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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 6d73c59319ed808⋯.jpg (63.04 KB,1170x563,1170:563,Dev Joke.jpg)

c36f87 No.30045

I'm a proficient programmer (though I've never created any large projects) and might like to try one of a couple techfag ideas I had.

1) Dark Messiah of Might and Magic With Better Combat: Tech Demo Edition. I suppose only 3D would do it justice but you be the judge.

2)VOXELS IN SPACE (Basically I want a space sim with meltable, destroyable hulls that you can weld more junk onto to keep flying.) 2D or 3D is fine. I called it Space Junker so you get the idea, literal, physical components and cargo that you have to make room for and wire up together to make a servicable ship.

3) So what if there was a 4x game going on which was the server but for all the other players it's an RPG and the kingdoms provide the setting. It'd be neat but EHEHEHEHEHEHEHEH

I've looked over the features for Torque, Ogre, and Godot, and snubbed my nose at unity and unreal due to royalties and bullshit I don't feel like dealing with. (Unreal is bullshit that doesn't let me just code things, and unity has (((chaching))) everywhere despite just letting me code things and is also owned by chinese.)

Torque looks like it's made for shooters, Ogre could be useful, and I'm unsure about Godot. Languages are no problem as like I've said, switching between languages isn't a huge issue with me. t. collegefag that's taken a lot of programming courses and actually learned something, but never implemented it into huge projects aside fromFUCKING DATA STRUCTURES HEY KIDS WHY DON'T YOU CODE THIS BULLSHIT FROM SCRATCH USING ZERO LIBRARIES SEE YOU SOON HAHAHAHAHAH

Really just looking to mess around every now and then and see if anything comes of it; I'm not looking to engage in big official projects or obligations as there's lots of other things vying for my time... but it's always nice to have another option than just playing vidya or shitposting.

I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

Honestly I think #1 would be easiest to do as it's the least ambitious and therefore the most realistic to accomplish anything with. The point would be to get two guys (bot or not) to be able to kick each other off of ledges and stuff and also maybe a custom combat system. Thinking something between For Honor and Absolver, but much slower paced, as both surprisingly have quite deep mechanics.

____________________________
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c36f87 No.30046

>>30045

>despite just letting me code things and is also owned by chinese

I meant unreal being owned by chinese, but who knows maybe unity is owned by tencent or some other too. It wouldn't surprise me with that (((asset store.)))

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a217ae No.30050

I'm jumping ship from Unity to Godot when their 3.0 update brings C# into the scene.

I don't have any experience with the engine yet, but on paper it looks like a good choice.

>Use C# or godotscript(like python) for scripting.

>Can write in C++ if you need something optimized.

If you're still in this crisis after 3.0 comes out, I can always swing by and give you my honest opinion of working with it.

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c36f87 No.30051

>>30050

Sounds good, thanks. I probably need to focus on some certs to supplement my degree IT, but the idea of having some vestige of D3M in a modern engine is tantalizing.

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730aae No.30067

>>30050

Godot 3.0 is already in Beta, meaning feature freeze. If you just want to start getting used to it, you can already get into it without fear of major changes.

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34bdd4 No.30070

Game dev is not a hobby. It's a fucking job. Grow up.

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23a8a3 No.30111

>>30045

>I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

because this is idea guy the thread

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a217ae No.30125

>>30067

Just tried it out today and realized I can't get a hello world script to work. Either it's a bug or I didn't setup the project correctly (I just ran the binary and and added a script to a new project+scene). In any case, I'll see if I can just use GDscript for the moment and switch over to C# when the next release comes out and my hello world script works.

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a217ae No.30362

>>30125

After a bit more fiddling I realized that the method GD.print() (One of the godot articles showed this for the new C#) was actually GD.Print()

Just a heads up if anyone else wants to start playing with it as well.

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2bb981 No.30426

>>30362

Well fuck me, but I don't think the godot 3.0's going to be ready for a while. I guess I'll return to ideafagging and making "deep lore" in the mean time.

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