Amateur Gamedev General ~ /agdg/

Same OP image edition

>I don't know about any current gamejams, post some

>Resources:
irc.rizon.net @ #8/agdg/
>>>/agdg/
>>>/vm/

Other urls found in this thread:

godotengine.org/article/godot-engine-reaches-2-0-stable
godotengine.org/article/maintenance-release-godot-2-0-3
vk.com/doc176415392_222242886?hash=5e3a8f0a7cbfa92e91&dl=bc6e3d465d2f9e012c)
safaribooksonline.com/library/view/web-audio-api/9781449332679/s03_2.html
forum.unity3d.com/threads/stitch-multiple-body-parts-into-one-character.16485/
drive.google.com/open?id=0B1laio2k4HufdzFOOW5wc1UyMEk
soundcloud.com/zawazawazawachameleon
pathofexile.gamepedia.com/EnchantmentElementalPenetrationWhileHaventKilled1~
hitboxteam.com/designing-game-narrative
rivaltheory.com/rain/
myredditvideos.com/
twitter.com/AnonBabble

Is it worth using an open source engine with realtime global illumination if it requires OpenGL 4.3-level hardware (which would exclude people using Intel graphics) or should I just implement it over an existing engine that uses OpenGL 2 or 3?

...

4th generation intel processors support OpenGL 4.3, we're currently on generation 6.
A more important question is, are you making something graphically impressive enough for the GI to be relevant at all? Making content of that quality isn't an easy feat and takes a lot of time.

UE4 can do GI, albeit it's not as mature as it should be. Plus, I'm not sure about it being all that much open source. I do know you can access the source and modify it, but I haven't done much research on that area.

How seizure / 10?

Pretty Pony Panty Burp / 10

The alternative to not having global illumination and a decent time of day system is storing multiple versions of the same map with different prebaked lighting depending on what time the player visits it at, which would take up too much disk space.
I'm tempted to just fork the SVN Tesseract builds and implement stuff I need on top of it, since it already has a decent GI solution and other neat shit that's hard to find in most engines. It also works on OpenGL 3 and 2.1-level hardware so more people would actually be able to play the fucking thing.

R8 my girl

reminds me of bulma

Real talk, should I make my characters nude? I plan to probably release my game in Steam, and they'll be represented in quite a fair deal of fidelity in 3D, no ambiguous pixel shit here. I've modeled one out of the eight I have to do, and she's got some clothing on her already, I haven't modeled her vagoo or tits. There's quite a bit of customization when it comes to clothes.

just model the body as if it was nude, handle clothing later
if there's modding support later, people are gonna make the characters go nude either way

No pelvis/10.
Not bad but she has no butt to speak of and it looks like she can't have genitalia at all due to lack of pelvis. The part I'm not sure what the name of doesn't look present.

Stomachs don't cave into themselves like that. Needs to protrude more so it more naturally slops into the pubic area. Also the pubic area needs to actually exist.
Butt needs polys so it's actually a butt and not just a valley between the thighs.

Had a talk in /agdg/ threads before about this. We came to the conclusion that if you want to have nudity in your game but still release it on Steam just don't include the nudity in the base game. Release the nude models as a "mod" outside of Steam and just say "I'm not responsible for any content that isn't a part of the official release"
Also, what said. If you're going for customization you want to start with a nude base, and then model the clothes after. It'll help you maintain proportions this way and will help reduce gaps in models caused by clothing.

I think it should be more unnatural.

There's only a few games I really know of on steam with nudity (I suppose including the option to censor the nudity just incase), but you're essentially fine as long as you don't have anything that would be considered "offensive" (as per the steam greenlight faq).
Which is essentially worded to be nearly the same as being considered "obscene" (like the us law concerning similar stuff, i.e. it has to be subjectively judged to be considered obscene or not); so it's really up to them to decide if it's "offensive".

The smartest plan is essentially this though if you don't want to risk it at all.
imo some wholesome nudity would be fine… though I'm sure u could email them about it before you go all in for either decision.

So here's a dilemma.

Split in two parts for convenience:

Part one is that I've always been debating sexuality in games like why don't we have interactive sex scenes or even graphic scenes in games that aren't advertised as pornography? Why can't we explore it or maybe have some masturbation scene or whatever and have it be of little importance to the overall game? Just once in a good while I'd like to see a good actual video game where you could fuck someone without that much censorship. I mean being an ideaguy, this is an opportunity for exploitation.

Part two is that the game I'm already writing thus far basically revolves around anthropomorphic characters in some mature environments already. Though obviously inspired because I'm a huge fucking faggot, I try to keep mention of furries or the fandom entirely to a gigantic fucking minimum. I want to make a work of art without it being branded as fetish fuel just because it has animal people in adult situations, even if they aren't sexual. Sexual interactivity at all would be a plus, though considering the setting, I'd be just pushing it. The question's gotta be asked.

To yiff or not to yiff?

gee I wonder.

You serious nigger?

Because there's not too many ways to implement sex into anything without it becoming just porn.
Unless you can find a gameplay reason for it most people are just going to find intrusive to the gameplay. It serves no purpose outside of being fap material. So your only option is to find an innovative reason for why graphic sex should exist in a non-pornographic game.

this


nigger your shits all fucked up, also yiff in hell ya furry faggot

Rate logo pls. For a wresting game.

Looks like a logo for charity

>HANDHOLDMANIA

What in the everloving fuck am I reading? You think you're the first one to try and make a "serious" furry story? Furries have tried time and time again to make "mature" stories that involved little to no sexual elements, and they still fucking failed because it is damn near impossible to do so when your melodrama is being acted out by giant fucking human animals.

The ONLY example I can think of that worked out reasonably well was Maus, and the animal elements were metaphors for real-world races. Having furry for the sake of furry inherently devalues your work as "art".

intended.

Thanks guys, I'll do some ass research and get back to you

It's not subtle at all

...

For one, there's the problem of ratings. Two, few people, let alone big studios, want to make games with graphic content of what's very private and taboo to most people. Especially if it's degenerate shit like anthropomorphic characters.

And lastly, those kinds of scenes will usually take people out of the game when they don't expect it.


Doesn't look hardcore enough. Make the star a bolt of lightning or something.

Add more testosterone.

Thanks


We don't have nearly enough girls in our game for that to work. We might need more token waifus

Pretty good friend :^)

in all honesty I like it

No no no user, this is a sport. An extreme sport. Two girls, in a ring, holding hands trying to embarrass the other into submission. With flashy moves like hugging her from behind, headpats, and for the truly hardcore fighters even kissing. Who can stand the embarrassment better?


Top heh.

The hands crossing each other really makes it look like some kind of obscene act being censored by the star, but otherwise it's clean and simple and eyecatching.
i r8 8/8

except games are about experiences, you don't force the protagonist into a situation unless you want the player to experience that situation

Dosh, lads.
Wouldn't be a game about space piracy without lots of money to pick up. Collect ludicrous amounts of $$$$$ to act as a score.
I've actually got some non-placeholder original sprites for the money, but I'm not happy with them for some reason. The red gem looks…off?

One thing I've been wondering about is the "why?" factor. I'd originally implemented money as just a variation of score, picking up a whole bunch to increase a bigger number because big numbers with lots of pickups are really satisfying, but almost as soon as I mention money to friends they say "Oh cool will there be an upgrade system?".
I'm really not fond of upgrade systems, but now I'm curious if there's something else I can have the money tie into. Maybe Wario Land style, where your ending quality is based on how much $$$$$ you grab?

As a t/3/apot, allow me to say: Needs more anatomy.

Honestly it's pretty gud tho, just need to move some edges out to give her a bit of a butt, and stomach. Not sure how well she'll deform when you go to animate, especially at the elbows and knees

You could have bonus levels or rooms or shortcuts that are unlockable with it.

Or maybe some vending machines/merchants scattered around that allow the player to buy ammo or guns or health or something. You could make it less prominent by making the vendor a consumable; if you buy it it's done, almost like unlocking a safe.

