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Amateur Game Development General: Prototype and Production Edition Anonymous 11/30/2024 (Sat) 06:58:05 Id: 1b5651 No. 1045009
Share progress, ask for feedback, argue about little things in game design. Resources: >#8/agdg/ via irc.rizon.net >https://app.element.io/#/room/#agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/ >http://mu-sic-production.wikia.com >https://pastebin.com/qtDwktHP
anyone using SDL3? what's your take on those main func callbacks and how do you structure your project if you wanna avoid as many globals as possible, etc? I'm skipping it for now because I just can't wrap my head around it
>>1078654 >>1078660 I forget about the dedicated fart button
>>1078158 >>1078562 This shows very strong potential. Playing through this, even though the actual gameplay ended up mindless, I had fun trying out different builds, and it had me thinking about the possibilities of things and how addictive this could get if resource management and enemy/space management were actual concerns. >Visuals Enjoyable, read pretty clearly, save for the helpers, which took me a second to register as helpers, though I couldn't properly intuit the whole wand spray mechanic. >Controls They were pretty simple to use, nothing too counterintuitive, though I did dislike that you couldn't just rotate in place for easy melee positioning. >Difficulty There's none if you're building wands. Very light difficulty with Sword and Board if you're bad with exploiting chokepoints or bad map rolls. There's 0 reason to run anything that isn't wands (besides self imposed challenges and seeing what the other items are about.) On my very first run, I got 4 of a kind with wands, ran endlessly through floors, easily getting the 4 of a kind wands because it was so easy to trash cut down on non-wand items between floors. This is more of an inherent property of adapting Poker Hands with less numbers to work with (13 cards (K,Q,J,A + 10 - 2) vs 5 items (Scroll, Wand, Sword, Pot, Armor)), where it just becomes exponentially easier to get the hands you want, especially with a starting deck size of 20 and minimum deck size of 15. >Amulets The Amulet system is just busted as hell, since gold comes real easily and there's no real limiter on how many amulets you can get besides your own cowardice. It feels like there most definitely should be more push and pull regarding the Amulets you get and the difficulty to get them. Especially the +1 to hand size amulet. >Resistance/Vulnerability The Resistance system hardly ever comes into play since you can "out-skill" most enemies with the raw damage boosts from 4 of a kind/5 of a kind or straight flushes. >Health Scaling I think having health scale with levels was a mistake. While I don't haven't played much "true" Rogues/Rouge adjacent games (save for Doom the Roguelike), I think the health scaling made mistakes way too forgiving, especially with how fast and hard you scale with good item management. >Conclusion It was a good way to burn an hour. I don't know if you're going to iterate on this further (as you have other projects like ROGUE-FP and stuff), but if you ever do in the future, I'd like to see some stronger limits on scaling and stronger enemies that make the player think intelligently. Maybe add it as a mode to the RFP project or something.
>>1078755 oh, 1 further thought in my haste to get this out, it is a bit frustrating not knowing what's in your deck when starting Randomized Deck runs
>>1078755 Glad you thought it was alright. Yeah the meta to win is just toss out cards til you hit 15 and focus on 1 or two types. I originally had the minimum deck size at 20 but decided for 7drl I would lower it to 15 to make winning easier and to just give more control to the player. It's definitely a bit harder to win with a random starting hand since you're not guaranteed to get a lot of wands or weapons but it is still pretty doable. Resistances were originally meant to force the player to discard during a round if they had a good hand but only one element. Damage completely outpaces it though if you have a good enough bonus or even just one other element of weapon. I should have put in monsters with two or more resistances but ran out of time to balance things. Same with being able to view your deck at the start of a round. Amulets are busted because they're sort of supposed to be busted in the same way that in balatro if you get your jokers right you can get 1X10^10000000 points or whatever. I originally wanted to have some roll tables and rarity charts to affect how often the really powerful ones show up but just had to cut it to doubling the price. The game guarantees that you can get at least 1 amulet if you klll all of the monsters on a level. How far did you get by the way? I cranked up the power of the monsters past floor 10 at the last minute and didn't really have time to test them.
