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Game Dev by Dr. Ivo Robotnik - Sun, 21 Oct 2018 03:22:10 EST ID:u/qwTW2E No.728249 Ignore Report Quick Reply
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Let's talk about making games
Abe - Sun, 21 Oct 2018 09:35:39 EST ID:5tWZm/gy No.728258 Ignore Report Quick Reply
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Lee Chaolan - Mon, 22 Oct 2018 05:21:42 EST ID:5yMaJwR6 No.728284 Ignore Report Quick Reply
Am an amateur game dev but don't really want to talk about it, it takes up too much time to begin with. I read a thread on an old ticketing system from when our code repository was still running SVN, and I was posting pages about some obscure issue. 11 years ago. 11 fucking years, and that wasn't even close to when I started. I've spent a decade and a half coding for free. Fucking hell I'm dumb. Oh well, it's been fun.
Rock Howard - Tue, 06 Nov 2018 19:10:03 EST ID:zAx8pu1n No.729178 Ignore Report Quick Reply
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A game which combines metroid and elements of castlevania
A Castleroids
Dogmeat - Wed, 07 Nov 2018 00:31:52 EST ID:7c6nS55A No.729202 Ignore Report Quick Reply
I've started to realize my obsession with my "dream game" and being a perfectionist is why I never accomplish anything. If I just started making games for fun without having a specific goal in mind I'd be rich AF by now
Vyse - Wed, 07 Nov 2018 00:37:55 EST ID:8Gf56vEE No.729203 Ignore Report Quick Reply
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what the fukc, dude. absolutely mental
Kid Ying - Wed, 07 Nov 2018 01:26:45 EST ID:7IsAKvgy No.729205 Ignore Report Quick Reply
Do you currently code non-game stuff?

And yeah, you'd need a big team for your dream game. People don't go to film school and make their masterpiece first thing. They make a bunch of bad short films while they learn the ropes
Dogmeat - Wed, 07 Nov 2018 01:42:04 EST ID:7c6nS55A No.729207 Ignore Report Quick Reply
I code all sorts of stuff mostly for fun. I'm at a professional level although I've never put in the work to actually make a career out of it. I never really finish anything because I am either obsessed with making it perfect or I just lose interest once I realize I have the skill/expertise to potentially finish the project. It just feels good knowing you have a sort of super power. I don't enjoy coding that much but I enjoy being able to envision something and make it a real thing.
Dogmeat - Wed, 07 Nov 2018 01:48:37 EST ID:7c6nS55A No.729208 Ignore Report Quick Reply
I also just tend to program really wierd shit that nobody but me thinks is cool. I like to challenge myself by using what I already know and the resources I already have. Like some things would be really simple to make in C++ but I just would rather spend 5 times as long trying to make it work in python. I just like to make things work and I hate learning new things unless it's from experience or a specific goal. NB
Professor Layton - Wed, 07 Nov 2018 02:48:11 EST ID:4VPVikJ9 No.729211 Ignore Report Quick Reply
I'm a game programmer at a AAA development studio. If I tell people that while I'm at a party, their next sentence almost always starts with, "So I've got this idea for a game..."
It's pretty cool how many ideas come out of conversations like this. I think that the game dev community is really creative when it's passionate about making things.

Good luck making things, guys!
Gabriel Belmont - Wed, 07 Nov 2018 15:11:37 EST ID:aeVYxItP No.729278 Ignore Report Quick Reply
>If I tell people that while I'm at a party, their next sentence almost always starts with, "So I've got this idea for a game..."
My first thought was "how are you able to endure the soul-draining corporate environment that implacably kills creativity, will to continue and every shred of enjoyment from programming?"
Fawkes - Thu, 08 Nov 2018 15:28:35 EST ID:Zj68SaXX No.729366 Ignore Report Quick Reply
would anyone be interested in trying my game out?
Ms. Pac-Man - Thu, 08 Nov 2018 15:38:47 EST ID:kAnS0XUn No.729369 Ignore Report Quick Reply
Chell - Thu, 08 Nov 2018 15:43:23 EST ID:ff8RZLB1 No.729371 Ignore Report Quick Reply
What is it?
Fawkes - Thu, 08 Nov 2018 16:22:08 EST ID:Zj68SaXX No.729374 Ignore Report Quick Reply
shitty textbased python game-
Bolozof Velasgo - Thu, 08 Nov 2018 16:47:15 EST ID:zAx8pu1n No.729376 Ignore Report Quick Reply
it's too much pressure to be asked to play a game haha.
just post it if you want, it's a gamedev thread.
Gunther von Esling - Thu, 08 Nov 2018 20:02:40 EST ID:ff8RZLB1 No.729387 Ignore Report Quick Reply
Eh, no thanks.
Sonic the Hedgehog - Fri, 09 Nov 2018 22:39:12 EST ID:aU0xjYv7 No.729470 Ignore Report Quick Reply
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Start simple;
Claire Redfield - Sat, 10 Nov 2018 01:34:22 EST ID:msNKM23T No.729485 Ignore Report Quick Reply
What actually is the difference between Metroid and Castlevania really?
Like sure thematically but progression tempo stuff wise?
CRAPCOM !SNGayGTIcE - Sat, 10 Nov 2018 08:42:50 EST ID:VeIaNXXy No.729505 Ignore Report Quick Reply
The idea is that the Castlevania series used to be (save for CV2) traditional platformer games until SOTN, when the series adopted the item-based progression loop innovated and/or popularized by Metroid. As the Castlevania series continued to iterate on that formula, "Metroidvania" became the short-hand way to refer to those titles, as a means to indicate the game loop. Eventually, both Castlevania and Metroid game production slowed down, and games created by people/teams who were fans of those games started coming out, and "Metroidvania" stuck as the catch-all term for all games with item and ability-based progression loops. I don't like the term, but that's how it be.
Bloodmongo McFerguson - Sat, 10 Nov 2018 10:17:48 EST ID:QZS4MoNv No.729509 Ignore Report Quick Reply
I was just thinking it would make a cool game to have to micromanage the biological functions of a person.
Soap MacTavish - Sat, 10 Nov 2018 11:59:23 EST ID:OH/OGlHP No.729514 Ignore Report Quick Reply
Castlevania has SIGNIFICANTLY more action.
An average metroid screen will have 2-3 enemies who are essentially just spike traps to jump past, the game focus is more on platforming and long distance traversal in exploration, with occasional high intensity encounters, and the bosses are more like puzzle fight set pieces.