Red gem is bigger than the rest, and also the only item that's horizontal.

Hi, I'm from the front page. Right now, what I want nothing more is to collect all those gems.

Keep up the good work.

just go full pimp boy 3000 and have it make everything GOLD

maybe make it a bit like rings in sonic. you do more damage/move quicker if you have a lot of money but you lose it when you get hit, but you can collect it again after droping it.

Looks like the hands are cradling the star instead of two fists hitting each other.

What sort of wrestling game? All kay-fabe?


Don't do upgrades if you don't want to.
You could make cash your "score", or use it to buy access to other levels.
Also, look into the SFX casual/phone games use when you pick up coins or points. Why are they satisfying?
Why are you conditioned to like the noise of picking up coins or points in other games?
What can you do to make that SFX pleasant?
(IMO, high pitched but soft. Like a bell or ding or plink)

I haven't been programming my game proper, but I have been learning Squirrel for the past few days.
It's a cool language, though the lack of module import is a pain (Programming my own isn't that bad, though I have to decide whether to enforce proper module style python-style or to use global-inclusion and be pre-compatible with existing systems). The documentation has so many fucking typos though. I can't believe how many professional games use this shit and the language in the manuals has never been cleared up.

So far, I really like the language itself, even compared to Lua. I think I'm going to switch to it as an embedded language. The only thing I fucking hate about it is the fact that it's lazy on semicolons like Javascript (Most statements can be ended by either a semicolon or whitespace, meaning. I hate that shit. The only place whitespace should be significant is Python. Absolutely nowhere else.

This is a big issue for me, because even if you decide to just end every statement with a semicolon, sneaky shit can fuck you over:

x

...

A screaming youtube man has latched onto your game, what do you do?

Hope that the hype he generates turns into increased sales.

Shut down my website and PayPal account and C&D the Let's Screamer. On top of that, hire some random Chinese dude to spam Twitter with raging shitposts from an account pretending to be me. If one persists, reopen the website and replace everything on it with screamers.

...

Does anyone have that collection of links for 3D modelling? In particular the low poly ones?

Should I be worried that a single class and object is holding the majority of the code in my game? As it is right now the cursor object is really the only thing executing methods and the other scripts mainly exist to hold data to be manipulated.

Hey guys…
Today somebody said they will donate to me even when they know my game is only 3% finished, i'm advancing on making game (and i know for sure that i'll be able to deliver) but i haven't finished the game yet.
There's also my concern that i'm the only one in my team.
I'm afraid of becoming another Mr shekel citizen, Mr Nº 9 or Peter Molyneaux (oh god why did i buy godus, but it was a lesson learned).
I guess i'll come back here every now and then and pray to vivian or something so i never forget my goal.

you would only have to worry about that object being destroyed, or executing code when it doesn't have to (i.e. playing game sounds when you come back to the menu).

Sage for doublepost.

What engine would be best for a first person puzzle-oriented RPG? Think King's Field or Arx Fatalis.

This is an interesting idea, using the money to "buy" access to secret levels to unlock stuff. I like it a lot. Thanks, bros.

I think the big problem with those guys is that they used the money to run off and do other things with it.
As long as you use it solely for the sake of improving your game (buying sound licenses, commissioning an artist, etc), you may be fine.

That's actually a really good idea. I'm not planning to have nudity in our game, but we will have a game mode where every character is dressed in swimsuits. Do you think they consider swimsuits offensive? I think I might go with the mod route just to be on the safe side.


Looks a bit gay. Why not look up some real wrestling logos and try copying their style?

Far too friendly. Palms forward open hands look welcoming. You want something closed or at least showing the backs of the hands, maybe grasping the star or being overlain by a larger, more transparent outline.

The star, with the detail it has, looks like it should be the top element, but right now it looks like it was just slapped on top like an afterthought with no regard for what it covers.

It's unsymmetrical. By which I mean it's a little unsymmetrical, not enough to make it seem like a design choice, yet enough to make it look unclean. With the implied diagonal symmetry and the bottom-right hand being the way it is, it complements the top-left one and gives a feeling of cooperation rather than competition.

I'd stop posting progress in "public" blogs and only do it in imageboards until people forget about my game. That's assuming I would ever start posting shit outside imageboards, I guess I would if I got a game into a beta level of completion.

Milk it for what it's worth. Not going to sell out (i.e. make my game in a way to appeal specifically to them), but if they want to give me free publicity, great.

goatse tier

Swimsuits aren't offensive unless mudslimes are your target audience. Many games get away with things as simple as underwear just being a texture over the model(model with no modeled genitalia obviously). I wouldn't worry about it myself.
Monster Hunter has all sorts of bikini-mail tier armor and that's got a T-rating

What engine would be best to move from Source? I was leaning towards UE4 but is there a better engine out there? I got over 3000 hours in hammer and SourceSDK, but when I look at UE4 it's looks like some over complicated bullshit.

At this point you could use FPSCreator and it would still be a step up.

You know what you should do? You should make the game say things when certain amounts of dosh are picked up that are directly related to the amount picked up. You know, something like:


And so on.

That's what I always figured the best solution was. My biggest question is if you did that, would you have to release the nude mod under an alternate identity? Would it be fine to say "hey, this is by (guy who worked on game) and while it is a separate addition, as far as I'm concerned this mod makes the game how it always should have been"? Or would that somehow be counted as official in-game nudity?

Also, on a purely technical side, if you ask me having a fully modeled body under clothes is a real waste of geometry and requires all clothing be oddly thick to completely avoid clipping. Also, if you want to get really wacky with things, it limits your creative options. So personally, I'd do the whole broken up mesh thing where a shirt replaces the nude chest mesh instead of overlapping it, pants replace legs, shoes replace feet, etc. I've done it before, it works.

But, that's with models that go no more nude than underwear, and underwear gives you a good place to hide the seam between meshes. But if you could go all the way down to no underwear, that means there's nowhere to reliably hide mesh seams at all. So I'm not entirely sure how one would best manage full nudity and modular meshes unless there are ways to "seamlessly" hide seams between separate meshes that I haven't heard about. If there were a way to take separate mesh objects and have them welded together in-engine somehow, that'd sure do it.

Otherwise, man, you'd need soooo many variants of everything to avoid nude bodies having ugly seams. Every shirt would need that shirt on just the upper body, that shirt on an entire nude body, that shirt on an entire nude body except the feet, and that's just to start with. If you have gloves too, that requires a with hands and without hands variant of each of those three. That'd be a bloated mess.

I never suggested to overlay clothing models over a body model. Of course you're gonna want to create body groups and just swap them like TF2 and other heavy customization games do. But if you make a base nude model you can just alter copies of that model to make alternate body options is what I'm getting at.
Body groups is how all games worth a damn do it.

Sorry, I didn't mean to imply anyone said to do it wrong. I just lumped in musing on how to manage broken up meshes and nudity with more directly responding to the nude mod idea.

Testing the combat mechanics. The only thing that's been implemented is the basic 4-hit ground combo. What's funny is that most of the mechanics in the vid were implemented in 2-3 weeks, whereas the rest of the engine - platforming physics, collision detection, etc. - took much longer, almost half a year.

I didn't even fap to instead of working on my game
The struggles of being an artist dev

At least I finally tied some animations top the character script in Godot the day before. And people here said it didn't even support skeletal animation.

I haven't tried it yet, but couldn't you use normal maps to hide seams? I mean, the only reason a seam between meshes is visible is because the normals of the faces don't smooth together like they would if it were connected.

Looking good mayne, but-

Holy shit what. How? Are you writing the game in assembly?

That looks cool mang, but any reason why you wrote an engine from scratch for a 2d platformer?Seems counter-intuitive.

Writing music sucks. Hardly ever feel like finishing anything, and when I do feel like I'm in the groove of things, at some point I recognize the melody from something I haven't played nor heard in more than a decade and it feels like a kick in the dick.
I have terrible memory, and I don't entirely understand how in those moments I've gotten shit dead on.


