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File: 1718554176669.png (3.63 KB, 260x260, ezgif-1-52bcc02772.png)

 No.2102

I am thinking about isometric action game, where you play as a witch fighting oversized slugs. I probably should not leave my job to work on it, but depression tells me it is a really good idea.

 No.2103

File: 1718561760610.jpg (387.29 KB, 1474x2048, GPUOWRTbIAANjw3.jpg)

>>2102
If your game involves a witch then you should probably flesh out the lore of the game. Worldbuilding, the rules for using magic, etc. If her main antagonists are going to be slugs, then I think it's only right that you properly define their biology in so far as sizes, metabolomics, biome-organism/organism-biome interactions and reproduction patterns.

Never underestimate the value of good lore. It can make even a text-based game all the more compelling.

 No.2104

File: 1718566695919.jpg (519.81 KB, 1200x1500, FszTycYXgAA4GPp.jpg)

>>2103
Good points, sushi. Thank you. I have a reason for the witch's travel and some basic lore, but slugs are there for quirky factor. I just find them slightly unnerving in a cool way.

 No.2106

File: 1718650661724.jpg (596.55 KB, 2536x2936, 73ecb60d617139659030d93e7c….jpg)

>>2102
How do you envision your witch? Is she cute? How big is her hat?
t. Loves witche

 No.2107

File: 1718691116439.jpg (255.27 KB, 1427x1688, 1717492430842100.jpg)

>>2106
I actually wanted to make a character creator with some basic options, but there is a certain girl… pic unrel heh. Working mostly on the gameplay right now, doubt I will start any modelling soon.

Art will be pain, but I think I could get my friends to do some for me. The key is to make low effort assets aesthetically pleasing.

 No.2108

>>2107
>low effort assets aesthetically pleasing
can be done with right shaders and proper color palette I hope

 No.2124

File: 1721044730265.gif (786.67 KB, 188x220, 1701492.gif)

Just do it

 No.2128

How's development going?
Have you researched slug biology yet?

 No.2129

File: 1722106242948.jpg (1.32 MB, 3402x2178, 024d4758e7661a7d05621784f3….jpg)

>>2128
Thanks for asking! Since I have some basic gameplay programmed, I decided to start working on my 3D modelling skills. Coding is easy and almost immediate comparing to creating assets… Eternally grateful to that one sushi for introducing me to some great tutorials!

 No.2130

>>2129
Could you dump those tutorials here also? Very interested in getting into 3D modelling but I suck big time and I don't know where to even start. I assume I gotta learn how to draw 2D first to produce anything close to acceptable results in 3D.

 No.2132

File: 1722108711802.jpeg (1.51 MB, 3508x2480, 882afe0cba66a77f3346d67ad….jpeg)

>>2130
I am mostly interested in old school graphics, here you go!

https://pastebin.com/qnbcchHX

 No.2133

>>2130
Also regarding drawing - you probably can do without, but yes - combining both skills can achieve beautiful results.

 No.2134

>>2129
What's the gameplay like? What is your primary gameplay loop and what are your secondary loops? That's the most important thing to nail down at the early stages (I'd also like to hear more). Is this your first game project? I wouldn't quit your job for any game until it proves it can sell - the game market is harsh and has been for some time.

 No.2135

>>2134
When I made the thread I had some difficulties at work - definitely not quitting it any time soon! Especially after I learned the harsh reality of selling games. It is my first project and it started as a something to practice C# with. Regarding your questions about gameplay… please allow me some time to prepare. It will take weeks, but instead of talking about my grand ideas, I would rather show their implementation.

 No.2150

>>2135
Cool, your first project, have fun with it! I hope I'm not overstepping but as someone who has half a dozen unfinished game projects, my advice is to control your scope really tightly. Pare your game down to the smallest possible game that's still fun to play. It will always take longer to finish than you plan so don't make something you don't think you can finish in a month. You can always decide to add more features later.

Oh, and use an engine or at least a solid framework. You will get the game done much faster than if you try to do everything yourself and you will still learn C#.

 No.2157

File: 1722708033624-0.jpg (27.63 KB, 513x630, 325612262_699783615092520_….jpg)

File: 1722708033624-1.jpg (56.67 KB, 720x720, 403679676_727135006139152_….jpg)

I have severly underestimated how hard 3D modelling, texturing and animating is… not my works obviously

 No.2159

File: 1722712183831.webm (4.04 MB, 720x720, ssstwitter.com_1722712018….webm)

I really like that 256 triangles challenge. Maybe that's where I will find the artstyle for the game.

 No.2161

File: 1722765982780.png (152.54 KB, 1104x918, ClipboardImage.png)

my attempt at a poring… uhh programming really was the easy part - when i think about how it still needs to be rigged and animated and there is no guarantee it will look cool… damn

 No.2165

>>2159
lol
Cool animation, i'm happy that i always come by some DIY content even though it wasn't a very popular anime.

Good luck with your game.

 No.2171

File: 1723322878031-0.jpg (148.52 KB, 1077x1200, 7a9005433806df004ac7e5dc72….jpg)

File: 1723322878031-1.jpg (316.66 KB, 1857x2048, 3e538c3e2be1aa68f3c30f2da5….jpg)

I found an awesome tutorial series - currently in the making.

https://youtube.com/playlist?list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1

Regarding the game… another week passes by and I only got a better grasp on how much more there is to learn. It is overwhelming and disheartening. I think I will make better use of my time by focusing on individual skills, instead of trying to tie them all at once under an ambiguous Unity game. I am descoping this little endeavor to making cute girls in Blender and doing LeetCode exercises.

 No.2172

>>2171
Really good tutorial, makes it look like once you know the hotkeys to perform what you want to do, everything is possible. Shame he kind of skims over the part where he makes the face/nose.

 No.2174

File: 1723410586384-0.jpg (905.59 KB, 3840x2034, phillip-zhang-emerald-nigh….jpg)

File: 1723410586384-1.jpg (389.5 KB, 1786x1047, phillip-zhang-t7.jpg)

File: 1723410586384-2.jpg (694.26 KB, 3840x3118, phillip-zhang-concept-evil….jpg)

Sorry, I'm going to hijack this thread to share something related to gamedev that I found super interesting. ZugZugArt is a channel that focuses on hand-painted, stylized 3D art. Here's a conversation with a senior artist from Riot Games, formerly Blizzard. Very inspiring talk and his page is full of awesome art!

https://youtu.be/fZeqMAxOloY

https://www.artstation.com/phillipzhang/albums/490215

 No.2176

My two cents would be to mimic a mechanic you enjoy in isometric games and make your project all about that. Add your own spin to it or just have fun with options for strategy building like interesting item interactions or character skill combinations.

You don't seem to enjoy graphics work all that much, so tone down on it as much as possible, no 3D or really stylized and low polygon. Otherwise you will be burned out by all the work before the first demo is done. Opt for something that could run on a Sega Master System. A project the scope of a Playstation 1 game will already be too far of a stretch to be reasonable.

 No.2178

File: 1723747756165.jpg (358.41 KB, 2235x3021, GTU68axaYAAjUlG.jpg)


 No.2266

thats cool



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