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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/

File: 15f4ee463e82538⋯.jpg (20.57 KB,400x400,1:1,image.jpg)

12d889 No.28212

And no judging! We all have different wants in gaming

____________________________
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12d889 No.28213

File: 5078accfc28b2f3⋯.jpg (765.86 KB,1660x1660,1:1,refs1.jpg)

File: d1bf7e961f77870⋯.jpg (743.47 KB,1660x1660,1:1,refs2.jpg)

File: 85cdc746a8292d2⋯.jpg (654.13 KB,1660x1660,1:1,refs3.jpg)

File: 50dabc0aac6f88b⋯.jpg (858.62 KB,1660x1660,1:1,refs4.jpg)

File: 4e96c6ccc29c44b⋯.jpg (654.45 KB,1660x1660,1:1,refs5.jpg)

Personally the game dev thread >>>/loli/50447 is everything I wanted in a game except it has lolis.

Its not only going to be a murder mystery game but it takes place in both the 50s and a retrofuture setting. Time travel with detectives with lolis. Not that bad. Heres some of its refs for clothes. Game still needs a game dev since it has an illustrator and concept artist already. Or it can be a visual novel?

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12d889 No.28215

File: 9cde15aaeddecb8⋯.jpg (103.18 KB,1224x791,1224:791,b50cf535b814ec5c68be7982dd….jpg)

File: cefe094791af255⋯.png (504.75 KB,1123x1000,1123:1000,cefe094791af255699ceb6ac03….png)

File: 83cbb6e21363680⋯.png (423.78 KB,996x1000,249:250,83cbb6e213636809c7eb1ab18f….png)

File: 50d8e391bf8ac44⋯.png (533.07 KB,1160x1000,29:25,50d8e391bf8ac445117cc8a1d3….png)

>>28213

Some designs by the illustrator. The bottom ones are by his concept artist.

Cant answer any questions unfortunately myself.

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12d889 No.28216

My dream, or the game I'd love the most?

Because the game I've dreamed of making since high school is a metroidvania about an old man who finds a magic ring and goes on to defeat a powerful demon who exists only to be the ultimate challenge for any warrior, and the game I'd love the most is either a Minecraft designed so that exploration is rewarded or Doom 2016 with the SP gameplay for multiplayer and some of the neat multiplayer weapons added to campaign mode.

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12d889 No.28223

Quake + Rocket League. An Arena shooter where you drive cars around complex 3d arenas. It would be playable in-browser.

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12d889 No.28225

>>28223

If I was doing that with those requirements, I would probably base it off Sauerbraten/BananaBread

https://github.com/kripken/BananaBread/

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12d889 No.28227

Spiritual successor to Alpha Centauri.

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12d889 No.28232

When I was a kid, I created a world in my mind. I still remember most relevant map and around 20 character~ and around 50 planet and cities.

I have the duty to make it real. It's one of my only purpose in life.

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12d889 No.28233

File: 1d57973988928f2⋯.jpg (230.8 KB,644x362,322:181,miat.jpg)

File: 368bd5e0759e879⋯.jpg (35.57 KB,1024x768,4:3,Steyr_TMP.jpg)

This is my dream game, and I'm slowly working on making it a reality. Essentially, it'd be a GTA-style open world game, except you have an original NA Mazda Miata, and you have to shoot out fuckers with some small machine pistol like pic related. There'd be some sick driving and shooting with the top down, and you can listen to music with the radio and stuff. The cars would be manual, so you have to shift and work the clutch while shooting, too. There would be jobs you can do to make money (just simple odd jobs, there won't be any huge story or anything) and you could use it to buy new guns or get upgrades for you car. I'm planning on doing it in Godot, but with my limited experience I might just end up working in Unity.

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12d889 No.28239

>>28212

As an artist I want to work on something that has an interesting world and setting that's fun to build, with memorable characters.

I want to build a world that has a reason to be there, I don't like it when things look flashy and shit just for the sake of drawing your attention, I want it to be "believable". I don't like typical Japanese fantasy design for this reason, it tends to overly detailed and exaggerated to the point where the design loses all of it's meaning.

I also hate cold and gritty sci-fi/modern settings.

Something in the spirit of Legend of Zelda, Spyro, Cave Story, is what I'd like to work on.

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12d889 No.28252

>>28239

Hey, can you show some of your work?

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12d889 No.28264

YouTube embed. Click thumbnail to play.

>>28212

A modern-day/semi-near-future first-person hacking game in the vein of Thief.

Could have coding segments within the game (adjusted for normies, naturally - basic shit like typing open(door); to open a door. Enough to make you feel like you're some hot shit, but not actually as difficult as actual hacking is), plus a wide variety of tools and hardware that you can combine and use like you would in real life to bypass security.