Assuming you're not doing it for yourself or friends (don't get weird fetish friends), for what kind of profit?
Also, furry or regular fetish art? The former seems to have better profit margins, from what I've heard.

It's not that complicated. And if you can't get something to work in lines of code you can just use blueprint.

If anyone remembers me, I'm working on a Roguelike/simulation game based on Maslow's hierarchy of needs.

Here's some progress to show off the dialogue system that's still very much a work in progress.

What engine fam

MonoGame.

uhn…
Anyways, if it's going be a roguelike, any reason why you didn't use the T-Engine?

Does the T-Engine support programming of AI and physiological needs?

Yeah, but seeing as you already did all the heavy lifting on MonoGame you might not want to change.
Are you gonna have a lightning system in that?

Oh, I didn't realise T-Engine was so versatile.

Wait, *lighting* or *lightning* system?

Lighting of course, I'm retarded kek.

Yeah, I'll probably put a lighting system in.

Also lightning, because fuck it.

Bsp architecture is difficult to migrate from, for sure.

I moved on from Source to Unity. A step up in every conceivable way.

I may be a worthless deviant pervert but at least I'm not a furry. Just drew it for fun I guess.

So, are you gonna post it or what? Don't hold out on us.

My country has shitty laws, sorry fam

I'm starting to think finding a writefag is harder than a drawfag.

I fucking wish.

Yeah, because writing is exponentially harder than drawing.
Drawfags have to design a thing once and never look back.
Writefags have to constantly look back, cross-reference, make lore bibles and all sorts of other shit to make sure they don't break continuity.
How many people actually want to put the effort into that? (Although they should. Because video games needs more writers than pretentious art school faggots)

That might be true to some extend but a drawfag always has to draw something. The same character but from a different angle? Draw it allover again. Different pose? Do it again.

It is true that after a while you get routine but in order to draw good he has to have a good understanding of anatomy, or use style as an excuse (which can be valid if it's appealing). And that usually takes a while to master.

I've been drawing for almost 6 years now and my art still sucks, I'm entirely to blame for that.
I don't write often and I only took up 3D work a few months ago but I already get the feeling that I'm doing much better at those two than the thing I've been doing for much longer.

I'm glad I'm not the only one who thinks this stuff is important. I'm working on the story, background, and setting of my game and it doesn't even focus on the story. It's just a game about shooting monsters. Something inside of me just really enjoys exploring the world in detail and making all of the actions and choices justified. Giving a reason behind everything being the way it is, even if the reasons aren't perfectly clear or available to the player. When I reach a road block in a different section of the game I can always come back to the world building because makes me feel so comfy.

are the tutorials that come with game maker any good for getting the software down?

News on 2.0
godotengine.org/article/godot-engine-reaches-2-0-stable

News on 2.0.3
godotengine.org/article/maintenance-release-godot-2-0-3

Anyone have active projects in unity?
i started working on a small 2D project on Friday and i have to say I'm loving it. I jumped head first into it and C# and like 5 tutorials later I have a testing room with room warps within a scene, and some other basic mechanics down and I'm starting to understand it all.

New to programming? That'll happen, and it always feels great to make progress. Then you get stuck on something or can't figure out a good way to do it and it'll feel like headbutting a brick wall. Then you solve that, and the cycle repeats. It's infinitely more satisfying and rewarding than playing video games. For that reason, my new hobby has gone from playing video games to making them.

I'm working towards an assaul suit leynos clone
and some pol related material

programming is the dark souls of IRL

I'm not new to programming per say, but I am new to C and compiled languages in general. I was working with game maker before but it was making me feel constricted, I wasn't into learning GML since it's effectively useless outside of GM, and I wasn't liking the interface and how its operated.

I already hit that wall face first, pretty much as soon as I started scripting. I've never hit one that big though, and when I solved it there was just a massive rush of happiness


i beat DS1 in 2 days if programming was DS I would be the stephen king of vidya

So you'd be overrated, undertalented and write like a babby? :^)

But that's Dean Koontz and/or John Green.

How suitable would Love2D be for a TRPG/SRPG?

What kind of SRPG are you making?

Can you fags believe that this piece of shit Bubble Bobble clone has over 150M downloads on Android? There surely is a lot of money to be made there, better learn coding.

I want to do something in the vein of FFT or FE in a medieval fantasy setting I've been developing for a while. There'd be more number crunching than either of those two games probably, but as far as graphics it'd just be 2d sprites so I figured I might look into learning how to code in L2D.

uhn, isometric or not?

Not really set in stone. Probably whatever's easier.

Well uhn, I've never seen a SRPG made with Love2D, but I'm sure it's feasible.
I talked about isometric because Godot seems to have a native isometric support.
Anyways, good luck in your project, do you know any languages yet?

This is no longer flavortown.

It was always like this, Angry Birds and Flappy bird are both clones too.

I'm completely new. I've got a good understanding of game design in terms of what makes things good/fun/etc and I'm completely amateurish at art and sound, but I've got a background in writing and am accredited as such.

I'm basically an ascended ideas guy.

(checked)
Yeah and now Angry Birds gets now a fucking

MOVIE

I'm ok with the movie as long as the redpill theory gets it's way in

o-oy vey.
In this case I'd reccomend you to learn an actual language before dangling into game design(as boring as this may sound, it gets fun later).
Anyways, a good starting language is Python, it's overall very neat and can be learnt in a few weeks or less depending on how much you're interested and yada yada yada.
My suggestion is that you use "Learn Python The Hard Way", it's 100% free and the only paid things are the videos(which are useless), remember to do the Command Line Crash course(Just google Learn Python the Hard way Command Line Crash Course) as it will teach you lots of useful and fun stuff too, do the crash course before the main course.
Now, after reading this truckload of bullshit you might be thinking:
Well, Love2D uses Lua actually, but I believe the resources to learn that are lesser than python's, you might choose to make it your first language anyways.
Alternatively, Godot is an engine that's free as in free beer, and free as in freedom, and it uses GDscript, GDscript being manly a python clone, so you could put your python for good use there.
Also I can't stress this enough, don't use Codeacademy, it will teach you lots of bad habits and don't teach you lots of important stuff, this will bite you on the ass hard later.

Sorry for autismblock of text.

Welp whatever…

So I made this diagram for Abrudium Ore processing, of course I want to add some few stuff that is also related to vanilla items but well it will come…

Yes I am the guy who makes Factorio mods and Factorio accessorizes.

And a lazily made Moho Mine with 10x10 radius.

i think that would basically make me any triple A company like ubishit

Did I scare you off matey?

Well does any of you goys have any feedback or something on the diagram I made? It's obviously not complete because there is few stuff I would like to change that and the method of getting resource of it

oh I kind of realized the 'Toxic Waste' cleaning seems to work only on the Oil Refinery which would make no sense, Chemical Factory can only output 2 liquids while the Assembling Machine is 1.

I guess there will be 2 methods then for cleaning it so one can get sulfuric acid or poison gas, there should be also a method for drying it instead I guess it will be contaminated dirt then turned into something…

The Refining Process of Abrudium Piece is tbh a little bit too simple hmm maybe a basic catalysator?

Nah. I'm around. I'm really just wondering what to do. I'd like to get one of these couple of fairly developed ideas turned into a game, but I really just keep winding up realizing how essential it's gonna be to code when I'm not in the least capable or inclined to it.

Ey don't begin with this shit man, everyone can learn how to code in the current year.
If you really can't/don't want to learn how to code, there's always gamemaker, you could probably get by with a minimum of coding knowledge, so long as you know how to use forums.
There's also RPG Maker, but don't use that unless you've lost control of your life.

Is modding allowed in this thread? If so I want to take a moment and ask about your opinions Day of Infamy, and more specifically the custom maps for the mod.

I make maps and no one seems to want to give feedback.

Shit forgot the pic.

Have you ever watched Spanish movies? I hope you didn't.

