Danimal

  • 10 hours ago
  • Joined Dec 20, 2023
  • 0 best answers
  • housatic There is something more in-depth out there but it never clicked with me as Spore did, search for "Niche - a genetics survival game"

  • avanderlinde Peace brother, this how a community should behave like. My thumbs up.

  • I hope this is not Godot´s downfall, just like what happened with Unity. I wonder why they didn´t remain politically neutral?. I don´t know if there are other deep reasons for this schism of the community, but I pray it´s just a tantrum and everything goes back to normal. This kind of division doesn´t help advance anything; I´m getting flashbacks of the "Life of Brian".

  • Can someone give me the short version of what happened? Is this a fork born out of spite for something?

    • xyz Because innovating is incredibly hard and is the result of divine inspiration/heavy work/research and/or a stroke of luck. Still you get some jewels from time to time, but more likely those strange ideas crash and burn or goes unnoticed; especially in an oversaturated game market like the one today (Steam and shovelware goes hand by hand). Innovation and experimentation has mostly migrated to indie developers since the big ones are just interested in making money at all costs, and don´t take any risks at all, as opposed to a single dude with barely nothing to loose if their game flops.

      And common people like us are mostly content to recreate our favourite games with additions we would like to see into it.

    • kuligs2
      So anyways, what´s your dream game even if you are working on it?; I doesn´t hurt to tell us. (I will get to do it on mine sooner or later).

        • Edited

        kuligs2 hold my onion

        What does that mean?

        My dream game is a bussiness/tactical game where you research and assemble mechs by developing each piece and system and roam the galaxy picking fights to steal more tech and selling the mechs in retail.

        • link please?

        • Have you tried OGA?
          https://opengameart.org/

          It´s a mixed bag but you can find many useful resources, sfx´s included. And it´s all under different Libre licenses, be careful of which ones you use; you problaby don´t want to use the non-commercial-use-only. But it´s quite easy to filter them.

        • kuligs2 the "AI" is still not human like

          That depends on the players tastes and game genre (I´m a single player supporter); it also add lots of complications, makes the scope way bigger and gives the game a "caducity date", which is when you can´t find anyone else to play with. There migh be bots with the very same defect you exposed to prolong it´s life, but creating a multiplayer game with players 10 years later is impossible for most indie developers. While a single player game can be enjoyed 20-30 years later without any problem.
          Thanks for the teamplate tip, will do.

          Erich_L Ask AI to break down the project for you

          AI is kinda alien to me. Can it really offer something? I keep on hearing it just tells you what you want to hear without being critical or contradicting the user.

          Ubiguchi from shelves of design docs, through to absolutely nothing

          So it goes both ways, you can either plan everything or nothing at all... My fear is that I enjoy far more the 3d modelling work, so I migh end up spending whole months making the models and then bump my head against my inability to code and feel like I wasted everything.

          Ubiguchi, as pro in the sector what do you advise? I think I will limit myself to make just a few testing/finished models and then stop until I have tackled whatever I need/planned to code next. That´s the reason I feel like I need some planning, so I don´t get lost on things I like or things I can´t do. Motivation is a finite thing and I have big boy responsabilities, so the little free time I have needs to be used as efficiently as possible (there is a lot to say about employing it on games, but...) while also making me feel fulfilled.

          • I got this for a menu framework, that´s a lot of saved work:
            https://github.com/Maaack/Godot-Menus-Template

            I hate multiplayers, so that removes a lot of annoyances just by being single player; but being on the artsy side I can see myself having problems at the coding part. I also don´t feel like teaming up with anyone, after joining many failed open games projects I have a serious mistrust of other people commiment.
            As I can see the tools are mostly the same for everyone around here.

              • Edited

              The more I learn about the pipeline of making a game, the more I realize the little I know. Do you guys know of a good tutorial that covers all basics steps of a 3D game making using Godot (or other engine for that matter)?.

