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How's your game going, anon? ...you ARE making a game, right?

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Thread replies: 26
Thread images: 7

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How's your game going, anon?

...you ARE making a game, right?
>>
Of course I have a game.
>>
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Farming is already in! And with that, all the most basic gameplay systems are implemented.

I’m planning on having some simple (think AC:NL flowers) genetics, too.

Plants will have Quality and Yield modifiers. Higher quality genes mean your plant has a higher chance of dropping 2 or 3-star produce. Higher yield genes means your plant might drop a few extra tomatoes or beets when you harvest it!
>>
pro tip for anyone thinking of greenlight, whatever you do don't put "free to play" anywhere in there or even imply it. Our game got like 500 yes votes but we didn't pass and I'm pretty sure it's because we were just going to give it away.

This might be extremely obvious for a lot of you and you will think I'm a fool but that's alright, lesson learned.
>>
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I'm making a visual novel but I'm socially inept and making it without knowing the kind of stuff that people actually want.

Is more than 6 endings okay if there aren't any real romance routes or anything?
>>
>>377770471
Last time I posted in this thread was December.

Since then I'm homeless, failing school, working a dead end job, and I still haven't gotten any progress done on my game.

What are some tips for making progress?
>>
>>377771630
>not being a NEET living in the back of a van working full time on your game
Step it up anon. Living in a van is the only way to make game.
>>
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>>377770471
I've been working on improving it's performance because aparently people have bad computers and I'm pro at making bad code

so since I don't have anything new or cool to post, have this test animation I did
>>
>>377771351
What's the point then? There would have to be a good story to justify it.
>>
>>377771874
>affording a van
my cars bad enough
>>
>>377771961
c u t e
>>
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>>377770471
Can someone please tell me what OpenGL library and compiler I need to cross compile 3D applications on Windows from a Linux machine?
>>
>>377770471
I'm just conceptualizing my game still. I can't actually start until I get a Vive to playtest on.
>>
>>377770738
Are you playing the kaiju or humans?
>>
>>377773360
NEITHER
>>
>>377773360
>>377773737
Neither is actually an option. You can choose player or AI for each side. So you can play as either side versus an AI, or have two players, or have two AI's fight each other.
>>
>>377772302

How much abstraction do you want? Do you want to use GLUT? Do you want a framework? Do you want a gui library to take care of cross-platforming or do you want an ass load of #ifndefs. What language? C++? Java? Python?
>>
>Playing UT4 just now
>Realize how good it is
>Still Quake Champions is the new shit
>Epic abandoned UT4 to polish the turd that is the other moba game they had

Well at least I hope Quake Champions isn't as clunky as Q3
>>
>>377773997
Also it's for a game jam so it wont be very deep and will probably suck
>>
>>377774107
That's mildly disappointing
>>
>>377774102
Did they abandon it completely or are they just taking a break from it?
Also isn't UT4 open source so the community can work on it?
>>
>>377774275
It's being """""developed"""""" but at a snail pace

Some textures here and there, some balancing, two maps and a new game mode.

In 6 months.

It's perfectly playable though, like really really good.
>>
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>>377774057
I'd prefer not to use GLUT because it doesn't respect my freedoms
A Cross platform gui would be nice but not necessary if it creates too much overhead
I use C++ nigga
>>
>>377774767
If you really don't want anything fancy just use SDL. It's simple, stable, popular, and there's plenty of learning material.

Now if you want pure C++ (SDL is C) there's SFML which has more features and is supposed to be pretty good but I've never used it so I can't comment on it.
>>
I got so many ideas but I'm not sure which one is the least dumb.
>>
>>377776739
Prototypes, my man. Make a prototype for each idea, then pick the one that has the most potential and you had the most fun making.
Keep prototyping time short. 2 weeks or less. If it takes you longer than 2-3 weeks to make a working prototype of your game, then it's likely that the scope is too big for you to make into a full game.
Thread posts: 26
Thread images: 7


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