Basically, no matter the thematic of a Spanish movie, it will always include soft pornographic scenes. It ranges from simple tiddies to full blown sex scenes where the actual penetration (it's play pretend like some "hardcore" JAV; they would have to pay the actors a lot more to shoot actual sex scenes) is the only thing that isn't shown, and they are often so long you will get tired of them long before they end. There was a minute long scene in Fuga de Cerebros (boring movie, but not the worst this country has to offer) which was probably the worst offender, having a minute long sex scene that was just a character's daydream and it was hamfisted as fuck. I would embed the YouTube video (which was up two days ago), but somehow YouTube noticed it despite being up for who knows how long and took it down.

These scenes are often very hamfisted, but even if they weren't, I will tell you why it isn't done other than American being prudes that are afraid of making non-E rated movies: it adds no value to the narrative. That's it. In regards to sex scenes, a fade to black explains as much as 30 minutes of full sex, and regarding their cinematographic value, a few seconds may be interesting for some small shock value, but after a while the viewer will be confused or even feel uncomfortable (which I guess is a valid reason if you are making some psychological horror movie). The viewer didn't go to the cinema to watch porn and expecting the viewer to treat a sex scene as if it was from a porn movie is naive; at best they will treat it as a regular scene, and regular scenes that last too long are stupid no matter their thematic.

Think about it, if a movie had a scene where the main character is reading a newspaper, and the scene showed him reading the whole article in real time with nothing else happening in the middle, would you enjoy that scene? Or, something "less boring", two whole laps of a F1 race in real time. It just pauses the action and not for a good reason.

Also
Wow, Undertale had such sexual undertones it was just a matter of time we got spammed with gfur!

Third Reich Boxing dev here
made a minor update to the saveload system (saves and loads the AI's fighting behaviours, and the next enemy you're supposed to fight)
now i need an idea guy
the fights are boring
they're just blocking/punching after you've blocked
i'm shit at doing animations and my art user is busy, so no new animations
wat do

play punchout!!

aside from a counter mechanic after you've blocked that doesn't really give me much

For RPGs, you definitely want a dedicated write-fag. Otherwise, it's okay. It's not like a lot of games have quality writing out there anyway

...

Different punch types?

currently there's just 2 hooks and 2 jabs
i do need to put the uppercuts in here but i wasn't very satisfied with the animations i had for them

i could do this, i just have to mess with how fast the AI attacks. currently he just attacks every 1 or 1.5 seconds depending on his energy, but i can get him to just que up a second attack. by default it will stop the current attack and continue, making it visually look like a feint

Set combat up to be high risk and high reward. Let players regain health/stamina by quickly counter-attacking or performing perfect blocks a-la Bloodborne

Add more variety to the punches and ducks left/right/backward for dodges with follow up punches.

Become the greatest.


As someone who's only real ability right now is writing in the game dev process, it's amazing to me how stupid people are about their writing. They don't spellcheck, they don't follow multi-pass approach to writing and making sure things sound good to the reader, and they don't think shit out before they start. It's fucking amazing.

Ironically enough, I wrote "who's" instead of "whose" in a post complaining about bad dictation/grammar in writing.

I've been up for way too long, sorry.

Stellaris stole all my dev time.
Anyways, I got this working after about 4 hours of deving since last update.

I've removed the top symmetry to make it easier to see what's happening.

The middle flat parts are the easiest to make, they only have 6 symmetries, all others have 24, so it will take some time for me to wrap my head on this shit, especially when selecting which piece should be put on the current place

Are people usually looking for gamedevs that like writing or people who just write and don't necessarily have any connection to gaming?

The only examples of book authors writing game scripts I remember are negative ones, fucking Hamburger Hepler.

I think there's a balance that needs to be stricken, optimally. Writing in a game is rarely going to work the way it would in a book, and you need to adapt the way that you present your narrative to fit the conventions of the genre of game you're writing for. I've been doing this shit for a long enough time that I have a good feel for it, but there are times that I go back and look at other peoples' work for revision and realize just how alienated some folks are from the rules of the jungle in writing.

Although it really sucks because nobody will ever actually need me. A lot of people with bad writing ability don't understand that their work isn't serviceable in a commercial setting. Moreover, when you're on a budget, it's far easier to write your game yourself instead of bothering with someone whose sole job is words. In their mind it's just words. Words are easy, right?

2/10 apply yourself.

Writing difficulty seem to get really tough specially on RPG games. There's the Main plot, the backstories, the quests & sidequests. The branching of the quests. Then there's also dialogue. Then item descriptions.

Then there has to be a sensible motive for everything. Then if that isn't enough, you have to tie it all up so that everything makes sense as the player goes through up to the end so that you don't get a disaster like ME3.

But like my original post, it's not like the writing is THE focus of most games. If you can't write, probably go for games like Mario Kart etc etc.

Ex-VN dev here. I hate how the story has to be pass through multiple iterations and ironing out and proofreading and in the end players might go "lol story sux read X western novel or Y Japanese VN instead".

I can program gameplay games now so I won't have to create an excuse why my protagonists are two italian plumbers who step on turtles and hit their heads on brick ceilings to make mushrooms pop out so they can grow taller and shit like that. I'm also fond of the notion that the player crafts their own story while playing the game instead of choosing among a list of win/lose conditional branches.

How hard is it to write erotic scenes compared to just quests for example?

Are you kidding me?
Most stories are pure shit that look like they barely had even one pass.

was gonna do that later since it requires animations
again i have them, but they look like shit, like you can barely even notice you're not doing your idle animation

You could use blinking to show that you or the opponent is dodging while you're working on improving the animation, so you could test it out and it might bive you a better idea of how the animations should look.

If you're not looking to be very realistic, you could also try implementing charged punches to break guards or allow the player to armor through certain hits and score a counterhit

actually i had an idea for a literal version of that, that i'm almost sure one of the hajime no ippo games had, where the boxer literally charges at you while punching, king of looks like the superman pose while flying
i also had an idea of telegraphing the dodges by making a sneaker sound before them, as well as doing the animation

As someone who's doing the whole art school thing and is a fairly competent artist. Art itself is not hard. LEARNING how to art is the real fucking nut grinder.
And since I've been trying to get into comics I know a fair bit about writing. In writing, you end up spending about half your time fact-checking your own made-up universes for inconsistencies/plotholes. As a result even if I can get a 50 page comic script done over the weekend, it's the constant checking back and having to constantly make sure things make sense, that keeps that 50 page script from being 80-100 pages


So I'm still confused as to what that is? Is it a level editor? For in-game or development purposes?

You know RPGMaker's auto tile thingies?
Now Imagine it in 3D

How fast can you shit out maps with something like it? I am planning to be able to put custom tiles and override whenever the tile should detect bordering tiles or not

Correct me if I'm wrong. But it looks like you're building that in Unity? So are you gonna keep this for your own use are you gonna make it some kind of plug-in and sell it?

good question, since it will be the de-facto modding tool for my game, it will probably release for 10$~ for outsides and for free for those who buy the game.

Maybe more expensive, since I intend to make my own scripting system to go with it, otherwise people won't be able to easily mod behavior

goyim, if you honestly think unity is gonna let you publish it that cheap, you're sadly mistaken

yeah, I've been fiddling around with my current project for awhile now.
It's based around procedural generation, so most of the time I spend reading academic papers and implementing different PCG algorithms… and learning the math behind it.
I'm starting to think I enjoy programming tech demo tier stuff rather than an actual game… but I'll be getting back to implementing actual mechanics soon enough after I finish the "foundation" to what makes a big chunk of my planned mechanics possible.

>tfw you've programmed three different iso-surface construction algorithms, made the previous two blazing fast, and have finally settled on dual contouring but need to go through the steps of making it fast (very time consuming) gotta go fast


One of my favorite authors, fuck your bullshit, I grew up reading that stuff.

Although, I have to say he's below R.A. Salvatore… and a few manga writers… but eh, nostalgia goggles, etc. etc.

