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>/AGDG/ - Amateur Game Development General

a thread about vidya development

post your game projects, from still pictures of your most basic default scene to announcement trailers for fully complete vidya. any progress is welcome, and progressposting is encouraged.

>useful resources list (borrowed):
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w
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>>127160
It's slowly coming alive
Replies: >>127370
>>127360
cp_gorge inspiration?
Replies: >>127376
>>127370
Yeah, I figured the best way to learn is see how Valve does it. The textures will be a mix of cp_gorge and cp_powerhouse
Replies: >>127507
>>127160
Almost certainly doesn't need being said, but I recommend using Hammer++ if you weren't using that already. Have you ran through what the angles, timings, chokepoints and general scale of the map would look like and are satisfied with the result? It'll take far more effort and compromise to fix any issues with that once you've started working on the aesthetics and optimisation of the map (familiarising yourself with the basics of Source's occlusion culling system, func_detail, nodraw, lightmaps, etc. early on will save a lot of future work during the actual optimisation stage. The same goes for 3D skyboxes too, if you want to do one of those). You probably don't need to worry about these things too much for a not-super-high-concept first map. Decompiling various Valve maps and going through those in the editor to see how they handled things was very helpful during my learning process, they still made mistakes or did things sub-optimally even in their later maps (not "gamedesign"). Testing the map with a furriend and/or bots will be helpful, too.
>I was thinking of creating a new VMF file and making each room textured while compiling each step, and using this draft as a reference. Just not sure if that's a good/bad workflow?
Yes, save iterative copies of your map with a naming scheme that'll make sense to you when you eventually need it.
Replies: >>127576
>>127342
How moddable is SWAT 4, anyway? I was thinking that after the completion of my Warband furry mod, I'd like to mod a furry campaign into a tactical FPS. 
I never really saw any big mods for that game, but I may be blind and retarded.
And if not SWAT, what other games could serve as alternatives? There's the STALKER games, and there's also HL2, but that project didn't, uh, really pan out.
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>>127376
>cp_gorge
>cp_powerhouse
Hmm, those sure sound like places that would have   .
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>>127435
I'm slowly realizing how long it takes to put things together in Hammer, I may have to speed things up by "kit bashing" various parts from different maps. Not a straight ctrl-c/ctrl-v but copying dimensions
Replies: >>130170
>>125565
2 weeks ago? So when is this game gonna be done?
Replies: >>128373
>>128244
>2 weeks ago
more like summer of last year

not sure if I'll ever come back to it since no 'boo cares about "doom clone but with averi gimmick" slop
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a 3D model of an AK-style rifle, this has never been done before in any point of human history
Replies: >>128606
>>128603
1. Bulgarian? At least the flash suppressor looks Bulgarian.
2. Nice use of detailed greebles added to the sides of the receiver, but if it's supposed to be a modernized AK I would expect it to have the optic mount rail on the left side of the receiver just above the trigger guard, even if the rail on top of the dust cover would theoretically make it redundant.

