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