Sounds like something they'd ban in actual boxing. I know stepping past someone while hooking them in the face is. But this is Hitlerboxing, so dirty shit like that actually sounds perfect.

there's a mobile game for androig - punch hero (pretty similar to punch out). one of the special moves is a headbutt

Is UMG in UE4 completely broken or what?


Why the fuck even bother with devving, I spent 5 hours fighting the tools and 10 minutes actually making progress, what the fuck is even the point?

there is no point in using a tool you don't know how to use, either learn it, or change to something else

Learning isn't going to fix broken shit. The orthographic camera for example has been broken since 4.3 and they still haven't bothered fixing it.

then do the other thing

Have you tried to git gud ?

guys, i'm making an RTS, do you think this clouds effect when scrolling will be too confusing for new players?

I think that this should be the least of your concerns

are you implying that there's something there that should be my main concern?

tbh you should probably have them transparent all the time if anything.

No, it is actually a sound concern, just probably not at this stage of development.


Make a full gameplay demo (no definitive assets needed; as long as they more or less keep the intended colors and have a distinctive shape, anything would work) and release it for playtesting. That's the moment you should ask this question.

People often bitch at "premature optimization", but sometimes you need to plan a good architecture ahead of time unless you want to refactor like a motherfucker. But visual juice is different; it is always easy to implement unless you do something retarded, so wait until people actually complain.

there should be a game before you care about these things

But that's exactly what I said.

Better leave them as surface shadows if you really feel like adding clouds.

Anyone?

I doubt it, things are still broken up either way. And even then, as long as the two meshes are separate, you still might get slight "tearing" where they meet. Even if two pieces of geometry are as close to each other as possible, their edge vertices are in identical places, the rendering still might draw empty pixels between them for whatever reason if they aren't actually connected in a single mesh.

And that's if you can get the rigging perfectly right between the two sides of the seam in the first place. Rigging was never my main focus, but seems to me like it always gets destroyed when you edit a mesh, even vertices that are untouched can't maintain their old rigging info. So that would make the seams lining up seamlessly perfect near impossible. But then again, I was always more into modelling and texturing than rigging, so maybe there are solutions there I'm not aware of. I've never done a modular and potentially fully nude character model before so getting it all that exact has never really been a necessity.


Clearly the solution is to have nudity in your game but no actual humping. That way it doesn't drag down the action but you can stop and stare if you want. Seriously, as a player that's all I want. Or at the very least, make the actual sex an entirely optional thing the player has to go out of their way to see.

Thanks everyone, i'll have a lot of time this summer to code, if i finish a barebones version of the gameplay i'll make sure to share it around here, i think it's within my grasp to try making it playable online, that would be really good for me.

Also i've lied a bit, it's an RTS, but it's not only an RTS.

Think Batallion wars meets Fire emblem.

So… it's also RTT and RPG?

Stick with OpenGL 3.3 It was designed for DirectX 10 capable hardware.

If your computer doesn't support DirectX 10 or higher? You need a new one. Simple as that.

I'm sure that OpenGL 3.3 will give you access to like 95% of current computers and probably 99% of the gamers out there.

I just searched that up, sounds really complex but also cool, what did you have in mind that would use those?

.>>9351767


I'm not exactly super-experienced, but it seems like (almost) every engine is broken or limited in one way or another. There's always going to be giant pain in the ass.
Devving is a annoying process fighting against that sort of stuff, but keep at it, dude. You bother because you want to make something, even when it's a pain in the ass to make something.

Alright I have another Idea to put in, I will introduce the concept of material manipulation by means of Nuclear Fission and Nuclear Fusion.

Any basic materials like, coal, iron, copper etc.. can be used to be processed as a Catalyst either a Fission or Fusion type. Then on a special machine where the Fusion/Fission is made it will be possible to manipulate basic materials to another materials like turning wood into coal or copper.

I will do some changes to the Ore Mine and Resource Generator. Resource Generator will have 2 tiers and some few recipe changes, it won't be able to make Raw Oil Barrel/Canister out of nowhere anymore.

After I did all of the resource related shit I will do a major focus to the combat stuff as in my opinion Factorio is very weak on that part and somehow increasing the satification of the combat parts, either by means of more ammo, vehicles or whatever it takes.

I will also later introduce new types of Alien Artifact which first needs to be cleaned/identified and can be then used for something, maybe unlocking new methods or used as a catalyst for improved output.

So here's something that's probably a bit fuzzy.

Commissioning rates for like portraits and concept art and design and shit like that is really easy to find, everybody and their brother on DeviantArt has commission information.
But what about sprite art? Is there a bit of a standard for what kind of sprites go at what rate?

I don't anticipate on replacing programmer/placeholder art anytime soon until after the tech demo is done, but I do want to anticipate at least what I'll need and what I'll need to do for it.

Is this what it feels like to yesdev?

I haven't really gotten to point of character customization, but I've spend a lot of time working with editing meshes via code.
Also I don't have much experience with rigging, but I wrote down what I think would work.

You can just merge them into a single mesh, it's not too difficult, but the issue then will be dealing with materials/textures per the mesh.
Which u can resolve via using submeshes in Unity.
Also u can re-map the normals on the fly when merging the meshes (just merging/remapping the verts/indices/normals into a single mesh, damn simple), as to make it a single step.
If you use pooling of arrays, and w/e other larger parts pooled/re-used, you will have little to no overhead (concerning the GC that is… if u use unity).

You're right, this can definitely cause some "hard edges" in your mesh (concerning normals mostly), if there's duplicate verts/per vert normal in the same location, but this makes it extremely easy to "weld" the vertices together as you're only looking for duplicate verts; then the rest is just reordering the indices as to conform to the new merged vertex array.

Overall those issues are quite easy to resolve, and I'm pretty sure you can find scripts that can do it online to get a good guideline.

This is nearly the same as above, when it comes to merging parts, and essentially you're just rebuilding the bones (just transform positions in local space), and bone weights (specific class for this) into a single skinned mesh (again use pooling and such as to have no overhead).

The next problem you'll probably run into is running animations, as this a new rig and doesn't exactly conform to the rig you used for say… an animation for the arm.
What you'll probably need to do is keep a reference to the bones in the arm(s), as if it was it's own section of the mesh before you merged them.
The jist of it is that you're essentially calling the animations then via code (which can be made easier via editor tools), and you're essentially running the animations the same as before on that reference to the bones that we're just the "arms" before; though the different now is that you have a merged mesh that looks all fancy.

Would it also be possible to have vertex groups that you can selectively skip drawing? So you don't have to copy the same naked body pieces into every part of clothing.

UMG is awful. Mostly performance wise.

Certainly, there's many ways to do this.
Depends on what method you want to use to accomplish this though… and what steps precede said selection of verts (predefined, on the fly, mix of these [such as clothes tearing]), what the goal is here in a context to how it's defined, etc. etc.

Humm… so are you saying you want to pool said vertex groups [such as the chest area, stomach area, upper back, etc] - as to reuse them - and then rebuild the mesh using said group of verts when necessary per the requirements of the piece of clothing?

It's definitely possible, but I'm not entirely sure on whether or not you'd want to put in that work; or if you'd consider it worth it (it'd be quite a task).
Although, the character creator of black desert uses something similar, i.e. vertex groups as to adjust the mesh on the fly, but afaik it's only used in their character creator for adjusting the mesh and I have no idea about this system in relation to their clothes (only example I could think of).

You'd have to also be able to specify which vertex groups you'd need for each clothing (easy enough), and probably other stuff I haven't thought of.

Though it'd probably result in a pretty modular system, which would be easily made moddable for player created clothes, and also enhance possible character creation opportunities.

how do i learn how to animate

I didn't c your post, I'm not ignoring u I swear
I can make anything >sarcasm

In all seriousness, those algorithms are used to construct meshes and such based on a signed distance field [SDF] (basically, like saying, is this vector3 [x,y,z] position in this space "inside" or "outside" the surface of this "field" which defines this object; example pic provided).
You can define this "field" via noise, premade models which you can map to a SDF, and the simplest mechanic is that you can make alterations to the world seamlessly/on the fly; for the player, dev, AI, etc.
In addition to quite a few other nifty tid'bits that I'd rather not rant on about (as it has to do with my game's mechanics), but it opens up quite a few potential avenues that we're otherwise too roundabout, or too complex to accomplish before (or basically what this allows me to build on top of this, as to make those mechanics possible).