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>>1070497 Felt like desiging some characters just because. But in the current game, they'll just be images and text, won't have a proper debut in this one. I just did these just in case.
>>1078799 did 3 separate runs, dropped past the 20 rounds mark without dying or difficulty. 5 of a Kind Wand just cleaves shit at safe distances, nothing ever closing in Sword and Board which abused white pots, kiting, and followers, which only ever got dicey if I got sloppy or bored with movement I tried to make a "red scroll" build, but the drops just gave me all yellow shit, so I had straight flush boosted potions freezing the game, nuking enemies with the press of a lightning tome, yellow monsters included. Damage, especially with amulet stacks, far outpace monster scaling, unless you're intentionally giving yourself shit hands. If I accidentally got straight flush, no monster could ever touch me with my ludicrous armor class.
Fine I will be adding a dedicated farting button on my digital weapons doom mod as soon I am working on this mod again. Also good to know that ChatGPT and maybe others can give some numbers how much a damage a specific caliber does, that would be helpful for reference purpose. Except Gemini. Gemini is a fucking pussy who thinks about muh kids
>>1078946 >dedicated brap button Please don't do this
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>>1078949 There will be a brap button in my mod. I will work on my doom mod now then, I have already made a Uzi model which I need to finish, I will see if I can also first fix the animations of some other weapons too, such as the Molot VPO 208 where I fucked up with my last attempt at doing the reload animation so I need to do it again and fixing the Carcano M91 rifle animation too. Progress will be slow because it's for me not easy to continue working on shit while being depressed. Hopefully I can release version 1.2 soon after wards, I don't want to rush it for the next release.
>>1079041 Absolute madman.
>>1073015 This Dingo loves tweens, folks.
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>>1078863 Went some places.
test
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What's up nigger? Today is the release date of wacky fps shooter, version 0.1. Codename: MVP. Download and extract the folder, there are scripts to run for both Windows and Linux. Check README.md for more information. Thank you and have fun guys. I had a lot of fun making this. How to play: Keyboard arrows to move, left mouse to shoot. Download link:(sorry 8chan doesnt allow zip upload) https://www.mediafire.com/file/dh7azyze1yh126h/wacky-fps.tar.gz/file Itch.io link: https://realmenwatchharuhi.itch.io/wack-fps
Edited last time by Mark on 03/21/2025 (Fri) 15:19:02.
>>1079912 >video jesus fucking christ
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Treasures.
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Fox pussy.
>>1080342 >octagonal 1 euro coin mh, are they chocolate?
>>1080468 it's crunchy coins... Try it.
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>>1080342 This is strangely reminiscent of New Vegas' gunplay.
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>>1080493 >Image Hot. I accept that payment. >This is strangely reminiscent of New Vegas' gunplay. Is it?
New weapon soon getting soon
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This was meant to be a more private thing, but I got roped into making it a legit game jam for those that are interested. https://itch.io/jam/addjam Simply put it's a game jam with no theme, just pick something in your backlog of ideas that's been nagging you and make a simplified version of it.
>>1082245 Ah neat, have fun with it.
>>1082245 I am going to join this jam, hopefully I can shit out a simple 2D tank game or something. t. part of cole dingos discord cabal
What's the general consensus on Flax? Trying to get into agdg and was recommended it by a friend.
>>1082530 It's an engine. Never used it but it looks like it doesn't have much to help you with UI. Give it a try and tell us how it is.
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>>1082245 I'm also joining, and Im going to make a complete fucking mess :^)
>>1082530 There's no consensus because nobody uses it.
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>>1082527 >>1082779 nice! good luck!
>>1082569 Running through some tutorials later, will do. Worst case scenario I'll just double back to Godot.
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Coincidence that we dropped the teaser and itch page on the same day as a Nintendo Direct. I had no idea there even was a Direct today until I woke up. Steam page's going through the oven but once that's approved that'll be available too.
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I forget to post this Uzi model
>>1083595 Is it a boy or a girl?
>>1083606 girl (f), asking for a friend?

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