focus + Defend or Ctrl +
Ugly bastard poly
If that were true you wouldn't be camping here all day acting salty.
LOD in a low poly game
That's definitely unique. Really works as a design decision which is funny to consider, how optimization methods are now obsolete because even potato phones can render millions of polygons without issue, but including them to give a retro feel is actually good design.
congrats, what game?
Downloaded
I'm pretty sure we've had LODs as far back as Mario 64.
Yes 30 years ago so doing it now is really only a design decision, but a good one. You just made me repeat myself. You will pay for this.
I demand more Anon Babble3 crab.
most criticism I've gotten is lack of content but gameplay is good so that's good I guess. Just need to make more.
I'm gonna go the opposite direction. jk hopefully not
"Your Title Has Been Removed from June Next Fest 2025
Hi there,
This is a message letting you that one or more of your games have been removed from June Next Fest 2025. As a reminder, this event is for base games that are not yet released - if you're receiving this message, your title has already been released or appears to be a prologue or another 'preview'-type app for an existing game. We do not accept released base games, prologues, chapter ones, or other similar preview appIDs for Next Fest.
Thanks for your interest in Steam Next Fest."
What the fuck I never even submitted it
This was hilarious. The best part is I was waiting for something pass review too so the first thing I see is "Your title has been" and I'm like
approved yes! Finally!
Then I read the rest of it...
REMOOOOOVED
and I was like WHAAAAAAAT and then I saw the email above it. Turns out it's all about nextfest and was an accidental mass email.
MFW I have ideas
And not some "Idea guy" level shit, I mean fully thought out game concepts, with maps, intended progression, mechanics, concept art and everything
CANNOT fucking program
chat gtp
AS IF that would fucking help.
I fucking dare it to make a stylish action game in unity
Well if it's any consolation even if you did make those games, gamers don't say things like "wow this is such a well designed game". Sometimes the best value for game ideas is that they remain shelved.
Turns out it's all about nextfest and was an accidental mass email.
oh that's a relief I guess
Explain
Your GAME has been REMOVED
From Steam Next Fest
Actually nevermind that was sent by accident anyway
Basically even if you have great ideas and fully plan and design them beautifully that's all irrelevant to whether it's actually worth making. Some devs say they don't care and are only making the game for themself though so that might not matter.
Just post a summary of your idea. If it's good then maybe someone will work with you. Nobody is going to steal it just based on a short summary.
chatgpt is a great tool to learn coding. Game programming isn't actual programming, it's much easier and you don't need actual math
is unreal worth using if i want to experiment with open world tilemaps?
There is literally no difference between a "game designer" and an "idea guy"
Game programming isn't actual programming
Only the most linear games can be theoretically made without "real" programming. And the more complex the game the more nightmarish the code becomes for a dev who doesn't understand classes and arrays and operators and stuff.
if you're just starting off you should make a basic linear game anyways.
The title encompasses both idea guys and programmer-level designer-writer-director-concept artist-sound effect mixers. You can do a little of everything or a whole lot of nothing
That's my point, it's pointless title that idea guys gave themselves to rebrand themselves from ideas guys. Every artist/programmer/musician is already part game designer, there is no need for an entire new title.
Anon...
How would you program 3d movement and melee combat
Seems like it's worth making to me.
Stylish action with a time control thing
Game designers document things so that developers and artists know what they're making and where things are going. It's as important as project management which is why producers work really closely with designers and writers so the game doesn't go off the rails. A bad game designer will destroy their games early on, like the project can be in a terrible state for years and most likely everyone saw it coming from the start.
I feel like asking AI the right questions is as much as effort as just learning the basics. Like install a game engine and do the tutorials and you will understand things faster than trying to figure out how to assemble a full game from different AI structures. I still think the AI is incredible and I actually like vibe coding as a concept but yeah. It sounds more difficult to me than just doing the hard work.
move along XYZ axis
melee combat is just if/else statements
developers and artists know what they're making and where things are going
because artists and developers are too retarded to know how to...document things? Literally every "game designer" is just an idea guy who has to act like they're smarter than everyone else on the team because they know they actually contribute nothing of value.
because artists and developers are too retarded to know how to...document things?