3.  Speaking of things I do not see sticking out of the receiver, the charging handle is missing.
Replies: >>129137
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Are the original versions of GameMaker worth playing around with?
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>>128606
eh i dunno. i based it off a merge of a chinese QBZ-03 with some AK-203 parts i made in photoshop
Replies: >>129140
>>129137
are there gonna be any tactiCOOL reload animations?
>>127492
im not familiar with modding SWAT 4 but I'm sure there's some dedicated autists out there.
classic 3D GTA tcm turning the map into zootopia would be britty cuul. I wanna be tony the tiger Montana running the underground black market night howler distribution scene baybee!!
>>127344
looks very cute. conker bfd mixed with max payne
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not really news, but i've never posted about this here. i reworked the entire armor system. i was previously aping War Thunder (picrel 1) with their plate "jigsaw" system until i noticed it's actually a very naïve and unoptimized approach. 
what i am doing instead is "painting" the armor plates on the model. it's much more performant and easier to iterate on, since i don't need to have a bunch of separate meshes glued together for making up the vehicle armor plates, i just need one for the hull and another for the turret. when the shell hits either of them, it actually checks for the color of a pixel in the armor texture map to properly get the nominal values.
Replies: >>130116
>>130113
Joe will steal this system and use it for Joe thunder™️
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>>124169
she stared into the abyss, and the abyss stared back
>>127576
what's your goal? koth? control points? custom fun map?
Replies: >>131478
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im working on a quake-y/source-y developer console. ended up leaving UI neglected after working on lotsa other stuff...
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>>130547
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Doom mapping by borrowing textures from doomer boards. I've decided to work on my map backwards instead. So far the boss room is done but it just needs more changes. For now  I just gotta do map 2 and finally map 1. 
I won't lie it's pretty agonizing not being the creative person I wanted to be but I'm kind of proud of the progress.
Only thing to do is find music for the wad and so far I really don't like the fact I got deltarune music in it.
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>>130599
#AnswerTheQuestion
Replies: >>130604 >>131369
>>130602
I just like some of the music from them ok!
https://www.youtube.com/watch?v=lIczkMX0XxA
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added this stupid door lock
>>130599
is it a circus? or what is the theater stage about
Replies: >>131489
>>130602
eroge
what is it and is and is it coming for your waifur
more at 12
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>>130170
Minecraft snowy nights are so nice.
Replies: >>132294
>>131365
boss room
Replies: >>132294
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la creatura
Replies: >>131852 >>131866
>>131831
Is that a BMP-1?   The four-spoke idler wheel looks a little odd but I'll allow it.  It also appears to be missing the launch rail for the Malyutka on top of the gun barrel but I have read that gets removed a lot in the field.
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>>131852
it's a "legally distinct" merge
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little more details, will probably be done with this after classes
Replies: >>131866
>>131831
>>131864
do you have to do anything special in Blender to get track physics to work, or is that all handled in the game engine?
Replies: >>131871
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>>131866
not really, the tracks are a very simple mesh that is rigged but not animated, i use the vintage scrolling texture trick to simulate movement ingame. i could make fully animated 3D tracks in blender but i don't  really know how i would make that work ingame,maybe for a future update. 
also, this site doesn't seem to handle H265 encoded MP4s doesnt it? either that or my encoder farted itself
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>>131871
is that why videos weren't working when i tried to view them from my iphone
Replies: >>131874
>>131873
yeah I think safari doesn't support certain codecs
Replies: >>131878 >>131881
>>131874
I’m using the chrome mobile browser doe. In fact, I’m using it right now and the video is not working
Replies: >>131879
>>131878
on iphone? iirc all browsers there use safari's browser engine, which means they barely have any difference between them
>>131874
Yeah, they do.
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nav paths have been manually placed and connected now, effectively putting the map into a near playable state as both player and zombie bots can now path their way across the place
>>131489
what boss is in the boss room...?
>>131478
there is a calming feeling to that dim blue light, combined with seeing the world get blanketed with a layer of snowfall
up there as one of my favorite atmospheres
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Map is playable from start to finish but it's lacking details and proper enemy placements.  I haven't learned anything though out this. I put a deadline for october 1st but man, working alot and coming home dead tired really fluffed up my progress with this 3 map project. 
I don't wanna work on it anymore since I just wanna draw and stuff.
For now here's a slightly unpolished wad for you guys to mess around in. 
MAP LINK:https://files.catbox.moe/h0lwk7.zip
I'll make some updates to it but I really really need to give myself a make over to be the productive beast I want to be.
(Quick question. How do you guys get over your procrastination and/or fatigue after working when you wanna do your hobbies.)
>>133931
Oh forgot to mention that the boss room is the only one with two difficulties. I recommend playing with Hurt me plenty first.
>>133931
joe will play this when he gets home from work (the joe factory)
>How do you guys get over your procrastination and/or fatigue after working when you wanna do your hobbies
I don’t get over my joecrastination doe
>>132294
what if you replaced their voice lines with like real cat fox ect noises
>>133931
I'll check it out in a few weeks in case there'll be a more finalised version. You're quite good at making pretty looking IRL-inspired environments, what guides and texture repos are you using for these?
>How do you guys get over your procrastination and/or fatigue
I don't. If you're NEETing, you can organise your life around waiting for or inducing manic states during which you'll do everything you must, otherwise it's all about making a routine of it, motivation, all that boring stuff. And stimulants.
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And Finished. Sorry if the map is unbalanced, I just don't have the willpower to keep working on it since life is getting really busy at the moment. 
Not proud of it but atleast it's off my chest and I can finally start drawing again.
MAP LINK (FINAL):https://files.catbox.moe/gzbstn.zip
Have fun! 
>You're quite good at making pretty looking IRL-inspired environments, 
Thanks, I do wish I can make layouts as good as other doom mappers. I just said fuck it and went with whatever I can do with it.
>what guides and texture repos are you using for these?
I'm using Doomerboards Project 40 (Fucking RIP the Doomerboards Project) 
Other textures being used is a little bit of Blood and Duke nyvkem from realm667.
I really  wish I had more time to use some of them. Hell I didn't get to use my burger sign I made either,
As for texturing, I'm not the best person to explain how custom textures wok. I mostly play around with the wads to get a good feeling on how people use them.
If you're going to borrow them, I know the people at DoomerBoards don't mind you using their textures as long as you post where you got them from.
(Extra texture talk:You also may need to start digging into other games for their textures to get what you're looking for. EX:Going into Slade and exporting some textures from DBP 40 if you're looking to add some of their stuff into your wad. Though be warned some people might act crazy if you didn't ask them for permissions)
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Hey, it's been a while. i procrastinated AI development again but spent my day on a new gun. manual bolt cocking a la Red Orchestra with a working PIP scope and a built-in stadia rangefinder. i'm happy with it, i'll call it a day