              Planning phase:

              • Writing down what you wish to create
              • External proofing of your concept (good luck getting some feedback and fending the trolls)
              • Refining ideas
              • Planning completion steps

              About the tools needed, so far I plan to use this:

              • Engine: Godot (obviously)
              • 3D modelling: Blender
              • Textures and PBR pipeline: Photoshop (my ancient version free of hassle) and Blender again; there is a pretty useful filter that creates
                normal maps from textures in Photoshop, great for my simple style.
              • Sound editing: Audacity
              • Models/Sounds/Music: Open Game Art and Incompetech

              Do you guys know of better tools or what I´m missing?

              • Jesusemora sci-fi is kind of easy since you don´t really have to be very cohesive and can go the "Rule of cool"
                Jesusemora you are thinking of fantasy
                Tomcat Perhaps you are confusing it with fantasy

                What I meant is that you can name something "Dummkopf-Dussel Engine" and "Arschloch heat dampening tech" that run on "Kacke particles", sounds goods, doesn´t have to conform to any real scientific tech and the player will be happy with their neat looking "Idiot-Idiot engine" and "@ssh0le heat dampening tech" running on "Shit particles" (germans will frown though). No need to create a explanation of how those 3 work together, and even if I did It will end up sounding like mumbo jumbo (hey, that´s the point!).

                Let me also remind you this: “Any sufficiently advanced technology is indistinguishable from magic.” But as long as you make it clear that everything is technology based no magic will ever be involved even if it sounds (and works) like it.

                But that´s not the point of this post, I like your suggestions Jesusemora and like Kuligs2 said it´s best not to go overboard; but i´m still interested in knowing what approach people take for different genres like for example fantasy rpg where you can´t just put german words and call it a day.

                • That would be a good random item generator namer, but not really for anything without a heavy randomness element imo; I know Dwarf fortress uses something similar, but the amount of effort to make that work is too much.

                • So, I was thinking that at some point I will need to create tech names and filler text for the many technologies to discover in my Sci-fi game. Some will be for things like generators, engines, heat sinkers, weapons types, add ons... What approach do you take for maning these and creating some flavour text for it?. This question can also be applied to many other games, not just sci-fi; but let´s not get into Dark Souls level of cryptic filler.

                  I guess my way of doing it would be:

                  • go to wikipedia and note all of those futuristic and theoretical techs that somehow people without computers invented decades ago. Still, it will be insufficient quantity.
                  • Copy from popular sources, most cases they did the above or copied someone themselves; not the best choice.
                  • Invent it and pray it sounds good enough.
                  • Have some AI spout nonsense and copy-paste it.

                  What approach do you take yourselves?, sci-fi is kind of easy since you don´t really have to be very cohesive and can go the "Rule of cool ™", but when doing some rpg or worldbuilding it takes on another level since everything must be tied in some way.

                  • In my case I have found myself loving production games that are not excesively complicated like Factorio or recently "The magical mixture mill", but sometimes I go for some short plays of action games. I can´t stomach open worlds or strategy games anymore due to how time consuming they are, but my goto games that I replay at least once a year are "Dungeon keeper" original for the winter months and "Mission Force Cyberstorm" a criminaly under-rated mech strategy game.
                    I hate pvp and the likes, it feels to me like really wasted time since there is no point or goal to them.
                    I guess being a working adult and having so little playtime shapes your tastes.

                  • GodotBeginnerRich It´s not mine and it´s a "grey", the most common and overused interpretation of an alien since the Roswell´s fake autopsy. That game was just one of many to copy the alien from that video.

                  • Thanks guys, in 3d pixel art you can go cartoony with solid colors like mine or use "dirty" textures. By dirty I refer to techniques like dithering to help color transitions or simulate shadows, or just outright noise to make it look the ones from old consoles (not mine):

                    https://opengameart.org/content/low-spec-reticulans

                    Adding some light noise to my textures is easy; which style do you guys prefer, clean cartoony or dirty 90´s?. The problem is to keep all assests consistant so if I use models from other people going dirty might be the only way, it´s hard to pass so many already made spaceships:
                    https://opengameart.org/content/lowpoly-spaceships-pack