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/cyber/ - Cyberpunk & Science Fiction

A board dedicated to all things cyberpunk (and all other futuristic science fiction)
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“Your existence is a momentary lapse of reason.”

File: 25132a21fa210d9⋯.jpg (50.36 KB,620x300,31:15,os.jpg)

 No.48977

Soup fags. I've been giving this a lot of thought lately and, well, I want to make my own game. Nothing impossibly like "the next WoW killer" or "like GTA combined with Fallout" or some other stupid shit like that, it's a pretty low-key idea that shouldn't be too hard to make. And obviously it's cyberpunk.

The only problem is programming. I can design, draw and write but programming is definitely not one of my skills. Are there any bored coders here that would like to collaborate? If not, are there any good places where I can start learning how to program a game?

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 No.48978

What type of game is it? I can program but I have my own unfinished game I never have time for.

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 No.48979

>>48978

It's an entirely interface-based hacking game, like the game in the OP.

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 No.48980

>>48979

Not my cup of tea but you should definitely use some existing tool kit for that. One that already has a graphical interface you can use.

Making GUIs are a pain and it wont be performance critical so look into stuff like Unity or Godot engine.

There's a program called Gambas that tries to be like old Visual Basic so if you don't want to make anything too complex maybe that could work. It would be very easy at least and much of it drag and drop.

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 No.48981

>>48980

I've heard very mixed things about Godot but I suppose I could try looking more into Unity after all. Gambas might be a bit too simple for what I'm looking for.

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 No.48982

>>48981

If you're on windows you could probably use Visual Studio and C# since it's basically regular user interface elements you want and that would also allow you to drag and drop stuff easily.

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 No.48983

>>48980

I second Godot, it's amazing

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 No.48984

>>48982

That is pretty tempting. I have some Java experience already and I've heard the languages are pretty similar. I think I'll go this way.

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 No.48985

>>48984

If you know a bit of java you could just use that. I'm not familiar with it myself but pretty sure it's got built in GUI elements. Otherwise there's libGDX that apparently is really good and that has a UI component.

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 No.48987

Can you elaborate? If your idea is interesting I might volunteer.

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 No.48989

Word to the wise:

Doing graphics in java sucks ass. Even more ass than the rest of the language, which is bearable if you're being paid.

If you want screens like you posted in the op, take a look at any of the assorted hip web frameworks. It'll make your game extremely accessible, and be much easier for someone that doesn't really want to learn programming but still needs to program something.

I'll shill my favorite:

https://wickeditor.com/

It's a flash-like interface that exports to html+javascript, which makes it nice for things that need animation. It's a little hard for more than 1 person to work on a single project though. There are some bugs, but it's under active development, and the developers are pretty cool guys.

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 No.48990

OP, make it delete system32 if you get caught.

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 No.48998

>>48987

Sure I suppose.

It's an entirely interface-based game about hacking where all the hacking is automated like a Hollywood movie. The challenge comes from having to plan out every attack as different targets have different kinds of security and you'll have to deal with hardware limitations often (like not enough RAM to run every program at the same time, not enough CPU power to run everything optimally, not enough bandwidth to make everything respond in time etc). As you get more brouzouf to upgrade your machine hacks will get more complicated and will require more planning ahead and multitasking.

I'm also looking at writing a plot with a theme of liberty vs. security where you can join four different factions with their own goals, motivations and missions in order to either free the internet or secure it.

That's about it I believe.

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 No.49003

Learn to program is my recommendation. It'll take you time, but it'll certainly be worth it.

As a game developer that writes and programs (c++, sfml), I wish I had artistic ability– having to find artists is difficult work, and having to try and communicate ideas to people that aren't familiar with cyberpunk or game development altogether can be a living hell.

Trust me: learning programming is worth your time. Especially if you want to go around calling yourself a cyberpunk.

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 No.49005

>>48977

I have a working prototype of a hacking game if you want to try your ideas out. Its not "fun" yet but there's enough there so you could see if your story works.

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 No.49212

>>48977

>I have a game idea and nothing else

>My applicable skills are shit literally anyone could do and I'm not going to show if I'm good at it or not

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 No.49692

File: 5ae14b9db63cd8b⋯.png (502.77 KB,571x708,571:708,NpHCMYU.png)

How's the game going anon? I've been working on one in godot. Almost finished. Do you have much story and design done?

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 No.49698

There are a shit ton of game designers with no technical talent seeking high skill well compensated programers to volunteer there time for free to bet on the success of unproven designers. Its easy to fantasize, its hard to make that fantasy a reality.

If your game is not a high end 3D game with models, your in luck. Programming it is likely no where near as difficult as you think. You should probably learn some script language or other like python (learnpythonthehardway -Zed Shaw ) and write the game yourself.

