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/gamedev/ - Game Development General (SHARE YOUR VIDEOGAME IDEAS ITT) Anonymous Gamer 04/12/2020 (Sun) 23:20:11 No. 295
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/
all I need are good ideas to get the ball rolling with this thread
One thing I've always wanted to play, and imagine would sell pretty well, is a combination of the original Crisis in the Kremlin and Hidden Agenda to make a better version of Tropico. The managing of populations and their needs from HA The potential false information from the military/KGB from CITK, which would be expanded into army, navy, air force and intelligence services, and maybe the police The ideological questions from HA and CITK, which affect gameplay and guide events (and also affect the other two points) There are probably parts from both I'm missing that are also good as I haven't played either in a long time. So for a typical round, you'd assemble your cabinet and it works in a similar way to how it works in HA, locking off and enabling choices and options and upsetting and pleasing various factions. Then you'd focus on your economy and trying to keep it afloat while appeasing military factions and the population, and you'd have to keep either the USSR or NATO or both sweet. You should play a few games of Hidden Agenda, until you win at least, since it's just an old DOS game but is more interesting than most political games made nowadays, and should probably be given modernization treatment. Someone tried to do it but it wasn't very good, it was called Rogue State.
I have dozens of ideas for video games but they're mostly all far too advanced for my skill level, besides they probably wouldn't be any good anyway Hell I've got two ideas for /leftypol/ JRPGs even
>>297 OP here. I haven't personally played any of these games, so I'll have to do some investigation to picture exactly what you're describing, but I'll look into it
>>298 >leftypol/ JRPGs tell me more
I am /agdg/ gang but I don't think I'd be able to contribute directly as much of my time is spent on my own project. I will, however leave this link here for those not faint of heart. This video series helped me evolve from "amoeba-brain, college-brainwashed codemonkey" into "respectably self sufficient programmer who can make games on his own". These are long, in-depth coding sessions that touch on every general aspect of gamedev because the dev uses NO LIBRARIES, making everything from scratch instead. It's the ultimate gamedev resource, but you actually have to watch the whole thing sequentially to get anything out of it. https://www.youtube.com/user/handmadeheroarchive/videos Interested in seeing what the bunker can cook up by way of gamedev though, hope to see some cool stuff eventually.
>>301 Soooo... watch every handmade hero devstream? I'm not clear on it since you just linked the channel. Unless I'm missing just a regular tutorial series they got or whatever.
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>>300 Well first when I say JRPG I mean something like Final Fantasy I, basically just a straightforward game you can make with RPGMaker. Also while I said I have two ideas it's more like one idea that split into two smaller ideas because there were some conflicts thematically. It was kind of a product of its time in that my idea dealt with /pol/ using meme magic to try to turn Trump into a dark god of chaos, leaving /leftypol/ to try to gather up 7 or 8 mystical medallions to try and stop him. I also had plans for references to posters who are no longer with us. Thinking about it now it might just be cringe, but if it interests anyone at all I can continue further with my ideas.
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>>303 It does sound cringy but I'm morbidly intrigued anyways.
>>304 Well what the hell, why not? I was unsure whether the different player characters should represent simply differing ideologies (such as ML, anarchists, Stirnerites. leftcoms, etc.) or if they should represent different subsections of the proletariat (such as redneck miners, Mexican farmhands, etc.) To be honest I suppose a mix would be best. Anyway the different medallions you would have to collect represent different "ideas" associated with leftism, so you'd have the Black Cat of Anarchy, The Red Star of Socialism, stuff like that. Each medal would be held by a group who has basically corrupted its powers for their own gain, so for example the Black Cat of Anarchy would be held by lolberts and ancaps. So to get the different medallions you'd essentially have to fight through a dungeon, defeat a boss, and then you'd get the medal. There'd also be some side quests to go on and that you would need to complete in order to get the best ending that would feature such exciting enemies as the KKK and esoteric Nazis, among others. However I've come to realize that making /pol/ out to be such a dangerous threat to the world was fucking stupid and gave them way more importance than they deserved. If I did continue with this idea I think I'd make the main villain be Nick Land trying to wake up Cthulhu or some Lovecraftian shit like that. Sorry for shitting up the thread comrades.
