How is your game coming along, user?
Unless you are a too brainlet to make one.
How is your game coming along, user?
Had a lot of time today so I added some volumetrics to the geyser organic asteroid system, made some standing stones that have a secret function, and lastly replaced the statue model in one of the starting systems with a proper, better model.
And I also made a space egg.
i havent made any progress. How do I make webm converter not look compressed tho?
Use webm for retards and set the bitrate to 3000
Redpill me on Unity. What are its actual limitations and why should I put up with Unreal's 2 days long compile times?
my scope keeps expanding and i keep going down fucking rabbit holes and this shit is never going to get fucking finished fuck you fuck this fucking general
You're at the mercy of the engine. Wanting to do anything not established by years of documented coding research will leave you limited.
So, if you dont have am original gimmick for a game and just making some run of the mil platformer, you're in luck.
Also, the input manager is a shit.
"Inb4" 300 replies.
Memo: Making games is plausibly really simple and cheap. A *very* few individuals is enough for producing various zones.. models and animations.. and items -- plausibly multiple whole areas per day ..and implementing utility and socioeconomy in another -- having even MMOs at accessibility.
I really want to make something. Does anyone have a good source of learning for a complete beginner? I know nothing about code or anything but am willing to learn
i cant find any indepth tutorials for making grid-based puzzle games in godot so i might just be taking the brainlet out
If you read this you will never make it and you'll be an embarrassment to your family.
I am already an embarrassment
2 weeks into unity 2D and i haven't finished making a simple game. My code is terrible and i have to redo it all over by watching tutorials on youtube.
Probably wont get anything done because i have to work nightshift the whole month.
60% of the things you've implemented/thought up are useless fluff that distract from your core gameplay and can easily be deferred to a later time
I have a lot of professional programming experience from my engineering dayjob, so implementing the game comes really easy to me. But I have never been good at or even interested all that much in art. How long do you think it would take to get somewhat decent at pixel art assuming I'm starting at absolute 0 for visual art? Not going for anything amazing, just practical stuff that can convey to the player what it is.
only real hard limitations are networking. Making a turn based online game is possible but frustrating. making a real time online game is possible but fucking frustrating. Should be better in a couple of years though
unity has good tutorials for that just switch to that, fuck godot
Forgot the tiddies
that's normal. Clean your code up cunt. 90% of programming is reading code and cleaning code
this is why gdd is not a meme
Is it stupid to continue learning the way I always have, by searching for a solution to the exact problem I am facing instead of using a tutorial on a wide topic? As in
>need to do x
>google search "how to do x"
>repeat for every x I don't already know
should be prototyping before GDD and the prototype should have only the corest of core gameplay and 0 fluff. Literally the only way to make a good game on a realistic production schedule
If you try to learn on your own,depending on your affinity for drawing it could be really fast or really slow, you better get someone to teach you.
that's fine you may want to take some advanced tutorials / online training later on though
at least 1000 hours to get good
Just how much shit is in your game?
It's a big game.
Goes okay, contemplating what data structures to use for units stats. Like, I could just put a struct into a struct, but I kinda feel like that could be a horrible idea.
Finally found what was causing a bug after like 2 hours. I really wish I didn't have to work 8 hours a day so I could spend more time working on it.
>could just put a struct into a struct, but I kinda feel like that could be a horrible idea
There's no extra cost to doing this and if it makes sense to organize the data this way, go for it.
Well, I guess lemme explain the situation, units have base attack, defense values, etc, and I want the weapon they equip to modify those. So their stats are a struct, with their equipped weapon being in that struct, with the weapon struct containing the values to modify their existing other stats. In theory that seems like the easiest way to do it.
I want to make a game but I'm having relationship struggles right now and finding it hard to focus on anything else
how do you it, bros
I want to draw tiddies and lewd shit not looking at words
stale. I want to release it for free but I have come to realize that I will never have the time or the money to make it as great as it deserves. Making 100% of a game on my own is too hard while also having a job.
depends on the complexity of your game
if you've implemented A with "how to do A" it'll work
if you've implemented B with "how to do B" it'll work
but if you want to connect A with B I assure you there is no "how to connect A and B"
How do I fight the urge to insert my horrible fetishes into the game?
you're modelling your player stats to be dependent on the weapon he is carrying
if that makes sense in every case, go for it
though it might be more flexible to have an array of StatModifiers instead, you can populate these from the player's weapon (or not if he doesn't have one), potions, buffs, whatever