No, the game designer documents what levels are being made and what happens in each level for instance. Programmers and artists don't have to worry about coming up with engaging plots or game loops, but when it comes time to program something related to the game loops they can consult what the designer came up with. An idea guy doesn't do any of this. He just thinks of "an AR game where you catch pokemon".
game designer documents what levels are being made and what happens in each level for instance
design documents are supposed to be a living document that changes as development progresses. What is fun and actually works is always much different than what gets written down. A "game designer/idea guy" will never understand this, it's up to the teamwork of the programmer and artist to come up with this. "Game feel" is on the art side and up to the programmer to make it actually work, not the idea guy.
engaging plots
that's the job of the writer, not the idea guy
comes time to program something related to the game loops they can consult what the designer came up with.
Or just cut out the bureaucratic middle man idea guy. The whole "game designer" role only works if you belittle programmers and artists as too retarded to understand what a game loop is.
game loop
game designers don't use this term, it was made up and exclusively used by retarded essayists on youtube
Lead game designers work with producers to iterate the game based on playtester feedback. That's how things are made more fun or they find out what works and what doesn't. Programmers and artists shouldn't be tasked with that, they have enough to think about.
Or just cut out the bureaucratic middle man idea guy
Well yeah just make the entire game yourself if you want. Game designers are not just idea guys. You won't concede this point because you want to argue but it's just a fact.
Programmers and artists shouldn't be tasked with that, they have enough to think about.
The whole "game designer" role only works if you belittle programmers and artists as too retarded to understand what a game loop is.
Thanks for proving my point.
The loop used to just be called "the game". Now there's a term for it because game development has been a thing for decades and peoples brains have grown larger and they learn to communicate ideas better.
Lead game designers work with producers to iterate the game based on playtester feedback
so it's a bullshit job for nepo hires
Thanks for proving my point.
Yeah that's not what happened here.
artists and programmers don't know how to make games fun! That's my job as a big brain idea guy!
that's the job of the writer, not the idea guy
Writers and game designers are often the same person otherwise they work together directly. See the chart posted. There are no animators and artists sitting around pouting because they aren't allowed to design the game. You're fabricating some kind of secondary argument to avoid admitting that game designers are a real thing.
nepo hires
Better just make a game yourself then, nobody this toxic can actually work with other people anyway.
not accurate to how a canon gets reloaded at all but I think it gets the point across and won't take too long.
Better just make a game yourself
Writers and game designers are often the same person otherwise they work together directly.
Or just cut out the idea guy role and have writer, artist, and programmer work together.
There are no animators and artists sitting around pouting because they aren't allowed to design the game.
See how you have to belittle artists and animators as too dumb to be allowed to design the game?
You're fabricating some kind of secondary argument to avoid admitting that game designers are a real thing.
No, I know "game designers" is a new made up bullshit role for idea guys that only clogs up actual game development with bureaucratic bullshit because they want to feel included.
Or just cut out the idea guy role and have writer, artist, and programmer work together.
See how you have to belittle artists and animators as too dumb to be allowed to design the game?
The game designer is the one who came up with a game worth making. If the programmers and artists can make a good game then sure maybe they should do that themself. You're making someone else's game if a game designer is directing you. This idea seems to really offend you which means you probably wouldn't be able to work in a team anyway.
they want to feel included.
IT's THEIR GAME anon lmao
They covering their ears at the end during fire? I like it.
It's another "3D indie platformer try not to copy the latest Mario game - Level: IMPOSSIBLE"
filtered by programming.
But it's the easiest because it doesn't require creativity. No muscle memory. You just follow instructions. There are bunch of tools and existing code bases that you can copy paste from. You don't even need to be consistent necessarily. It all gets swept under the hood. And learning it is as simple as 1+1=2. If I could copy art then I would, but nobody likes the look of public assets. I don't get how you can struggle with this. Does x equal 1? Then do this. If not then do other thing. Let me make a list of numbers. That's LITERALLY it.
it's another "Simpsons did it" crab post
Delicious salty crab.
If the programmers and artists can make a good game then sure maybe they should do that themself.
