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/agdg/ - Amateur Game Development General

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

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304250 No.26836

I've got the basic mechanics of my boxing game working, and my artist/3d modelling/animator person will be free in a few weeks to work

looking for a writefag to write a story for this, since i wanted it to be sort of a yakuza-like rpg, while also having simple boxing combat

i've got a sort of working tree-based dialogue system

i should note, that you'd be working for free, since i'm as poor as a gypsy, and just want to make a game

____________________________
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304250 No.26837

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will post download link to the demo later, currently has a few bugs/things that need polishing

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304250 No.26838

YouTube embed. Click thumbnail to play.

will post download link to the demo later, currently has a few bugs/things that need polishing

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304250 No.26839

https://drive.google.com/open?id=0B1laio2k4HufV210LTZQdVZWUDQ

when you join the gym, at the end of the dialogue, hitler explains the controls

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304250 No.26841

i won't be in the thread forever, so if anyone is interested, email me

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304250 No.26847

File: 1464007084065-0.png (27.12 KB,582x322,291:161,6ee4f68d71865a2b04a5dd5a6b….png)

File: 1464007084065-1.png (275.21 KB,531x323,531:323,8cc662447912c68c6eca037f85….png)

posting progress, since i mind as well treat this as a blog

i added a "Script" node to the boxing AI (it's not hardcoded, it's similar to how i treat the dialogue system)

you just put another boxing tree in there

and that node follows the first node of that tree

so in this case, i've got my BasicOffense tree that just attacks and follows the enemy

but when i add an Equation to check if the enemy's attacking

if it's false, he keeps attacking

if it's true, he starts doing the first node of the Defense tree, which in this case would be to check if the enemy is attacking (i know, there's a bit of repeating this way, but otherwise i'd have to make copies of every script without certain nodes)

so now you can just make a short behaviour for the AI and reuse it in other behaviours, rather than having to remake the same nodes in each tree

i also got the ingame main menu working, with settings and all that shit

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304250 No.26856

I really wish I could help you out but I really suck at writing.

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304250 No.26865

File: 1464341610252-0.png (18.03 KB,412x287,412:287,97c3be2ab108fa484fa5d69b78….png)

File: 1464341610253-1.mp4 (7.83 MB,854x480,427:240,poorlittlewhiteguy.compres….mp4)

well, i added the option for multiple enemies in a fight. haven't done allies since then i have to handle enemies choosing who to attack

dialogue/boxing AI now overwrites the old one when i save, before it was deleting it, and that cause me to constantly have to manually re-pick which ones the AI used

i would make an entire video of the thing, but my toaster shits itself midway because of fraps. when i turn fraps off it works fine again. and the game still somehow works better in the editor than the built version, regardless of resolutions. can't tell if i'm doing everything retardedly considering how bloated my scripts have become, i probably am or if it's just unity

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304250 No.26866

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304250 No.26902

File: 1464616922297.mp4 (7.39 MB,854x480,427:240,punchedoverride.mp4)

so i got the AI to use another tree when it gets hit

basicly, the AI gets hit, and then a bool is set to true

while it's true, the AI uses a different script, until that script reaches a StopOverride node

if the override script is null, the character just does the regular animations for getting hit

so for example, i put this on everyone except hitler - if they're less than 1.25 meters away from me, they dodge

the dodge function first checks if my punch is null. if not, the character dodges in the opposite direction of the punch. if it is null, they dodge backwards

and right now, since this happens after i've punched, my punch is null, so everytime the override tree activates, the AI almost definitely dodges backwards

now i've got finals this month so i probably won't have time to do anything. after i fail them and stop myself from killing myself, i'll start implementing rounds

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304250 No.27158

Contact Disloyal Heretic on Skype.

I've had consulting experience before (someone was making a comic and needed historically accurate advice) and used to write short stories (science fiction and historical non/fiction). I do /pol/ too which might help writing Hitlerian dialogue.

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304250 No.27537

YouTube embed. Click thumbnail to play.

wew, i didn't think the thread would stay alive for so long

update/rework #3

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7adc7c No.34288

I'm a programmer and I've been involved in tons of /v/ and /vr/ projects that have crashed and burned. Various experiences:

* I work in Linux with C++ and OpenGL primarily. Team chose Unity as a platform, which didn't have any Linux support at the time. I was the only person who knew how to program, and the other "programmers" had never touched anything except HTML. Lots of art and concepts got done, but almost no programming. I wanted to help out, but contributing code was difficult because I haven't used C# in years and I couldn't test my code. Also, nobody knew how to use source control. It died within two weeks.

* Programming got done, but all the artists dropped out. Game was to be in 3D, and we got a couple unrigged models (and one half-rigged one) but wasn't enough to work with. Our programming-art level models were good enough, but nobody wanted to spend hours on rigging as well as hours on programming for a hobby project. It died within a month.

* Programming got done, sprite work got done, lots of sample levels and level editor got done, but nobody wanted to get around to actually finishing the damn thing except me, and when I wanted to release the source code and level editor to the community FOSS so somebody else could do it, nobody else was willing to let that happen, so it's dead in a dropbox somewhere (none of the other programmers knew how to use version control) because it's proprietary

Those are the more notable ones. Every other project pretty much can be summed up as "everybody started off super stoked, but then everybody got burned out and dropped out, starting with the musicians, then the artists, then the writers, then the project management, then the programmers last". I wish I could do it with just programmers alone, but it takes so much fucking work and time to model, rig, and animate even shitty programmer-art models.

fodasss men, xesq do dele

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606eed No.34379

>>26836

I'd love to help. Contact me on vortex@telegmail.com

I also recommend making a telegram channel for the development.

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