No overarching plot, just separate levels set in various cities like Vienna, Melbourne, Taipei, St. Petersburg, Istanbul, Astana, Palermo, Toronto, Montevideo, etc. I would avoid locations like New York and London, because they're too boring and predictable to have at this point.

And maybe some cool Bond-esque vidya music like vid related.

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12d889 No.28281

File: 69a6f2c69ec1041⋯.jpg (Spoiler Image,405.08 KB,1920x1200,8:5,1447039804905-1.jpg)

>>28239

How do you feel about mostly bleak with a massive cartoony flair?

Not including sunny area.

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12d889 No.28284

>>28239

Man, I feel you. But I do like a cold and gritty atmosphere if it serves the purpose and is done well, like STALKER.

Being purely an artist is suffering, though. Our part comes second and people who work on worthwhile games tend to have artist friends already.

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12d889 No.28296

File: 9ef36863c756f63⋯.jpg (743.45 KB,2089x3100,2089:3100,amiibo.jpg)

>>28212

>What would be your dream game to help develop?

A game where there's a heavy focus on good writing and plot, but doesn't feel boring. Something that blends game mechanics with the sort of good plots you only see in endless-grind JRPGs or VNs. Something with hopefully no real "grind", maybe progression, exploration and building but none of the "beat 200 slimes so you can start beating 200 goblins next".

The hard part is, I can't imagine a game with thought-provoking narrative that's not boring to play for most people.

Either that or something politically incorrect, not done in an edgy way but challenging modern whore culture with traditional femininity and fatherhood to the point of giving lefties an aneurysm.

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12d889 No.28298

>>28252

I haven't worked on any game projects aside from my own, and I never get past the programming struggles with those.

>>28281

>cold and gritty

>>28284

>cold and gritty and modern

I really do feel out of place.

>Being purely an artist is suffering, though. Our part comes second and people who work on worthwhile games tend to have artist friends already.

The art world is incredibly over saturated because there's tons of people who genuinely love doing it and don't consider it a job or a means to make money.

I'm a bit of both an artist and a programmer, I can do 1MA but my artistic mind is constantly unsatisfied with the stuff I'm able to actually make the game do, there's sort of a clash between my art skill and my programming skill. I'd need to get a lot better with programming, but I don't enjoy the more complex parts of it as much as I enjoy just drawing whatever.

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12d889 No.28306

YouTube embed. Click thumbnail to play.

>>28298

>I don't enjoy the more complex parts of it as much as I enjoy just drawing whatever

You have to feel a connection with the machine IMHO. Like "wow, is all this 3D stuff just matrix multiplications?"

Look at maths content that makes it fun. Embed related is a good start.

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12d889 No.28307

>>28298

Of course really abstract stuff is the most fun to create. I simply like STALKER since it's distanced enough from other modern settings that I can see the creativity behind it. I probably just have a thing for gritty settings like westerns and post apocalpytic shit though.

I know graphic design in general is a really competitive field, but I'm not really any good at anything else, so I may as well try.

I'm with you on the programming business, I've tried it for years and my results take too long and aren't good enough. I'll keep trying to collaborate since I now know what to look for in a partner and motivating each other works wonders (when it does happen.)

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12d889 No.28312

>>28306

>the video

man, you just dont know how much you've helped me because of this single post you made. Working on my SAT algorithm for collision feels fully natural & basic now.

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12d889 No.28316

it's Morrowind but expanded scope to where the entirety of Nirn (eg. Tamriel and the other islands and continents) is physically existing, and the old drug-fueled metaphysical shit is more prominent ingame

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12d889 No.28342

>>28212

It might be more suited to a rom hack, but I want to make a Final Fantasy Tactics clone, with monster girls, and an autistic system where you combine monsters to create new ones like in monster rancher, and like in monster rancher I imagine that the type of monster and their abilities you get through fusing them is somewhat random. I also want it to be a fair bit more difficult, and I believe creating a good AI would be the hardest part.

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12d889 No.28343

File: 4a623f0b1afc095⋯.jpg (278.18 KB,1146x850,573:425,meidoarmy.jpg)

A mixture of Civilization, Total War, and X-Com.

Civilization for covering the span of history from the stone age to the current year, and the ability to shape the entire map dynamically with your actions.

Total War for the inclusion of both strategic and tactical gameplay.

X-Com (original 1993 version) for the sheer scale of micromanagement possible (as in, down to making purchasing decisions for each magazine of rifle ammunition).

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12d889 No.28344

Take melee mechanics based on The Slimy Lichmummy, mix it with the aesthetic and gunplay of Quake 1, generate the levels via marching cube style voxels, allow in-world crafting via dropping items on the ground next to each other, and include some Metroidvania bits (grappling hooks, explosives break certain walls, shovels break other walls, and so on).