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>>305 >I was unsure whether the different player characters should represent simply differing ideologies (such as ML, anarchists, Stirnerites. leftcoms, etc.) or if they should represent different subsections of the proletariat (such as redneck miners, Mexican farmhands, etc.) To be honest I suppose a mix would be best. Have the characters come from different backgrounds, but make their gommie tendencies into different classes. Maybe allow to mix and match two or three classes to get hilarious shit like green posadist ML, anarcho-authoritarian and NAZBOL.
>>299 Did you get round to playing it/them?
While I don't have the time, skill and determination, one idea for a game that I really like is to do a Dwarf Fottress like autism project that would basically be Frostpunk but far far more complex and in depth. To make a twist on the Frostpunk idea it would be set in the 1920-1930, and instead of a steampunk aesthetic have a sort of brutal Stalinist era 5-year plan new industrial cities feel. Also you'd have different faction who would be the ones making the refuge sites. Soviets, Brits, French, Americans and maybe Weimar Germany, all starting with differing societal laws, technologies and weaknesses, perhaps even completely different plans for survival. The tech would not stay stagnant, instead going from irl stuff to things like transistor computers and atomic power. Instead of graphics it would probably have visual backgrounds, while main gameplay would be through speeadsheets, perhaps similar to CitK, but not as obscure as the space Aurora4x game. The whole complexity would come from a need to plan the entire economy, including basic stuff like clothes, tools and so on, which are abstracted away in Frostpunk. In many ways the whole charm at least for me would be that the game would serve as a microscopic version of in-kind economic planning, as you would have to maintain your refuge of a thousand or so people. Hell, you could make later down techs basically be advances in automated planning, which would let the player be replaced by an AI on more and more tasks, letting one to properlly manage more, thus expand more. Stop just scrapping by and surviving and start thriving, establish contact with other refuge points, reestablish society, fuck it, end game goal - build a rocket and orbit the Earth, then develop special chemicals allowing you to slowly thaw the Earth.
I have never played an RPG in my life, but whatever. Here's my rough idea for the shitty fighting system of an RPG with an imageboard theme: Your party is seen from the side forming a line facing right (likewise with the enemies, but facing left). The one in the front attacks while crouching, the second one attacks while standing, people in the back recover. Most attacks are projectiles. Attacking happens automatically and everybody goes through animations following a rhythm. All the player does is switching positions. Under each character you see health displayed as a single digit. When you have two or more repeating digits at the end of the line that faces the enemy, your party does a more powerful attack. The line with the friends and the line with the foes are both on the same axis, but the battle screen has actual depth to it that can matter during switching operations. The switch is a circular motion, with each of the two characters that switches positions doing half of the circle. During this, they are still shooting according to their rhythm. The enemy line also does these circular movements. Switching characters on one side can actually hit switching characters on the other side if you time it well.
>>295 How do I into gamedev? I took programming in highschool, but never really liked it; it was make a calculator shit with no actual critical thinking being taught. That was my experience with one college class too. I have a copy of SICP, but never touched it out of ADD lack of commitment I suppose. I hear it's easier to dev than ever with modern engines though cause they do so much for you, so is that true? How much would I really need to know before trying to jump in and make something with a modern gamedev kit/engine?
>>310 >I hear it's easier to dev than ever with modern engines though cause they do so much for you, so is that true? Pretty much. Unity and GM Studio in particular are absurdly easy to use and have endless documentation, tutorials and even "sub"-engines on the internet for whatever you want to do on them. >How much would I really need to know before trying to jump in and make something with a modern gamedev kit/engine? Only the most extremely basic barebones fundamentals of programming like variables are good enough to use GM Studio.
>>311 Alright; thanks for the advice anon.
>>311 Oh also; are FOSS engines only better for people who know what they're doing? Like Godot won't give me too hard of a time despite being inexperienced? I've heard the engine has lackluster performance with 2d games as well, which is what I'd wanna make, so do you got any experience with that? I may be a bit of a brainlet on this matter, but I can certainly do more than just variables.
