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 No.290[View All]

So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make.
I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on.

FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND

>Modelling

Blender: https://www.blender.org/
>Painting
Kritas: https://krita.org/en/
>Game Development
Godot: https://godotengine.org/
326 posts and 60 image replies omitted. Click reply to view.

 No.28128

>>28127
Would need to account for some pretty complicated stuff like fluid dynamics through porous materials for soil drainage.

 No.28129


 No.28762

Any good resources on the software development process? Like software versioning and alpha and beta testing? I'm a complete noob when it comes to this.

 No.28783

>>28762
they mean whatever you want them to mean
earlier version release = lower version number
later version release = higher version number
alpha means features are being tested and added, beta means those features are being tested for bugs
https://en.wikipedia.org/wiki/Software_release_life_cycle

 No.28789

>>28762
Yeah usually the project or team figures out its own system for it, and how much you increase the version number just depends on what was added in the current update.

In addition to this >>28783 you also do smaller increases in version depending on how much you change.
If you were on version 1.8.12 and you just release some bug fixes, then it could become 1.8.13.
If you added some new features it might become 1.9.0 or if you overhauled major systems maybe it becomes 2.0.0

 No.28792

Have you seen this: https://infinigen.org/ is an open-source thing that generates photo-realistic landscapes (arctic, forests, beach, underwater and more) from scratch, meaning no pre-baked models nor pre-baked textures that repeat within a scene or across scenes. It also makes crummy animals apparently. (Is this part objectively worse programming or are humans just better at spotting the oddities with animals?)

 No.28793

>>28792
Animals have a lot more different poses than plants do so that's probably why the thing finds it harder

 No.28803

>>27060
love2d is a good alternative if you like lua
https://love2d.org/

 No.28805

>>28792
>>28793
Animals also have a pretty specific body plan in most cases whereas plants very often do not. If you grow 10 of the same species of tree they will have different numbers of limbs and limbs in different places. If you have 10 bears they are all going to have very similar shapes and proportions.

 No.30474

https://blog.unity.com/news/plan-pricing-and-packaging-updates
Unity really wants to be the Adobe of game engines.

 No.30481

>>30474
Year of the Godot game engine confirmed?

 No.30484

File: 1694593596942.jpg (62.47 KB, 512x497, 8cZ4TqgWjO0.jpg)

>>30481
Man I fucking wish. Unity is such a piece of garbage, the faster people shift from it to non-proprietary engines with libre licensing, the better it will be for everyone.

 No.30488

>>27702
thx, porx :)

 No.30532

I’m at a stage with my skills in linear algebra and calculus where I can use parametrics to define basic motion and physics in game development. What’s a good engine to use where I can put all those skills to use?

 No.30533

>>30532
Any. Physics is simple. Programming the trig for 3d is complex.

 No.30534

>>30533
Tan^-1(delta x/delta y) says otherwise mate. I need an engine that doesn’t run like complete shit(unreal)

 No.30535

>>30534
Trans or Tans?

 No.30538

>>30535
Tangent inverse, trig isn’t hard.

 No.30550


 No.30567

Any good resources on how to write a game design document?

 No.30572

Reject Unity and embrace Sega Genesis/Mega Drive game development
https://github.com/Stephane-D/SGDK

 No.31085

How do I learn to use vectors with video games? I’ve been studying math, from basic algebra, to integration, to completing Fourier alongside Taylor series, some stuff with parametric equations and now I’m doing vector math since I found those were some of the prerequisites for this very important aspect of game development. How do I use this field of linear algebra/parametrics for game development?

 No.31101

>>31085
I envy you. Always thought that svg would have a good place in weg games like - risk, nuclear detention or other modern world map stuff.

so maybe try svg with a canvas & js if its something in the web (which you can natively build to electron) https://dev.to/mrlopis/creating-a-13kb-js-game-using-svg-5fjk

you could do stuff like https://store.steampowered.com/app/1178220/ICBM/

For 3D, you can use Babylon.js

Sadly, I dont know as much about other languages/native stuff like with c++ or C#

Imho, the best thing to have when writing a game is an idea you are motivated behind for months

 No.31112

>>14183
Sounds great.

