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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
Last edited by Hidden User
>>125573
Somehow doe I marry this gameplay to a more story based sandbox game as well.
Replies: >>125575 >>125582
>>125574
I'm not sure how confident I would be in your story telling abilities
Replies: >>125577 >>125582
>>125575
I’m here to lore dump not write 50 shades of grey.
>>125573
nyagga I was actually thinking about making a top-down isometric 3d shooter earlier today at work. It would have the same "story" I was planning for >>125569.

Something like https://www.youtube.com/watch?v=ZYNnP0PxNhc&list=PLNTm9yU0zou4pEFizUOVzcM5roBFYa1oN&index=12 is close to what I want to make.
Replies: >>125580
>>125578
I’m saying FPS doe.
Replies: >>125582
>>125574
>>125575
>>125580
>radar ping letting you see nearby enemies
>story focused sandbox game
>FPS
Are you making Halo?
Replies: >>125584
>>125582
Haven’t made shit yet dis the idea phase.
Replies: >>125586
>>125584
will 'coons and 'tsunes be involved?
Replies: >>125587
>>125586
No actually just humoids and a reptilian alien species.
Replies: >>125590 >>125591
>>125587
are the aliens just reptiles or do they have a COVENANT with other races?
Replies: >>125593
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>>125587
>>125590
>Im not allowed to do anything.
Just a race of dinosaur people that generally look the same minus color differences. The lore is like a billion come to earth frozen on an ark ship not expecting humans but since there is no home for them to go back to they take over and insert themselves in society. They’re not monsters and tell the humans and themselves that there’s equal opportunity and benefit in this new society but if you rule the world would you give the other species the same opportunity’s as yourself? This goes to the extreme with them even modifying the environment into a permanent foggy overcast to better fit their home. The freely elected human governments say this is perfectly reasonable of course, a small prices to pay for the boons these refugees bring. Essentially aliens ZOG earth and naturally some people are mad.
Replies: >>125594 >>125597
>>125593
>>Im not allowed to do anything.
Correct, you are only allowed to do one thing: make 'coon: combat evolved
>>125593
What would you do about assets considering you refuse to learn how to draw? AI? Commissions?
Replies: >>125598
>>125597
3d I was thinking simplistic blender models, ofc also free asset spam.
For textures we do this thing called cope and say “it’s a simplistic artstyle”.
Replies: >>125610
>>125603
not even purrcoon would stoop so low as to to use AI textures?
Replies: >>125613
>>125610
How the hell is ai gonna make textures in a consistent style over an entire game?
Replies: >>125614
>>125613
just say that the inconsistency has a hidden meaning about the moral of the story or something
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>>125338
modelled a vest today. you trade one of your weapon slots for some extra protection on the chest hitbox
Replies: >>125737
>>125734
how in depth is the damage/healing system for infantry gameplay?
Replies: >>125741
>>125737
for the characters it's just the usual healthbar with input weighted by hitboxes setup. as for the healing system, there will be none haha
you switch to another crewmember if you get killed, if there's no one left, the mission fails
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>>125844
looks good! i don't think she appreciates the makeshift ballistics rating test though
>>125844
they should shoot back if you teamkill
https://youtu.be/vZkAbeMLcvc?si=OQ1GFrX5vAsEw3CB

valuable tip for any aspiring ‘boo game devs stuck in tutorial hell
Replies: >>125918
>>125917
Currently I’m thinking how the hell am I gonna do intelligent enemy ai pathfinding. Currently best idea I can think of is it just generates a handful of nodes in a radius on a floor mesh that’s for the map and the nodes raycast to see if the player can see them. Nodes the player can’t see can be used for reloading as soon as the enemy can’t see the player, while those the player can see can be used for shooting as soon as the enemy sees the player.
Replies: >>125919
>>125918
>nodes
You’re making a game based off of tithe??? 🤯
Replies: >>125924
>>125919
A brilliant idea.  The game will spawn random nodes, who will chase the player, who plays as a meeb.  In order not to get punted, the meebs must gather parts for a weapon, the meeb beem.  The player must move backwards across the map to retrieve them, because the MEEBBEEM is a palindromic weapon...
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I have been jumping between different tools, trying everything to see what I like/dislike, and right now working with the Hammer editor on a atk/def map. I spent weeks on creating a block-out, and now I need to texture/refine it for a first playable version. I'm stuck on how to do that D:

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?

Yeah, this DOGSHIT took me roughly 18 days to make. I did learn a lot about the editor so it was worth it. It also looks whack but I removed floors and skybox later on so it was easier to work on the layout. I have a good sense of scale in Hammer by now so it wasn't strictly necessary to make sure it was able to be compiled.
Replies: >>127360 >>127435
Taking the advice of pretty much everyone in the gamedev sphere i decided to start doing some small projects before attempting to make something complex but my problem is I have absolutely 0 ideas for any simple projects. I'm considering just biting the bullet and making a big game just because if it keeps going like this I will never make anything.
Replies: >>127357
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I would very much love to see a Zootopia game. Maybe a SWAT 4 clone/mod?? Or maybe a stealth game. Or even better pic related. Would be absolute vidya kino.
Replies: >>127344 >>127492
>>127342
reminds me of https://magic-nipples.itch.io/that-damn-fox
whenever it will come out that is
Replies: >>129151
>>127294
Make assets for a general idea of a game if you want to start working towards something, game dev requires graphics, sound design, music design, modeling, texturing etc.
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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.
Replies: >>129150
>>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
>>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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