That's how actual good games are made correct. Dumbfuck producers thinking adding an idea guy to "streamline the process" is where it all falls apart.
Thats the issue with treating artists and programmers as tools without creativity themselves. The PRODUCER should just give the money and shut the fuck up and let the actual creatives handle the game, not insert themselves and their nepo baby hires are "game designers"
How is it fair that Nintendo perfected 3D movement on their first fucking try in 1996? How are the rest of us supposed to get a chance?
producers thinking adding an idea guy to "streamline the process"
The game designer made the game and documented everything completely before anyone even started programming it. This concept of game designers being a leech or just trying to be involved is comical like I have to assume I'm just being baited now. The problem is people who are this toxic and ungrateful really exist and are usually fired asap for undermining the people who hired them.
Hell yeah looking good man. I. Gonna finally get to some work today I'm feeling motivated.
sometimes it helps to have somebody overseeing the project to make sure it ends up feeling cohesive rather than a patchwork of uncoordinated autism. it's a position that is earned, not learned, by making yourself useful until you've proven you have a knack for design.
you don't 'level design' on paper - you learn the software and you at least greybox something playable. if you've got shit-hot ideas for gameplay but are too lazy to do the bare minimum and prototype something in-engine then you're just dead weight and the weakest link in the team by a mile. it's arrogant to assume that anybody would waste their time creating things of actual value with you while all you've got is a fat book of unproven ideas and a bunch of embarassing flowcharts about why you should be in charge.
it's a position that can and often should be filled by someone, and if they're good enough then it's fine for them to oversee things and sculp the bigger picture - if they're good enough and they know how the pipeline actually works and have realistic expectations born from direct experience. lazy parasites see that position and covet it because it means a minimum of work, a maximum of credit, and the final say on all creative decisions. these people then spend their time masturbating via the medium of a GDD, which either grows unreasonably fat or just gets started from scratch every other day because the 'designer' is insecure about his essential uselessness and needs to feel busy by writing more bloat or doing "world building".
the corporate environment has a place for these people - everyone's getting paid to listen to the windbag. in a revenue-share passion-driven indie environment there is no point humoring these people - they're cancer. they want to commission a videogame, have it made for them for free, and then profit from it. "idea guy" is too nice of a term for these people. they're too lazy to create anything themselves and too stupid to feel shame.
Until you devs start copying Conker or Banjo I'm not going to give a fuck about your Mario clone. This isn't you specifically, I'm just sick and tired of the exact same movement oriented gameplay with nothing else to show for it because you guys NEVER seen to plan ahead of creating just that. Stuff like Pseudoregalia is about as interesting as a UE5 FPS template project.
I'm not going to give a fuck about your Mario clone.
Oh but you do already. It's one of the best confirmations a dev can have about their project, when someone gets salty over it.
Art eliciting a response isn't always a good thing. I'll never buy your game, would you rather have heard that?
all you've got is a fat book of unproven ideas and a bunch of embarassing flowcharts about why you should be in charge.
You dare mock my flowcharts? Nepo employers, away with this man. Get him out of my sight.
if you stick around for long enough in one of these threads, inevitably someone will get salty over your project and bring it up out of nowhere to bitch. its like some bizarre rite of passage.
Low poly artists are rare, and 99% of them do only shit with even less poly than what the PS1 used so good luck making anything really sexy with it
inb4 some fag claim he can fap to a 64-tris model
You fap to *everything*, Anon.
I've fapped to basically anything there is except gore, vore and illegal shit. I'm not proud of it.
thanks
If you did I'm pretty sure it would alter your brain chemicals.
reminds me when I was working as an artist with a programmer and we agree and come up with something, but yet have to go through this fucker every time which slows down development. He needs to go into a corner and "think it through, and I'll get back to you at the end of the day" No fucking idea why he was hired, all he did was post our work on social media acting like he was the one who did it. Then get upset when faced with the smallest criticism of his retarded ideas.
They do it to mine but I've also fixed a lot of the complaints.