I always love talking about this stuff

Well, I was thinking each piece of clothing could have a list of verts of the naked body that it would "mask out" when the clothing was on.

Blender has a modifier that does this, making swappable clothing trivial when each piece of clothing can have its own vertexgroup of the body that it hides, without having to chop up the actual mesh into various submeshes (negating seams altogether). I just don't know how easy this would be to do in a game engine.

But I'm working in Godot which is pretty unfinished for 3D to begin with.

I would think this would already be done via the "automagic" occlusion culling for the rendering side of the engine.

If you want to not render specific "groups" of verts, then you need a way to differentiate between said collection of verts; while also removing the verts/etc from the mesh when handing said data to the GPU from your rending pipeline.
So, in unity, you'd either have predefined groups of verts apart of a mesh that would simply not be include when rebuilding the mesh is required. Or submeshes which can be disabled.

I'm sure there's stuff that can be done in OpenGL (if u have direct access to that in your engine), but to be frank I have little experience with that, and would rather not resurface those memories of learning about that shit ages ago.

Doing anything relating to manual mesh modification isn't easy in any game engine, it's a PIA, but knowledge makes it less frustrating; as does the right tools you make to reduce the work.

Sorry, can't help u there.

Why are you using Godot for 3d?

FOSSfaggotry maybe?

It just makes no sense, even if Godot is free as in freedom it just makes no fucking sense.

Why?

Because Godot is still shitty at 3d, with a horrible documentation on that too.

you lost me on everything but the end, sounds like it makes development a fuck-ton easier.
can you at least say what genre it is? sounds like something that would benefit a space game

also on an unrelated note I'm about to work on my enemy AI which involves a tid bit of stealth, and anything i find related to AI is for unity 3D
if anyone knows a good resource it would be greatly appreciated

is it a good idea to make game for google cardboard + bluetooth controller, which is an incredibly small public, because a cardboard is all I can afford, then when I have enough money buy a vive and port it then? or should I make the game for PC and then add vive support down the line?

I can't believe I'm saying this unironically but read Asscastle (and maybe Hail Gay Satan) for examples of attempts at serious explorations of sexuality in a furfag setting.
Lamezone.net

Yeah I thought the same thing.

I mean it also crossed my mind.

1. I hate Unity
2. I use Ganoolinux FOSSfaggotry
3. I'm an artfag and the only language I'm actually decently able to write in is python which blender also uses
4. Exporting rigged models from Blender to Godot just works unlike unity fuck unity in the asshole with a rake

Trying to get shock publicity are we?

are you a real human?

He is literally the face of Holla Forums, I'm surprised at how he didn't start discussing logos for his game already.

what are you making linuxfriend?

Fuck this, I'm not wasting several hours downloading samples for a framework I probably won't even use.


Intel's Mesa driver only hit OpenGL 4.0 last night

There's no easy way to learn how to animate well.

Find and read "The Animators Survival Kit" by Richard Williams (cough cough vk.com/doc176415392_222242886?hash=5e3a8f0a7cbfa92e91&dl=bc6e3d465d2f9e012c) and "The Illusion of Life: Disney Animation" by Ollie Johnston and Frank Thomas. You will be hard pressed to find a professional animator who hasn't read these books (and most of them will own them too). All of what they teach is in the context of 2d animation, but many of the lessons can be extended to 3d.

Then you learn how to use the animation tools available to you and how they can help you implement the lessons, tools, and rules you learned from reading those two books.

Then it it's practice, practice, practice and a never ending cycle of learning more and more. If you can find college lectures on animation or talks given by people who are in the industry that's even better. Remember that studying real life is more important than studying the animation of other people, though you should still study both. When you start you will be shit, but as long as you keep a critical eye towards your own work and make an effort to get better you will.

If you want to animate sooner and care less about quality, read up on the 12 principles of animation and learn how to use the tools you have available to you. Match your animation to real life references as much as possible. Your animation will be shit until you practice and teach yourself more but at least it will exist.

Most definitely
The main aspect is that my game's mechanics are based around my custom cosmology that I've been building for a few years (i guess you could call it a bit… CUHRAYZEE), and essentially results in what I enjoy most about games.
It will definitely include space elements among other things, with scattered doses of inspiration in certain settings from manga… but what makes said other things possible require a lot of stuff that I'd rather not prattle on about.
Though as per the specific genre, I suppose it's in the simulation tier.

Disclaimer: I have no plans to finish this game anytime soon, and am doing this as a hobby/passion project.

Oh nice, that's a really fun topic.
I'd first widdle down the options for which of the different types of AI meet your requirements.
The most common types of game-centric AI are: behavior trees, planners, and utility systems.

AIgamedev is a good enough resource for learning the theory of AI relating to game dev, but I main use it for finding the type of AI to research; in addition to the experiences of past devs using each type of AI type plus their experiences with it. A search engine is your best friend after that point.

For actually programming the AI, the specifics really depends on which you choose to go for…
I'd definitely look into the fundamentals of the algorithms presented, and learn everything there if you want to make your own; otherwise I'm certain you'll be able to find some good example code (possibly even open source projects you can use or learn from), and you'll have a boat load of stuff to learn from there.

N64 Zelda-style knockoff with features of heavily modded Morrowind/Oblivion I used to enjoy playing years ago. I'm keeping the art style as mostly textureless solid colours because texturing takes assloads of time for me.

The lighting on the character is screwed up because Godot seems to import textureless materials as much darker than they actually are.

The most common types of game-centric AI are: behavior trees, planners, and utility systems.

my idea was to make colliders that when triggered would nullify the AI's ability to identify the character's presence. As for the AI and where it goes i was thinking of making it follow a simple navmesh around the room for a a set period of time them moving to the nearest exit.
Correct me if I'm wrong but would a behavior tree would be best for this?

also holy shit do you know a lot, can i keep you?

that is no good, you should always make at least bogus textures, how else are you going to git gud before you have to do the final version?

I'm probably just going to stick with solid colour materials for most models that don't require details. It can actually look pretty nice if you do it right. For example, Wind Waker did this a lot for characters- just using textures on whatever parts of the model actually needed fine details but having everything else a solid colour.

Time to go through the script language again; anyone got any tips for using Godot, or is the doc from /agdg/ good enough?

making a game is gonna be a long ways off at this rate

where did you got stuck?

Ore refining is a fucking radical process though.

...

JUST

every time

I haven't even done that much, fuck my life

You guys have any sex toys suggestions? My knowledge is kinda lacking in that departement

You only need one: THE DRILLDO

Onto progress: I've managed to get quests working. You can now receive procedurally generated quests, which can be completed.

Wannabe SRPG/TRPG nondev here, I'd like to ask a few questions.

What S/TRPG tropes do you like/hate the most?
What mechanics?
Isometric or top-down?
Would it be worth it to go with sprite art or relatively low-poly models for the game?

:^)

JOBS
JOBS
Seriously though, jobs are my jam. I've included them in my Roguelike.
Either is fine, perspective wise.
I like both.

That's something I've put a lot of thought into. I really want to have a complex class progression system with multiple branching paths of promotion. I'd like a good mesh of the freedom of FFT with the integration into the story that FE has. Optimally I'd like to have at least 40 or so classes.

Another thing is combat, though. I'd like to have units feel less like glorified chess pieces and more like something the player really has a good degree of control over when it comes to stats.

turns out I just had to indent everything; boy do I feel retarded.

collision for the paddles seems off near the top and bottom, but it works now.

Hey man glad to see you back.
Multiple Classes/Jobs, or the ability to make diverse custom parties overall.