 No.31273

i dont expect anyon here to be able to develop this but it's criminal how bad the whole sports genre of vidya is right now. Every individual sport has been monopolized by one company and they put out horrible, micro transaction infected games. The justification I see for this state of affairs is that no one can afford to pay for licenses or something but I say just make the game about the sport itself without featuring any leagues or irl players or whatever. Im dying for an online basketball game that isn't made by 2k

 No.31297

Some one help me out please, I have a 2d map that I am drawing pixel by pixel making all the calculations myself with the use of simple pixel draw functions. Now I want to rotate that map. How?

 No.31300

>>31273
Suppose you put in teams from a looong time ago, wouldn't that be in the public domain? Anyway, I agree you don't need real teams and an editor mode can be used to circumvent that.

>>31297
Do you worry about pixel art becoming blurry and mushy? You can do a rotation with two shearing operations. This way, all the pixels of the original are conserved.

 No.31305

File: 1698590671319-0.png (375.78 KB, 1521x1020, Untitled.png)

File: 1698590671320-1.png (111.1 KB, 1650x873, Untitled2.png)

>>31300
The game kept crashing, turns out it was becauseI kept writing outside the bounds of my bitmap array, adding the the if statement made the thing worked pretty closely to what I want. but there's a second problem here now, the sprite seems to inverted when the pixels x coordinate is smaller than the negative pivot coordinate

 No.31379

>>31305
nvm, I got it working

 No.31814

File: 1700405714103.mp4 (44.79 MB, 1920x1080, unknown_2023.11.19-15.44.mp4)

I've made some progress to it. I'm using allegro5, which is a simple library for 2d game programming, and managed to get these orthographic 3d projections by messing arround with bitmaps. Planning on making an xcom like game were you go through a linear campaign, story wise I'm thinking about playing as a resitance movement trying to take over a city, and satisfy >>31102 this thread. hopefully I will manage to finish the game. If anyone wants to provide some assets, some 16x16 texture sprites. would be cool

 No.32174

File: 1701809262396.jpg (94.12 KB, 853x480, 1671310440609.jpg)

was doing some coding in unity for the first time earlier. its a crazy feeling when you first generate a cube that turns green when you press something, i was sitting there looking around thinking "you people seein this shit??"
making a platformer in unity is so easy that every child should know how to do this by grade 4, so that by middle school they are able to code a deconstructive and contemplative roguelike

 No.32175

>>31814
> If anyone wants to provide some assets, some 16x16 texture sprites
There's a lot of free sprite libraries out there. If you aren't trying to sell the game you could just steal tile sheets from released games as well.

 No.32209

>>290
>especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make
If you're still working on a game then keep working, no need to stretch yourself thin between multiple projects.

 No.32251

>>31814
What would be the minimum requirements for the textures you require, in terms of colours and stuff that needs to be represented?

 No.32303

>>32251
non, just the size of 16 by 16, allegro uses full RGBA scale. Artistically, I don't have any concepts prepared yet, so feel free to create what ever you yourself would like to see.

 No.32304


 No.33734

I can't program, so here is a free game idea: V A U S H simulator. Multiplayer only. Players take turns. You get a randomly selected picture (moldy bread, praying mantis, guy at dentist, etc.) and you have to say that this turns you on and give a passionate rant about how this is normal and healthy. Other players rate the speech, best speech wins.

 No.34430


 No.34431

>>33734
That would work better as a card based party game. You have topics on the cards and each player has a few in their hand. On their turn, they play a card to another player, who has to give the speech. Something like that.

 No.34774

>download and test out some demo projects for Godot Engine (mostly official ones)
>half of them literally don't work at all, like failing to render anything at times
>most that work have critical performance issues (like 2 fps if you walk into a wall)
>some that don't have major performance problems are just don't do what they say they do, like supposed advanced character movement with blending animation that doesn't even use tweening to bridge animation states like standing to jumping and only rotates the walk/run cycle to match the direction, no blending at all
My expectations weren't very high but damn.
What is even the point of having these?
I know the engine can do better than this. This is just going to make people think the project is a scam.