What might make your game novel and compelling is if you adapt existing war games (hackthissite, hellboundhackers , rootthisbox) to have a narrative script and overarching theme. A game that provides its users basic pentesting skills would be fun (that exists, its called war games), but adding a compelling narrative structure might make it addictive and novel.

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 No.49781

>>49692

Not OP but I'd like to see your progress anon. I starting writing a few /cyber/ games on my own engine, first in C++, then ended up scrapping it, then another web-based one in javascript, then scrapped that too, now back to square one and thinking of using Godot as a base.

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 No.49783

>>49212

>shit literally anyone could do

I can program, but I can't draw or write shit.

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 No.49786

>>49212

Honestly? Anyone can make a game. It's not even that hard, it's just tedious.

When I look for collaborators, I'm not looking for people with amazing skills. I'm looking for people who will actually work hard, and finish what they start.

Everyone is 'making' a game, but 1% of them, maybe, actually finish. It's not because they don't have the skills, it's because at some point finishing something like that feels like digging a ditch, and not that many people can just keep their head down and shovel for a few months until their game is done.

Don't worry about your 'applicable skills'. Skills are easy, it's work ethic that's hard. Just start small, do something like flappy bird, and get a little bigger with each project.

It's funny, because it's way easier to have good ideas for that sprawling RPG, than it is for that one-screen, one-button game you can write in a weekend. So, don't think of it as a waste of time making something small and stupid, think of it as spending your time thinking about how to make every single little screen and action something that'll stand on its own.

By the time you're making big projects, in a group, you'll know how to pack some goodness into every image, every click, and every screen … because you started with games that only had one of each.

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 No.49905

File: 0e1d5ecbe3753d6⋯.png (1.7 MB,1921x1078,1921:1078,ClipboardImage.png)

>>49781

I've been posting it on /v/agdg/ thread:

>>>/v/14595695

>>>/v/14596463

I'm a little under the weather with a flu, so will post here after I finish tweaking some graphical effects which I'll do after some bed rest, reading and vidya.

It works as a 2 player game now with some graphical bugs because I'm working on the effects and counter displays right now. It's not balanced and I don't have anyone with the patience to play test it with me so I'm going to make some basic finite state machine "AI", reading up on it in between playing vidya while sick. Seems pretty straight forward. So almost finished as a 2 player minus the balancing and some text for the "cards", but I'll also be bolting on AI player now after I tweak the graphics.

I did similar to you anon, tried a few times in C, it was painfully slow to achieve something I'm happy with, then later learned js as part of web 2.0 type course, found a nice js api that uses observer patterns and node trees so was easy enough to use, but I switched to godot when I saw how much quicker it was to work and it had same dev patterns as the js api which reduced the learning curve.

>>49212

>>49783

I'm pretty shit too at writing/drawing/music, but I practice with gimp, kdenlive, blender and fl studio a lot and I seem to be improving, slowly. Shitposting, trying to write pasta and meme'ing is a good way to learn imo, when anons start reposting stuff you made, it means you're heading in the right direction.

>>49786

I agree with everything you said, start small, put the work. Even when you're doing something big, build it in small chunks, so if you stopped after 3 small chunks, you might be able to reuse the small chunks later, or pick up where you left off or even something small that will standalone.

>>49786

Maybe we could put our heads together and come up with a /cyber/ game. I've been playing strife veterans edition and anachronox lately and I'm thinking of trying some 3D in godot after my 2d game. I would really like the exploration, pacing, hidden areas, and combat of strife in the world of anachronox with the lock picking, dystopian style, the easter egg references, the relaxed exploration and characters of anachronox. I'm not very good at the art stuff, but I'm wanting to practice. Writing I'm least interested in and modelling is one of my weakest skills right now, I've done some with texturing and normal maps but nothing I'm proud of yet.

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 No.49906

>>49698

Partially true.

It might be easy to fantasize but it is harder to create something good than to be a good programmer, since while the latter just needs to follow proper instructions, the former needs to come up with something original enough to be attractive, but not so strange to be repulsive.

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 No.49913

>>49906

>fundamentally misunderstands engineering.

Engineering can many times be an art, its its not always obvious how to solve a novel problem. that said, programing a shitty textbased game is not a novel problem

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 No.49944

>>49905

>Maybe we could put our heads together and come up with a /cyber/ game.

Part of my NEET retirement plan involves creating a pretty /cyber/ 2D side-scrolling RPG and I might do collaborations for side content with anons when I've finished all the base content. When that time comes, I'll probably post about it here and on whatever the most popular /v/ alternative is at that moment.

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