A fight you're supposed to lose.
Required grinding.
Isometric is better since it allows you have to shit like height, as well as displaying characters better, spriting for isometric can be harder though.
Ehhhh, it all depends if you've got an artfag or not, if you're a programmer only you could build a prototype with programmer graphics and wait for an artfag to come, or something to this effect.

Well, are some going to be straight up upgrades from others?
Else shit might be redundant.

Hey man, I think you should change your fog of war shit for just a black sprite, would look way less jarring if you did.

What?
How

I had everything in my script off to the far left instead of like this:

var right_pos = get_node("right").get_pos()
get_node("right").set_pos(right_pos)

40 was a bit of a stretch. "a bunch" is a better estimate, and yeah, the way that I've got things planned, a few classes will be unique classes related to important characters (like the Lord and Great Lord classes in FE games) and a few straight upgrades.


I'm not even a little bit of a programmer. I'm a career writer with some experience in texture art and sound design and am a beginner with 3D modeling. I'm kind of an ascended ideas guy when it comes to working on my own stuff.

As such, what I'm planning is to flesh out every aspect possible of this strategy game so that it effectively could be played as a board game. That way, when I'm either competent enough to code or find someone willing to work with me, I can hopefully just figure out how to translate the math of the game into working mechanics and then implement art.

I see you like FE a lot, are you including permadeath?
Aw, good luck then my man, if you delve into programming you may find it as fun as I do!

i always hear the opposite
unity's root motion system is shit though, so you probably still have a point

I like the series a lot, but mostly the GBA titles. Right now it's in shit condition thanks to Treehouse's localization bullshit and NoA's lack of any knowledge whatsoever about what makes games fun.

You ever played the newer Disgaeas?Those are my favorites specifically, just a shame that tactics, although they can get you really fucking far and let you beat enemies over 3k levels above you, only take you so far and eventually you'll have to grind.

Done.
Any other feedback?

Conversation system for Space Pirate Adventures.
At the moment all it does is darken the screen slightly, display portraits (with options for animation), type text characters on one-by-one (at a customizable speed between "normal", "fast", and "instant"), and play sounds that are currently way too fucking high-pitched.

Should probably include some kind of multiple-choice system.

when you're talking, make the actual ingame character invisible, since she's visible in both places

Ayy can I see a pic?

That's a good idea, thank you.

...

Do you think it looks better user?

It does, but I think I might make it a bit more grey, rather than just totally black, you know?

It's up to you man, but I can assure you that it will look good no matter what if you keeo it as a flat color.

just a little bit of shading near the edges
although that probably depends on how you want to handle the graphics, if it really is a tile-based thing it might not be possible, unless you feel like engine-devving more

I agree that it needs a little more juice, but I can't quite think how to make it so.

What do you mean by shading? Could you give an example?

basicly you can see the rest of the map for a short distance near the edges, just really darkened
but if you're doing it with the size of those tiles it might look ugly, which is why you'd have to engine-dev more

yes, i'm working on interactive music and the neutral factions now

[spoiler]have some memes in the meantime[/spoilers]
and by memes i mean placeholder neutral factions

what's the gameplay gonna be?
magic, swords?

Like:
Hate:
Isometric looks much better, but it's difficult to draw. If you are going to use 3D models though, go ahead because it's not going to be much harder.

That literally sounds like animated razorblade fragments building a civilization in my ear. Remove all frequency components above 2khz or something.

mfw bandit camp

CHEEKI

Use an equal power crossfade for switching the music.
safaribooksonline.com/library/view/web-audio-api/9781449332679/s03_2.html

As soon as you want to play a different track, you start playing it immediately, albeit at 0% volume. Then you fade the old track out and the new one in using the function(s) from the link.

You don't do this linearly, because our hearing is on a logarithmic scale. If you have a loud and a silent sound, make the silent one 10% louder and the loud one 10% more silent, they do not add up to the same absolute volume level anymore. The overall volume will decrease, because making a loud sound 10% more silent creates much bigger perceived decrease in intensity, than increasing a silent one by 10%.

You're also well advised to keep this in mind when creating your main menu. Your volume sliders/settings absolutely should compensate for that. You want your game to sound "half as loud" at 50% volume after all.

both, but mages will be toned down compared to your average videogame mage
they will be in the line of "classic mage" who has limited powers and must use them wisely, there will also be summoners who can't fight themselves and must micro-manage the units they summon, i've reviewed the control scheme a couple of times because i want to make sure this micro-management is easy to learn

Neat! thanks
sage for doublepost

updating and i'm 90% sure something else will be broken now, even if my current issue does suddenly get fixed

UPDATE:
I've finally gotten my game to take into account the weight of an item's contents when determining damage.

A 2kg bag of pennies does 1d45 + 0 damage.

can you hit them with limbs?

If I put in dismemberment (which I probably will), yes.

So to be completely clear here, the entire body could be separate meshes for each body part/clothing item, and a game could theoretically combine all those parts into one mesh and weld all duplicate verts dynamically once any given combination is decided on? If so, that'd sure solve the seam problem entirely while keeping things nice and modular.

I just want to be sure that I understand that correctly, unfortunately I've always been better with the purely visual side of art than the technical under-the-hood side of things.

And to be honest, I'm still pretty lost on how to avoid having to manually re-rig every alternate mesh every time. (Which is a concern not just for saving time but to make sure everything stays lined up.) And even if I could, how the welded together final product would combine the separate rigs of each component piece into the final product. When the meshes remain separate objects attached to one skeleton it's not a problem, but I've never known rigging data to survive such a merger. I mean, when it welds a seam together, when those two sets of verts become one set, which set surrenders its previous rigging assignments to the other?

Ideally I'd make one nude body, rig that, and cut it up into the final mesh set- upper body/legs/feet/hands for example. Then, as long as everything kept its old rigging data, and I never ever touched the vertexes that form seam edges, everything would line up. I'd just have to fix/reassign rigging for the parts of the mesh I changed, no biggie. Then if it welds together like you said in the end, perfect. But I just can't realistically see the rigging data surviving across all those edits, seems like that stuff can't handle changes to the mesh. It was always my understanding that rigging must come last because it can't handle mesh changes. In which case, rigging seems like a huge wrench in that plan… Unless it's gotten a lot better lately. Again, it was never my main focus and I sure haven't rigged anything in I dunno, two years? More?

The only problem I've found so far is you have to add in a single keyframe of an FK rig to an action made for an IK rig for it to export properly

Now only 8/56 pieces remaining (those empty 'windows')

Shit.. gonna risk double posting

but why is a different block being previewed?

because I am lazy
it's legacy code from the previous iteration

...

meh

Behavior tree sounds like a good fit for this.
It can range to pretty simple behaviors, to really complex ones with a hierarchy of behaviors that lead into other behaviors due to certain triggers or a perception like subsystem (a'la halo 1/2, not sure about the others).
So know it's a pretty expandable system, and isn't too hard to learn either.

haha, I'm flattered, it's an illusion though as all those topics are ones I'm highly interested in.


nice, that's pretty awesome imo


As i mentioned I'm not really experienced with rigging, but my above posts essentially explains how I would approach the problem from a 5 minute overview of what would be at my disposal for said hypothetical issue.

