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Advanced technology is indistinguishable from magic

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File:dreamin.png (584.46 KB,886x720)

 No.2729

Is anyone else thinking or already in the process of making their own video game? It's getting easier and easier with stuff like RPGMaker or Unreal and the knowledge is out there in many forms. Not to mention the AI assistance out there, although people shouldn't rely on that and should I think it should instead be used to plug holes with lots of supervision.
Of course the flipside of that is that there's a ton of them being released all the time so you need to stand out. Personally, I think kissu has people that could make such things.
If you are you can use this thread to blog or talk about things relating to it!

 No.2730

File:a_sam_ko_ [2024-05-01 11ː1….jpg (256.62 KB,1048x1480)

I would kill to be able to drop everything I'm doing and have my primary goal be game dev, but alas I have work and my primary secondary task is to make sure I learn JP enough to be in a good position to read raws or get an N1 certificate.

Although once that's done I really want to start doing something with all the ideas I've had floating around my head for various games that I've either collected in my head or written down, which are far fewer than the random thoughts that have come and passed. Probably want a notepad I can just jot them down on whenever they pop up, really. Making something out of them just seems like the most fun thing in the world to me. Although I'm more prone towards wanting to avoid AI because I want to understand everything from the ground up, though maybe for the practicality of making something with limited time that's a luxury.

If someone ever wanted to make a metroidvania I'd always be glad to help out with the level design because I think that more than anything I want to make my perfectly envisioned world that's interconnected in the maximum possible ways that can lead to the most fun discovery process of anything out there.

 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.2734

File:111111.mp4 (3.79 MB,1920x1080)

I messed around in godot for a while, made a very basic traditional roguelike thingy. Got vision implemented (stolen from elsewhere though, wanted another vision algorithm but that one I'd have to adapt to gdscript and I'm not at that level), basic monster AI, item generation on said monsters. Basic ui and inventory stuff like picking up/dropping/equipping too, although dropping broke after I updated godot and I don't feel like fixing it right now.
Can't say I had anything concrete in mind other than something similar to elona/now elin. It was fun messing around though and getting at least some idea of programming (or scripting? whatever).
If I do pick it up again it'd have to be another game with no graphics or audio (so either purely ui or ASCII), which personally I'm fine with but it's not something an average civilian would be interested in.

 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 programming
Yeah, 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.2737

File:9cf1d1cc358acabb8ed4b1e21f….png (8.53 MB,3056x2976)

>>2735
>>2736
me looking at you programming haters who obviously werent using a computer from lolihood

 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.2741

File:1649324646975.jpg (44.08 KB,960x540)

Yeah.
I'm in the middle of making a soulslike h-game. Spent last year relearning how to program and laying out the game's framework.
This year I'm studying art since the game'll need sprites and CGs.

 No.2742

File:45654281_p0.jpg (155.69 KB,846x1200)

>>2741
You better have rewarding H-scenes and not just ones for losing...

 No.2743

File:123456.webm (871.44 KB,1092x732)

>>2742
Oh, 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.2766

File:belly.mp4 (1.21 MB,1920x1080)

Topology is important! This is like a giant puzzle of trying to line stuff up, but this clip demonstrates what I'm trying to accomplish. If you have a simple grid pattern, which is what you see on like 99% of porn 3D models, you can't deform it very well or it's very inefficient.
The first two loop cuts I make that are vertical is the usual layout for torso, adding more polygons as the line goes upwards and extends to the arms, which is unnecessary and may cause issues. BUT I made the polygon path curve inward with a C shape and that means I'm only adding more polygons to the belly, where high density is needed when it's big!
I'm trying to have a whole bunch of regions like this including muscles and it's quite frustrating at times. There's still a lot more work and refining to do, but I can do it!

 No.2767

>>2766
HUGE boobers

 No.2768

>>2767
I want them to have enough polygons that they still have smooth geometry at at 2-3x that size hehehe

 No.2823

File:NewCanvas39.png (1.53 MB,3456x3288)

>>2743
Since 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.2824

File:NewCanvas30.png (726.06 KB,2008x1284)

>>2823
Some kuso heads I drew as practice.

 No.2825

>>2824
snail

 No.2826

>>2729
my 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




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