>>302 >Soooo... watch every handmade hero devstream <Yes I'm still 50 episodes behind but yes, I've watched 500+ episodes, and I do mean watched with full concentration, not on the side. To be fair I started when it was brand new so I didn't have to "take the dive" knowing there is already 1000 hours of footage to consume. The good news is you will probably start making gains very, very soon in the series. For example, very early on Casey introduces a way of "managing" memory than completely changed how I think about the problem and gave me the power to reason about it on my own. If you want a shallow tutorial series there are literally hundreds of those on YT alone, but I don't recommend those as someone who consumed such content for years without improving. At some point you literally stop looking shit up on the internet because you have the tools and methodology to solve problems yourself. It feels pretty fucking rad. For example, Handmande Hero does not cover networking, but I managed to get a prototype off the ground myself using his approach to programming. This has now become my main project. And I'm still just a baby with so much more to learn. The better you get at it, the more fun it becomes. Hopefully by the time I'm Casey's age I'll be a lvl 250 demigod technomancer who makes worlds for fun. The only living person I'm aware of that has this level of skill and productivity is Eskil Steenberg. >>313 If you're just getting your feet wet, sure you can go with Unity or Godot. But you will ultimately be constrained by someone else's decisions, even in the case of Godot, and you will spend countless hours reading documentation instead of actually working on your game. But hey, what do I know, I've never shipped a full game while people who can barely program push out massively successful games on Unity regularly.
>>307 don't really have any time for videogames. I'll look into it after my final exams for this semester are over
>>316 just clicked on the itch.io jams link and the first thing I see a GWU jam. never done any of these before but 3 months sounds like a reasonable time limit for a first time.
Oi comrade post your progress i was bored and made this https://mega.nz/file/Ns4BGAwY#IjbyGR1dW5doEAiZfQi19mITDgwrukMXS8AUgF65mUM
>>1678 I would call that a wolfensteinlike but it's cool and fun, here's my game: https://www.youtube.com/watch?v=DUx9yTEl2uc https://zen3001.itch.io/pff
>>1680 neat
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From time to time I write down ideas for video games I'd like to make if my life were more in order. One of them would be a giant evolution game. You'd start off as a cell billions of years ago, and then be able to evolve into hundreds of kinds of animals as the era would inch toward present day. Your goal would be to survive, reproduce, and to become the dominant lifeform on the planet. Obstacles would include predators, and the fact that the world around you would constantly change with each era. There would be tectonic drift, competition, climate changes, viruses, etc. You would be able to evolve tolerance for coldness or heat, but it would always come at the cost of some other trait. The whole idea came to me when I went to a tropical island and got interested in all the bizarre animals and biology I had never seen before. I went on a Wikipedia binge and ended up devouring information about all kinds of extinct animals from past eras, while wondering if I had missed my calling and should've become a biologist. Realistically, I don't have the will power to make this game, but I think it'd be very original. I haven't seen anyone try to create a truly epic game about evolution with continental drift, or the other variables that you read about on Wikipedia. You just get games like Spore, or little educational games like Richard Dawkin's Biomorphs.
>>1695 look up spore also no man's sky isn't a realistic evolution simulator but I still like the feeling when go into a new planet and see what the algorithm has generated
>>1695 I'm still pissed that EA butchered Spore and then killed off Maxis, dooming any hope for a better sequel.
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Was bored again made this in a few hour now i'm not motivated to continue it so yeah https://mega.nz/file/UhgxwZhK#6GfXKyhWNrVAuEsdqg9Zz9I8NdzdsY_lZJ6Xnh3ZVws
>>1796 https://docs.godotengine.org/en/stable/classes/class_navigation.html all you need is a mesh, there's a simple function that returns a vector leading to the proper path... it's not that hard to setup
>>1814 i know how navigation work i'm just not motived to continue this thing
>>308 So I've been thinking on and off about this every once in a while. If I wanted to create a game like that, how would I even start learning the basics for designing it? Seems to me most of the games that are attempted to be created by amateurs are 2D adventure games and similar. However my vision would more be Dwarf Fortress, but with any non-spreadsheet gameplay being removed (I guess maybe sort of like the Liberal Crime Squad spinoff game from what I saw of it after googling), only being replaced with changing .png backgrounds that represent your situation. I'd imagine the best way to go around and create something like what I have in mind is to start small. So, what kind of tutorials or guides should I watch if I wanted to create a simulation of 20ish people village community with the following features: >Food growing and processing >Tool creation >Resource extraction >Simulated housing spots >New building construction >Necessary items such as clothes / furniture and their production >All done by a spreadsheet system operating in turn-based manner >Deaths from unfulfilled needs >Item assignment to individual villagers >Jobs If I started with something like that, I'd imagine over time I would be able to slowly expand it to the vision I previously described, and introducing more complex stuff like: >Heat system >Social interactions >More and more goods production, different resources, tools, jobs >More intricate production chains >Transforming the village setting into my vision by renaming all the things >Introducing backgrounds >Random events >Story So, any tips how I should start this? Bear in mind that I don't have any game dev experience, only that I am somewhat experienced in C++ and will (hopefully) do programming studies next year. Also, I do have to ask, is this idea feasible to realize?