An average Castlevania screen will have over a dozen enemies actively moving towards you or attacking you with varied patterns, you have a much more diverse toolset to deal with them and the platforming and exploration by comparison is incredibly bare bones. Most Castlevania hallways are literally just long straight hallways that you have to work past medusa heads while fighting skeletons to get through. It won't ask you to think about your path, backtrack or look for secrets as much as Metroid, but basic combat and moving from point to point is more punishing and involved.
E. Honda - Sat, 10 Nov 2018 14:14:51 EST ID:zAx8pu1n No.729525 Ignore Report Quick Reply
That could be pretty interesting.
I've wondered how autistic you could get with biological systems as health before it becomes unfun. When you start thinking down that path, the whole "HP" thing, just chipping away at a number and GAME OVER when it hits 0, starts feeling like a pretty clunky representation.
Jane Shepard - Sun, 11 Nov 2018 06:20:11 EST ID:7c6nS55A No.729567 Ignore Report Quick Reply

Prepare to be disappointed though
Jane Shepard - Sun, 11 Nov 2018 06:31:58 EST ID:7c6nS55A No.729568 Ignore Report Quick Reply
Haven and Hearth had an awesome health system last time I played. You had hard hit points(HHP) and soft hit points(SHP). Max SHP = Max HHP. Max HHP was based on your constitution level. When SHP hit zero you got knocked out and start taking HHP damage. When you took HHP damage the lost points became tied up in wounds. When HHP reached zero you died. SHP would recharge if you had enough energy but HHP would require special items to heal, and the way it worked was you actually had a big list of wounds and when you healed wounds you would gain HHP back and the wound would become less severe or disappear. When you treated a wound with something the item would stay on that wound and heal the damage over time. Some treatments required you to actually use an inventory slot such as head bandages and leeches. The more severe the wound the longer it took to heal and the rarer the items required to heal it. Wounds had levels of severity and if you accumulated too many of one they would combine into a bigger, harder to heal wound. I heard the latest version has an infection system now. I'm not sure what else has changed.
Jane Shepard - Sun, 11 Nov 2018 06:39:36 EST ID:7c6nS55A No.729569 Ignore Report Quick Reply
NB now that I think about it when they added the wound system they made it so you could lose HHP even if you still had SHP. Damage and wounds were based on what attack moves were used and how much agility/skill/initiative you had and whatnot. Running out of SHP just meant you were knocked out and about to be murdered.
Trainer Red - Mon, 12 Nov 2018 13:06:36 EST ID:hLXDNPLF No.729646 Ignore Report Quick Reply
I got knocked out of SHP and lived. I got to the point where I had iron and some nice curios and a guy from one of the two super villages came by and just one shot me took all my shit and said "see you later". He knew where I was and I would never be able to stand up to him so game over. I didn't fancy being hit by someone else for a few weeks until someone with less forethought decided to come by and finish me.

I think by that point the game had cemented into a couple of super villages made up of the same players everyone in assigned roles taking what they needed. Ironic that the game was an experiment in free unregulated capitalism and the most powerful nations were command economies and everyone else just got their shit stolen if they ever got strong enough to do more than subsist.

It was a good game mind you, but it was only great if you could either commit fully or play super casual and just hide from anything stronger than ants.

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