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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: 7d28f7795112b4d⋯.jpg (87.54 KB,600x470,60:47,1458548118349.jpg)

8049e9 No.32100

I always loved modding games. It just was so convenient and fun. When I tried making my own game it suddenly became a bit more painful, and as things have progressed the tools I've made have become unwieldy and tedious. I noticed a lot of anons that post progress seem to have their shit pretty organized, so I thought I'd ask.

Anyone got general advice on keeping dev environments from becoming a hassle?

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d1d736 No.32101

File: a8f60f41296a795⋯.png (180.05 KB,1280x720,16:9,UnrealEd2.1.png)

>>32100

Not really advice, but god I wish more teams that made editors did floating docks and viewports. And a grid viewport option. And multiple viewport settings to view different things like mesh only, collision, mesh type, etc.

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8049e9 No.32104

>>32101

Source did this to, but not as extreme. The NWN editor also did this. It's a really good thing to keep in mind.

>>32102

>>32103

This isn't the new /agdg/ thread.

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752528 No.32105

File: 5a74f0c42a9dcd7⋯.png (4.89 MB,3840x5394,640:899,5a7.png)

>>32104

>>>32103 (You)

i now notice the mistake and will commit suduku

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00eb8f No.32110

File: 3208da0dbbae18e⋯.png (401.49 KB,600x630,20:21,tohru working hard.png)

>>32100

My policy is: make anything you want, but make visible progress before starting the next thing

Wanna make a character? model it, then go do something else if you feel like, otherwise start making the UV and textures, got bored? do something else, otherwise start doing the armature of the character.

The only important thing is making progress, as long as you don't interrupt an important process, you can't call a modeled torso and arms a character, model the entire body before calling it a day and do something else.

Just don't force yourself to do something for too long, if you decide to model ALL characters at once you will get burned, model one then work on terrain/level design, then model two more and go work on music, model another and make animations.

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8049e9 No.32113

>>32110

I was doing that for a while, but then I started doing the barebones approach to things. Eventually it led to the work environment becoming a hassle, which sucks the fun out of things and makes it a real chore. When things become a chore for a prolonged period of time that's when motivation starts dying.

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