>>1818 I'm not sure I get it, is there any gameplay? Or is it just a simulation? Then there are several things here that are highly complex and do not have an ready-made answer, "social interactions", story"? Do you want to procedurally generate that? Good fucking luck. In any case when it comes to tools there's basically two ways : more programming or less programming. If you want to learn/practice programming you have a million choices, the most common/industry standard is C++, there's also C#, Lua... I'm not an expert myself. Then for each of these you have libraries/engines that already include a ton of pre-made things to ease up the process, Ogre for C++, Monogame for C#, Love2D for Lua, but also a ton more. Generally an "engine" has more features than a library, in that it uses libraries itself, but the line is kinda blurry. If you want a little less programming, you can use game engines : the 3 big ones are Unity, Unreal, and Godot. They're all free to a certain extent, until you make X amount of money, but you're probably good for a long while. The last version of Unreal is extremely lenient with that, you keep all your money (if you get to that point) under 1 MIRRION DOLLARS. As for Godot it's completely free and open-source. There's also Game Maker, not free but affordable, but it's been stagnating recently. All that said you will always have some manual programming to do. And really it's always a better choice to stick to that. Keep in mind for all the examples I mentioned there are a million others. In the end what you have to do is kind of cluelessly look for info on all of these possibilities, search for comparisons, ask around if they're fit for your idea, finally decide on something, and then google a million tutorials for it and follow them. There is no single answer. There's also Tiled, which may be useful, but it's a tilemap creator, not a game engine. It also has its issues, which I personally have found annoying a number of times, but huh, it exists. And for 2D drawing you have Krita, free and open-source too, tiny bugs but it's really good (avoid Photoshop and Adobe products at all cost). Also a sad thing to note is that there seems to be no engine that is really great for 2D. They're all focused on 3D to be cool and shiny. Even Unity, who is fairly highly praised and has been around for years, still have issues here and there in 2D that haven't been fixed. Second final note : it doesn't really matter what you choose in the end. Apart from AAAAAA GRAFIXS, you can realistically pretty much do anything you want with any tool you want. Especially if you're ready and skilled enough to tackle programming the more complex stuff by yourself. The only limits are time and motivation. Good luck!
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>>1827 >I'm not sure I get it, is there any gameplay? Or is it just a simulation? Well the idea would be that the gameplay side is you being a sort of planned economy manager, as well as to a smaller extent a "tard wrangler" for your pops who would do stupid shit (eg a pop with a certain negative trait has a percent chance with each turn to damage certain item, get in a fight (reduce health of another pop and their opinion), get a random mood drop, or a need to consume more certain goods), all while trying to survive harsh conditions. Social interactions wouldn't be anything more than randomly occurring interactions that might trigger some sort of info bubble to tell a bit of story on turn start while giving positive negative effects on mood or productivity. I am struggling to find a comparison, but I think the best way I can describe what I would want is something like the pop system from the newer Civ games, however with more complexity. I tried to mock up a quick vision of general working of the economy in pic related. The main reason why I don't really know where to start is this. First, at least from the first look, I don't believe that at least the skeleton of this project is overly complex. However, from what I've seen, most indie game dev stuff deals with making rpg's or action-ey games. However this would be more of a manager sim, which would require, at least to my understanding, different things than the previously mentioned genres. For instance, at least for a skeleton version, I need zero graphics of any sort, only a system that changes its values based on player input, as well as naturally over time in an automated process of "pops" fulfilling their needs by reducing the existing values. So if I wanted to make an rpg or an action game, I am sure I'd find easy to follow tutorials, and almost tailor made programs to help, however I don't have a clue where should I start with getting the experience to make something like what I envision.