On an unrelated note, i saw the announcement... i think it's a step in the right direction, the softcore image dumping has been real offputting, i'm glad i'm not gonna be forced to look at it anymore!
Replies: >>136618 >>136625
>>136561
welcome back bro
Replies: >>136625
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>>136561
I am intrigued, and this tickled the autism lobe of my BRANE.  I was intrigued enough to look up some information and make some assumptions:

that's a Mauser K98 or something very similar
caliber is 7.92x57mm
ammunition is the most common interwar rifle ammunition using the 12.7g "heavy ball" projectile originally intended for machine guns, with a G7 ballistic coefficient of 0.293 and muzzle velocity of 760 meters/sec
the optical sight is on a typical period mount and holds the scope with its center axis between 5 and 5.5cm above the bore axis, so I put in 2.2"
zero is 300m, per German wartime doctrine

I ran some calculations and it seemed most plausible for a rangefinding reticle intended for this combination to be for distances of 300m to 800m.  Assuming a target height of 1.7m, we get:

300m:  5.67 mrad tall
400m:  4.25 mrad tall
500m:  3.40 mrad tall
600m:  2.83 mrad tall
700m:  2.43 mrad tall
800m:  2.13 mrad tall

I also ran the numbers and came up with drop and wind data for that specific cartridge:

300m zeroed, 0.39 mrad wind per 10 km/hr
400m -1.11 mrad, wind 0.43 wind per 10 km/hr
500m -2.37 mrad, wind 0.70 mrad per 10 km/hr
600m -3.79 mrad, wind 0.88 mrad per 10 km/hr
700m -5.37 mrad, wind 1.06 mrad per 10 km/hr
800m -7.14 mrad, wind 1.27 mrad per 10 km/hr

Though, of course, it's only supersonic to a bit over 600 meters, after which accuracy drops off quite a bit due to turbulent vacuum drag at the transonic barrier. That doesn't stop designers from granting capabilities to the optic of which the rest of the system can take little advantage.

Now, realistically, well, I assume that what is depicted is an artifact from a world with a very different history, not corresponding exactly to anything in the world we know.  I see that you have combined what I am assuming are circular dots arranged one milliradian center to center with what they call in the trade a "choke" rangefinder similar to that in the old Soviet PSO-1 sniper rifle scope.

The bolt-action rifle makes me feel like we're looking at something set anywhere from between the World Wars to the early to mid Cold War.  The reticle is an anachronism on multiple fronts.  Mil dots are a 1970s innovation created in the US, as far as I know.  They are an improvement to old-style reticles that were two pieces of wire that crossed in the center, in this instance with small round sheet metal dots very carefully soldered or laser-welded in place at intervals along the thin part of the wire near the center.  That rangefinding scale, and the digits around it, would have to be rendered on an etched glass reticle instead.  Etched glass reticles for optical sights existed during the Second World War but the expense made them a feature of things like submarine periscopes.  The ability to make them smaller and more precise did not exist until the 1950s, possibly later.

The tl;dr is, I can't read the numbers but just from its proportions that rangefinder reticle looks weird to me. I've attached one rendered at 100 pixels per milliradian.  Because of the way humans perceive lines this thin, it's laid out for measurements from the center of the lines at the top and bottom rather than the gap between them.

>>136618
That too.
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