 No.34814

Recently played the board game 7 Wonders and I feel like it could make a great video game (though I guess it might just end up being a slimmed-down version of Civilization)

 No.34931

>>31814
That looks dope. Any update? The tiles you chose make me think gold box more than xcom.

>>34774
This is the project that thought shader compilation stutter wasn't a big deal for like 4 years while every serious game engine was already precompiling them. At the same time they were pushing VR which is nauseating to have random stutters in. It's finally relatively performant for 3D, but I think the reputational damage is done. It should have had big "3D IS WIP USE AT YOUR OWN RISK" warnings before 4.1

 No.34933

>>34931
FOSS being its own worse enemy episode #2360572

 No.34937

>>34774
There's a revival of the Blender game engine.
>>34933
1. FOSS is not a development model.
2. FOSS never was a development model.
3. FOSS isn't required to be free-of-charge (neither is its source code) and the FOSS devs aren't obligated to do any work for free either, absolutely none.
4. You can literally make FOSS in private or make proprietary software FOSS (Doom and Quake's engines).

Don't confuse the issues of the Git-based collaborative development model with libre software's development and licensing requirements, thank you very much.

 No.34938

>>34937
The problem is with the community and culture where people tend to be petty lolberts who would rather split off into their pet project rather than actually solve problems and respond to criticism of bad software with "git gud" blaming the user for having a different use case than them.

 No.34939

>>34938
"Submit a Patch"ism is based. Too many people go on IRC and complain about an issue. Telling them to fix themselves it combats the bizarre user entitlement in Free Software where some lusers seem to think they deserve technical support. No, all you get are the 4 Essential Freedoms.

>>34937
>There's a revival of the Blender game engine.
For what purpose?

 No.34969

Game idea I had in the shower.
>take the "time moves when you move" mechanic from Superhot
>give it to a monster in a horror game
>instead of responding to you moving, it responds to a heart rate monitor the player wears

 No.34974

>>34938
>people tend to be petty lolberts who would rather split off into their pet project rather than actually solve problems and respond to criticism of bad software with "git gud"
I understand this. Even Stallman doesn't like criticizing the quality of libre software, saying that it's always better than proprietary software. While I agree with him on most issues and get where he's coming from (the need to discourage the use of proprietary software and encourage more contributions) some libre software is still… bad. It just is. If we want to fight against proprietary software we should admit that the quality of some libre software is less than satisfactory. And there needs to be more forking and fixing done. Obviously.

And that's why I'm not trying to fight the BSD fans or the Alpine fans, even though they may absolutely despise me for being a "Stallmanite." It's a shame, I have no ill will to them or their projects. Yes, I may call the OS "GNU/Linux" and I may prefer copyleft but that does not mean I hate them or their systems or want to force them to do the same. I think what the Alpine and FreeBSD devs are doing is great, and maybe theirs are indeed more polished systems, I'm not much of a technical person despite reading a lot of docs so I can't really adequately compare GNU/Linux and other Unix-likes, this is my greatest weakness.

 No.34991

>>34974
>there needs to be more forking and fixing done
Not a viable solution. "User friendly" GIMP forks have come and gone, yet Krita blew them all away in usability with greenfield development and a central vision. Sometimes reinventing the wheel is better than polishing a turd.

 No.34993

>>34991
>Sometimes reinventing the wheel is better than polishing a turd
Tell that to Sonic and Skyrim modders.

Sometimes polishing a turd can lead to making a diamond. You can't just throw whatever potential the software had into the trash just because the OG developers didn't do a good enough job, that's such a wasteful behavior that is symptomatic of the ecologically unsustainable consumerism we have these days. The thing FLOSS does right IMHO is that even if the software is a mess, the devs still try to make it the best they can, I appreciate the commitment.

I'm not saying that starting anew is always bad, and I'm glad that Krita is doing great. But I'm of the opinion that you should at least try fixing things, plus libre software benefits more overall if we don't constantly splinter like Trotskyists and try to contribute back to upstream at least, and forking is less of a splinter compared to starting anew, at least the upstream has some recognition. But if you're sure that this effort is hopeless and fixing the upstream will be more effort than making your own software from scratch then be my guest. It surely didn't stop Sonic fans fixing '06 though so it all depends on your level of passion and dedication IMHO.


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