>>1829 Fundamentally all programming is the same. If you watch the first few introduction videos to any language, you'll see they're all about the same things (variables, if, for loops, classes if they have them...). And with a decent engine you can always do anything you want, you're not restricted to a genre (except with things like RPGMaker or RenPy). It's just that they're slightly different in various ways. There are limitations, but none is absolute. It's just about you programming around it. I don't know if you're already aware of that or not, but the thing is that everything is ultimately a number. A computer doesn't understand "need" or "want". So say if you have a notion of education in the game, what that's gonna translate to simply an "education" stat for each person, going from I don't know, 1 to 100, or 500, or whatever. And what that means is that they'll be able to do some things, or maybe enter the academy, only if the number is above a certain value. Or to make things more complex, there could be different numbers based on disciplines. Like a physicist might have 95 in physics, but 30 in litterature. And if you want "geniuses", maybe instead of gaining 10 points from undergoing a class, they'll gain 25 or something. Programming is just putting dumb numbers on everything. Maybe that breaks the "mystique" you could find in things in real life, but that's how it works. Anything that seems like more advanced magic, like those AIs constructing realistic people faces, or simulating fluids, etc... is way, way beyond the concerns of an amateur gamedev. You can't hope to find the magic tutorial that explains how to do that and put it in your game. Some of this may be obvious to you, I don't know, I'm just trying to explain some things cause I don't know where you're at.
>>1827 >Also a sad thing to note is that there seems to be no engine that is really great for 2D. They're all focused on 3D to be cool and shiny godot is way more popular for it's 2d features tho and gets a lot of shit for the 3d elements...
>>1829 if the only thing you're confused about not knowing where to start with your game, you could start from anywhere, I'de say start with that system of heating that's required to survive and just try building everything from there.
>>1829 Ok, so I was recently thinking back on this again, and I do believe I would likely have enough programming experience to implement the things I've laid out in the image. However I guess the main thing that is confusing me is how do I, well, create a game. I've only created console applications previously, and while I imagine I could create a text-based game only using keyboard interactions, that is not what I would want the game to look. So how do I transfer all the information that I have in my program under the different variables into something that could be represented with graphics on screen, and how exactly do I make mouse clicks into a readable input from the player? So for instance how do I handle the end turn button? Seems like an obvious first thing to learn, especially if I am making a turn-based game. So obviously end turn will be a void function that alters all the variables I have in certain ways. If I was doing a console app, all I need would be to create a logical function that compares if player input text correlates with my chosen text that should initiate end turn. However since this isn't a console app, first, I need for the end turn button to be somehow presented on the screen, and also have it be so that a mouse click when over the specific area where the button is initiates the EndTurn() function (I have no clue how to do that). So, where do I start to learn to do what I just described. I'd imagine the information that I learn while finding out how to create the end turn button would also teach me enough to create the rest of the user interface which would display all the variables, as well as other functions such as ConstructBuilding() or whatever. Though I guess I'd also be interested how one would create different menu, lists etc. that would allow for the info to all be sorted separately.
>>2262 (me) I guess I do also have some technical questions as to how to write the code it self: It should all be in one single c++ file, only interacting with data files to create a savegame, right? I imagine I would end up using quite a few variables that would have to be shared each time I use a function. So is it better to stick them all as global? Or would that cause the program to slow down too much? What type of compiler is best? Currently I am using codeblocks since that is what is most advanced and still allowed to use during exams, but I heard good things about visual studio, so should I use it instead? And again going back to the previous post, if I am not creating a console application, what am I creating? I see whenever I create programs that there are tens of other types of programs, but I have no experience with those. DirectX sounds familiar, is that what I am supposed to use?
>>2262 use an engine, if you insist on using c++, there's probably some libraries out there for easy ui programming, search the web for them.
>>2265 As far as debug UI, this is all you need: https://github.com/ocornut/imgui Once you want to tackle in-game UI you are probably best off making your own immediate-mode implementation. I don't think I'll ever go to retained-mode UI programming again.
I have this idea for an idle game where you progress mainly/solely when you're not playing it, thinking maybe it could be based off of The Game, or do you think that meme's too old?
https://en.m.wikipedia.org/wiki/Class_Struggle_(board_game) does anyone have the rules for this? I wonder if it can be converted into videogame form.

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