No.2733
I watched a bunch of topology tutorials, although as is usual with tech tutorials made after 2005 some of them had accents that were difficult to understand. I think there's a market for taking existing tutorials and giving them to a native English speaker.
I learned that I was really retopologizing the wrong way by focusing too much on edge details instead of seeing the big picture. My old mesh is simply too complicated and nonsensical so I had to abandon it. These days games can handle far more vertices so efficiency isn't as important as it used to be, but I really do want it to be able to morph and flex. Muscular girls in video games that are supported by vertices instead of normal maps seem pretty rare, so I want to make that part of a game. Oh, and plump girls, too with belly bones. You know, biceps actually bulging when they're being used and soft-looking plumpness. Nothing complicated and overly realistic, but I think it looks good and erotic. Same thing with butts flexing, Japanese games (which are the only people making this stuff of course) tend to show very little attention to this stuff. Just those cursed P-shaped girls.
It's much too early for me to actually share what kind of thing I'm envisioning, so I'll just talk about 3D model stuff.
No.2735
There's a couple of things I wanted to make but I really really really really do hate programming. It's like every single step you take you have to pause doing actual work to instead read tutorials and documentations. Often times I don't even know how to search up solutions because programming is so specific, so instead I try to make it a more general question which then you have to sift through several posts and sites because only a few of them actually match what you want. And then a while later you find the precise solution you wanted for it by sheer coincidence, and it would make it easier to work with the project you're working on, but you'd have to rewrite basically most of the work you've done for it to fit properly.
It's like trying to verbally instruct a 100% maximum autist on how to go to a job and do it, you have to instruct him down to which muscle he's supposed to use and not forget to tell him when to breath and out, and match the heartbeat appropriately as well.
I absolutely cannot wait for AI to make programming a thing of the past. I know the whole point is to make code efficient, but when you have to be so laser specific about the tiniest detail for every single detail, with instructions manuals basically telling you to go over the whole book to get the commands you actually need, I feel like the point is lost
i really really really hate programming. really.
No.2736
>>2735>I really really really really do hate programmingYeah, me too. Unreal has those things called blueprints that help bypass programming to an extent and people create and share/sell lots of frameworks. I'm hoping AI can be used to plug the gaps until there's enough of a game to say "okay, let's get a human to look this over" or something. I'm not looking to create something groundbreaking, at least not at first.
No.2740
I've been in the "I'm going to get started on that game" stage for like a year. I got a lot of stuff written out and designed for it and a couple dummy graphics for it here and there, but taking step one to dive right into it is hard when I've got other skills I'm trying to learn. It sucks because I keep getting more game ideas for small stuff.
No.2743
>>2742Oh, there won't be any "lose to see h-scene" moments. Not a fan of games like that.
Got attacking, movement and a bit of enemy pathfinding down. Player has a lock on and dodge button(forgot to dodge here, but trust me). The tiny blue squares are weapon hitboxes.
The sprites are shit, but the game's supposed to be top-down.
No.2744
I'd like to write a kinetic novel. I already have a good idea of the plot and which engine I should (ONScripter if you're curious). I want to avoid making big plans so it won't have sprites or musics right away as I prefer to focus on background graphics and sounds instead. Writing is probably the hardest part for me as I've never written a story with that amount of descriptions and from different character POVs. I don't plan to write a long story right off the bat but I'd like have a 1 or 2 hours self-contained story that could pass as a neutral/bad route.
No.2745
I'm trying to make a Gamebook, you know like a fighting fantasy novel, in twine if that counts?
No.2768
>>2767I want them to have enough polygons that they still have smooth geometry at at 2-3x that size hehehe
No.2823
>>2743Since I'll be drawing humanoids, I'm copying figures/body parts from Bridgman's book and drawing them again from memory.
The actual figures will obviously need to be sexier than these. I'll probably use Weichun's book + nude female figures to practice drawing women.
No.2826
>>2729my lead problem with full fledged games is that tying together art, programming, sound and gameplay is too hard for a person who's not devoted to seeing a 2 year project, which may never make money, to the end.
You can certainly skimp out on certain area. Like RPGMaker games might use royalty free soundtracks and not have to wory about programming, but now the value of the game is entirely weighted on art and the viewer needs everything else to be less important
No.2834
>>2823>>2824The one of the best pieces of art advice I ever received was that you should construct the major forms of your figures out of cubes and other boxy forms, and then rounding them out afterward. I didn't draw picrel, but it's a good example of the kind of thing I'm talking about
Rounded forms like spheres and cylinders
seem easier, but really they're just better at hiding errors. Cubes are good because they face a definite direction and take up definite space, even before you've added the construction lines.
No.2835
being a gamedev is the modern equivalent of being a prostitute
No.2836
What does thY make an indie erogame dev
No.2837
>>2835what the FUCK did anonymous MEAN by this
No.2838
>>2836what the FUCK did anonymous MEAN by this
No.2839
>>2838he made a typo and wrote "thY" instead of "that" he's asking a question
No.2860
>>2859Been learning DirectX myself! For Windows dev.
Thinking of getting into OpenGL or Vulkan once i'm "done" with the Windows version, to create a Linux version. Any reason you choose Vulkan over OpenGL (or DirectX)?
No.2862
>>2860mostly because it can be fast as fuck and i hate games that dont run good. the level of control you get over resource management, synchronization, command submission, the swapchain etc lets you fine-tune many costly aspects of other graphics APIs, although dx12 generally has alot of these features too and tries to compete with vulkan in that regard.
No.2911
Been watching Godot tutorials recently, but haven't started anything yet. I'm glad we're getting all these free (at least until you start making money from your game) engines just so I can fuck around without having to worry about buying anything. Ultimately I kind of want to make an open world shooter (think Stalker) but I imagine that's overly ambitious. To start with I was probably going to just make like an obstacle course and shooting range to practice different aspects of character movement and gun implementation. And maybe I'll try starting with a comparatively simpler game like maybe a 3D platformer (though I'm also interested in making 2D games, probably turn based strategy games). I can't model for shit right now though so that kind of limits me right now too.
No.2912
>>2911I doubt godot takes anything from you regardless of what you do with their engine since it's open source but I wouldn't really know.
No.2918
>>2911I wish Fusion offered a (real) free version, since I refuse to pay for an engine until I've released a game. In my experience, it's far and away the easiest game engine to work with, but the free version is so severely limited that I find myself going for GameMaker instead.
No.2932
I have terrible choice paralysis so I just keep making crappy prototypes on a bunch of engines and will probably never commit to a first proper game...
So far the one tool that has most of what I look for is RPG Maker 2003 with the Maniacs patch. I don't have to make everything from scratch and the patched editor's ability to elegantly convert scripts to events and vice-versa is very nice, although not very documented.
I tried Wolf RPG today, also a very nice tool that stayed consistent over the years instead of bloating up like recent RPGM editions but the lack of a scripting engine is a deal breaker for me. Everything else is quite nice though, just need a Wolf RPG Maniacs...
No.2936
>>2932I used to be like this too, looking through the features of every engine, basically pretending I'd even be taking advantage of most of them as someone new to making games. At the very least, the engines you're looking at do seem to have different quality of life features. I was like looking at Unreal, Cryengine, Unigine, Unity, etc, trying to see which would result in the highest quality final product without even knowing how to use 90% of the features as I'd never made a game before.