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12d889 No.28409

I'd like to work on algorithms/physics systems/AI for a cool game. The nitty-gritty of graphics can be fun, but it's a bit of a chore sometimes... making cool things happen in a framework, though? That, I like.

Too bad that's everyone's dream job, and the nitty-gritty graphics (or rather, corporate management software) is a better career choice.

Hence why I want to go into research, and program my own FOSS research-aiding programs to be a cool science dude.

The game would be an FPS with a heavy focus on movement and survival. The premise is: Big black/pretty colours void with Islands and bridges made of interlocking geometric shapes; graphics style is a bit low-res because lol A E S T H E T I C. The player is fighting a guerilla war against an army of robot drone enemies of different types, but the army is controlled by an AI and the enemies the player finds aren't just randomly spawned in; rather, the game tracks 'squads' the AI maneuvers on the 'strategic level' of the game map. When the player goes into render distance of a squad, the enemies listed in that squads' data are spawned in. If the player kills some enemies, and then goes out of render range, the squad's current state is stored and it keeps moving in the strategic view, as directed by the AI. It can also report back what it sees, ie where the player is, so more squads can find them. The AI is trying to kill the player and destroy things useful to them, so they move squads to that effect; the player takes control of AI-controlled structures like watch towers, but this actually has a use, as being able to know where the AI forces are and how they're moving is vital.

Basically, Dark Souls meets AI WAR meets TRON meets FPS.

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12d889 No.28412

The one I want to end up making after which I'd stop.

No clear idea on the mechanics beyond basic stealth gameplay, but the plot's sort of emerging.

So far it boils down to being tasked to infiltrate an underground research facility in Ukraine to rescue the president's wife, her sons, and a couple of diplomats. You're tasked by the Pentagon with rescuing the wife as a top priority, the diplomats as secondary.

The entire thing takes place within the backdrop of the Ukraine conflict and plays on factions internally divided and at war with each other, and a lot of the detail is left solely to shit like lore, so the player can play the game and not read a novel.

The end premise of the lore is that:

1) the research facility is being used to systematically kidnap men, women, and children for the purpose of lethal testing and military training respectively, both recent developments and due to the Ukraine conflict.

The facility is making ground on the basis of two to three decades of prior gene research in perfecting human samples for the purpose of selective traits. Post-conflict, the facility has gone into overdrive in order to meet vague demands for preparation from warring factions. Very bleak

2) The lowest level of the facility contains the real research; cybernetics. The research facility was set up following the fall of the Soviet Union as a UN security council private initiative. The scope of the research is the development of human technologies and artificial intelligence for the purpose of international peace.

The research conducted prior led to a recognition that human computing capacities exceed potential silicon developments by decades; everyone involved in funding it (every ruling class) then recognises that tethering humans up to an Ethernet is the new wheel. Originally this is fine as everyone wants to share the technology, until a populist revolt lurches nationalist state actors into power.

The scene is set for a struggle between internationalist and nationalist ruling parties in acquiring this technology. The nationalist ruling parties will use it to consolidate their power and create a secret police using it. The internationalists can't let this happen as then they're fucked. The president is a nationalist and the wife is an internationalist.

So the wife was really never kidnapped, a couple of the diplomats were in on it.

Some extra shit is that the people being plugged into this giant supercomputer are babies who have yet to undergo language formation. The way they're plugged in is by modifying human eyes with silicon (cutting out the iris and enhancing the retina) and then using this with some fibre optic shit god knows to generate fine colored patterns on the retina, the complexity of which is over and above what conceptual development can generate through normal human languages. The idea is then that as the children develop, they do so through the computer, and the brain becomes a processing tool.

The wife is a tool to stick in some EVA tier shit. There are three children who get plugged in, the wife's codename for the rescue since the start is MOTHER, and the premise is that you're a really shitty father who couldn't predict the plot from the start. On that, if you talk to the child soldiers, the researchers, etc who work in the facility, they also refer to someone called MOTHER. The pentagon was lying to you as they're part of the President's nationalist clique, who actually were co-opted as the Pentagon in the lore is internationalist but by the populist coup they're fucked up, and they want you to kill MOTHER.

So you have to choose between killing MOTHER and securing the entire contraption for nationalist forces (Russian and American), siding with MOTHER and UN / NATO forces (who patrol the upper regions of the base), or blowing the entire facility up and attempting an escape.

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12d889 No.28413

>>28412

*Not a secret police. The nationalists would use it to bolster its military industrial complex. The Internationalists just want this on a grander already pre-existing scale.

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12d889 No.28416

>>28264

Oh, so what Looking Glass were actually just about to start work on before they folded '3' rip ;_;

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12d889 No.28421

Pressure

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