Kathleen Kennedy has the idea to make new Star Wars movies. KK hires people to make the movie. KK then should fuck off and shut the fuck up and let people make the movie. Not micromanage and insert her OC mary sue and woke bullshit into movies.
nah i meant more like some weirdo who bitches about shit that doesn't matter, and often out of completely nowhere. obviously it depends on the nature of the complaints whether you should bother to listen to it or not at the end of the day, but in that kind of situation it's just autistic
i've gotten criticism in one of these threads once that was basically "i don't like your game's idea, you should make my idea instead" and when i said no thanks i wanna make this idea, i got accused of being unable to take criticism and then the dude brought up in later threads how incapable of taking criticism i am. what does one even do with that kind of "feedback"?
How does this dnd or Pf license work? The way anyone can use it, if they refer to the source material. Only the fiction part is copyrighted, like faerun in dnd and whatever pathfinder has. If I think of a story and lore myself, I can use the mechanics without asking, can't I?
is this enough?
Sometimes I fix things but other times those things are left in the trailer and I know if they see it they might be annoyed even though I did fix it but they don't know because they aren't even playing the game. So now fixing it means updating the trailer and screenshots as well.
What a life.
someone pays you to make their thing with their vision
okay now that I'm paid GO AWAY THIS IS MY THING NOW
Anon that's classic subversive maniacal shit lmao do you understand how treacherous and wrong that is to think like that? And of course they aren't going to go away, the game is their baby. You want them to leave you with their baby so you can harm it.
Producer =/= Game Designer
when i said no thanks i wanna make this idea, i got accused of being unable to take criticism and then the dude brought up in later threads how incapable of taking criticism i am.
That's probably the most common thing creative people on the internet are wary of. Parasitic hyena people are just plain crazy. Statistically like 1% or more of the population are psychopaths and that means on the internet we're crossing paths with psychos pretty much every day. Those people do not understand the concept of other people having creative rights. Crazy to think about.
The chart never lies. If someone is hired to make someone else's movie or game, defying the owners direction and accusing them of inserting things is the definition of being subversive. People like that don't just get fired they get sued.
I'll never buy your game
How many steam games have you refunded? I can smell it.
reminds me when I was working as an artist with a programmer and we agree and come up with something, but yet have to go through this fucker every time which slows down development.
You want to take the reigns of someone elses project and them having any input offends you. Think about how crazy that is.
all he did was post our work on social media acting like he was the one who did it
GOOD. Hard to feel bad for you after you basically admit to wanting to highjack his project.
Anon Babble has more than its share of people like that. The nature of the site makes it appealing to that sort, I suppose. I find it appealing because I can shed identity and not feel afraid to say something stupid or speak my mind on a controversial subject because who cares what I said or think in another thread. It means people in these threads are much more honest with their feedback than they'd otherwise be. Nobody is afraid to sound stupid or pull punches.
I'm not gonna be able to make this demo day guys. Go on without me...
this makes me feel better about my own javascript skills
I remember these videos. My theory was that he is telling his family or people nearby that he's a super productive programmer but really he just loves the feeling of imitating programmer youtubers and stuff and clearly he can do this for hours on end. So that's him living his best life. Going into a trance and mimicking programmers but really having no idea what he's doing. And to third party observers it's like a horror movie.
This however is like the polar opposite.
I actually like vibe coding as a concept
An actual professional doing hours of AI assisted programming for real. Not what vibe coding really means I know but it's really impressive.
damn your pixel art is so good
Hi, I'm the dev of the 3D platformer. What elements from Conker and Banjo are looking for to be implemented in more games? One of the core goals is to cater to both fans "shmoovement" and precision platformer fans, and casuals alike while addressing some of the complaints against Odyssey in particular. A happy medium between Mario Odyssey and 64. Would appreciate some more insight, thanks.
These are not me
Theo really bugs me cause he looks like someone that should have a thick Boston accent or talk like JJJ with that mustache of his but he just sounds like your average west coast coding monkey.
If you were making a game just like Banjo he would have said the same thing except with Banjo instead of Mario. I mean that seems so obvious it kind of went without saying, the guy was just making a standard crabpost.
Until you devs start copying Conker or Banjo
So devs are wrong to copy Mario but right to copy Banjo Kazooie and surely you wouldn't complain about that either.
I'm just sick and tired
UE5 FPS template project
The nodev is strong with this one.