It's certainly possible, but I'm too lazy to type it all out… so here's a link for a similar approach forum.unity3d.com/threads/stitch-multiple-body-parts-into-one-character.16485/

>gotta go fast

forgot to mention, an alternative to DX11 support is openGL 4.3 support

polite sage for
tri-tri-triple posting

alright, updated to unity 5.4.0, amazingly enough my issues were actually fixed this time
however since it's a beta, lots of other shit is broken, like the gui giving random errors causing me to have to restart unity. but hey, it works
so i did some stuff
reorganized how i do punches
i made a PunchType scriptable object class, which stores all the important info for punches, like the energy cost, the name of the punch, the damage it does, which hand does it, can it stun
and i put Uppercuts in here
if you're blocking, and get hit 0.5 seconds after starting the block, you get stunned (can't move/block/attack/rotate for 2 seconds)
so that's the risk/reward thing, you block fast enough and you won't get stunned
the uppercuts ONLY stun you if you're blocking. otherwise they're just like any other punch
since the punches are now scriptable objects, it's easier to tell who what he can do
the AI has 4 regular punches (jabs/hooks) and 2 Guard breaking punches (uppercuts)
if you're blocking, they'll do an uppercut
if they're blocking and you do an uppercut, they'll try and move away from it
you could neutralize the uppercut by hitting their arms more. that way they become to weak and the uppercut can't reach you
so next i'm planning on putting bobbing/weaving or whatever it's called in here
not sure if the stun is overpowered though, might have to add diminishing returns
glorious 28 fps
also the "continue" button on the title screen doesn't work, i haven't bothered to save which was the last savefile
and i still don't have a menu ingame, aside from the save/load buttons
download link
drive.google.com/open?id=0B1laio2k4HufdzFOOW5wc1UyMEk
uppertucs are Z/C
vid in next post
i really should just put the control list in the game at some point

...

Well does anybody got a suggestion how the Abrudium Stone can be further processed?


For the Toxic Waste I already have a few Idea in mind something for poison and acid weapons I guess.

Oh yeah part of the Abrudium Piece (dunno how to call those things, Crystal, Ore or whatever mang) could be turned to a catalysator, which helps with resource growth I guess.

I just got tired of Windows' bullshit. The official spyware in 10, the buggy unresolved problems in 7 I had with thumbnails not rendering (that will never be fixed), the fact that Windows still doesn't support ext* file systems (files simply don't ever get fragmented on them, making defragmenting obsolete), holy shit. It boggles my mind that people still pay real money they had to work a nonzero amount of time for for such a shitty OS. I mean win7 is alright but I still pirated that shit.


Damn that's some impressive video editing

the whole face thing is automated, or could have been done so if this was made in the last one or two months

Possibly even further back, due to most of those systems just using facial recognition.
Which is just neural networks that have been trained to recognize facial features in images.

wait hold up, is that a mod for factorio? i fucking love that game

"Onii Onii!" brand loli holi

Fuck my Big Black Ass 2, portable washable booty.

"Spirit of the Third Reich" 14 inch long, 8.8 inch thick dildo.

Those are just a few.

Yes I am working on that shit for a while…

I might put the spirit of the third reich one hidden as a joke

That sounds metal as fuck. I try to tone down the pitch, though.

I love Audacity to death, but pitch-shifting at that tiny a sound segment (it's 0.15 seconds long) is unreliable as fuck for it. So I'll have to check out some other programs.

soundcloud.com/zawazawazawachameleon

Anyone need music done? Work for free and mainly trying to cut my teeth, have more time than usual to compose due to working an unusual shift.

not working on anything, but if you got nothing to do and nobody's awake yet, could you try to make a mellow melody in the style of embed related? especially the flute part
feel free to ditch this if actual requests come in

Sounds pretty good, but not the style I'm after. Hopefully you find a good person to do music for.

working on a game where you shoot your way through an industrial setting.

Probably wont be done with enemy AI even for 2 weeks, since im building it on my own engine.

I really like this. I'll contact you through sound-cloud when I get further along with the game (if I remember).

I can make something, funny you should pick something like this, Celtic/Irish music is sort of a specialty of mine, bought a mando just to play jigs whilst busking. I'll throw something together tonight at work and post it in this thread (or the next) when I get the chance.

Thanks! I've just got to the point where I'm finishing compositions regularly, best of luck on your endeavors as well

Nifty,hit me up whenever, My work ethic is pretty good if someone needs something done.

Also aware that this is Finnish. Polish, Irish, and Slavic folk is surprisingly similar.

double post sage though

I want to make a 2d platform game. What do? Is getting gamemaker a good idea? I know a little bit of Java and c#.

Also is there a babbies first guide to making games or something?

What do you use to make your music user?

Fruity loops, a Yamaha P95 and a couple of knob controllers. I use Ableton for live recording and for mastering.

I like FL, but how it handles individual channels and the Master Channel's gain controls are fucking retarded.

Are people interested in watching gamedev streams?

Neato. I'm a trackerfag but I'd like to get into DAWs someday, or a hybrid like Renoise maybe.

I bet it would get boring fast since you need to talk and maybe add in a let's play or speedrun in the background or music. Quiet streams are awkward.

People stream their Ludum Dare dev work pretty regularly.

I've seen a gamedev stream where the guy just played a soundtrack in the background and would answer question the question that in chat every once in a while. It really wasn't bad at all.

Alright, so I wound up floating just around 40 classes.

I'd like to have a "proficiency" system where some classes can be retrained a-la FFT, but some advanced classes require a degree of experience in two classes to promote to. Right now I'll probably start fleshing out the skills, spells, and spell lists. If you've got any recommendations, shoot.

I would stream my dev if I wasn't so degenerate and worried about random things popping up by accident.

etc…

Ludum dare is particularly speedy, the chances you'll sit there for 5 hours watching code and seeing no progress is unlikely.

okay but seriously now, why is starbound installed?

GameMaker is easy to learn but is complete shit from basically every technical standpoint. For 2D I'd suggest MonoGame as it uses C# iirc. Some others that are good are Love2D (uses Lua though), and Godot (uses python).

no fuck you i know how to animate on 2d, pulling out vertices every frame is a pain in the ass, but i saw some bizzaro hitler man with a skeleton, how the fuck do i do that

Nobody here cares about your loli-x-penguin-guro fetish user. But having Starbound installed is going too far.


You create a rig, weight paint the model, then move the bones you made in your rig. user gave you that answer with a single sentence ("Then learn to use the animation tools available to you") and went more into the topic of how to learn principles behind animation because you have to have a mental deficiency to have to ask that from a general on Holla Forums instead of just typing it into fucking google or some shit.

Now I gave you some specific keywords to search on, so go do that.

don't remind me, i totally gave up on trying to properly rig him, since he looked horrible in the existing animations
gonna focus on the gameplay and eventually tell an artfag to do it for me

My fucking sides

Thanks for the link, though I gotta be honest, that's much deeper in Unity code than I've ever gone. Mostly I just do all the stuff in 3DS Max as needed, export it, and other people do what needs to be done from there. I have very little experience in Unity-specific tools and practically zero in coding. But, if the key difference here is that Unity itself is way more involved, then that could be what changes everything. Max itself can't seem to handle editing rigged meshes well at all.

thanks for telling me the actual specifics

Only up to two problems remaining
Detected but have no mesh for this
the problem is in the mesh, it is translated rather than centered, couldn't fix in 5 minutes so I am gonna ignore it

There is also the problem when there is a full 2x2x2 cube, the corner still don't know that it should not display, currently it detects as if it was the red case, so it don't display anyways, but it's a bug fixing a bug rather than working correctly

Currently on an old laptop leveraging a bunch of files, came across the custom icons I made for /agdg/ that never got used. Reposting them here for shits 'n giggles.

Fuck.

pathofexile.gamepedia.com/EnchantmentElementalPenetrationWhileHaventKilled1~


That variable name, jesus

Damn that's ridiculous

Although, don't they use some means of procedural generation?
It could be some pretty simplistic code generation, and it just combines variables of different traits into a single variable that holds these traits; equating to oddly long variable name due to each combined trait.
Which makes sense for a procedurally generated variable, but certainly not for a handcrafted variable.
Also, it would be easier to identify if the procedurally generated variable actually makes sense, via just reading it, and I'm saying that in the context of one alternative of using some type of answer key to decipher what it actually accomplishes.

I could be totally wrong though, as I only played PoE for a short stint, and tbh I can't remember what's 100% procedurally generated beyond the maps.

Or fucking string hashmaps/dictionaries, you can make up your own variables and just have to deal with null values.

for modding, hashmap/dictionaries are king, even if a bit slow (in all honesty, how many of those you need for it to actually spend 1% of what the draw cycle spends?)

k, so i got the weaving in here
because of the ragdolls it looks a bit silly when the player does it. looks fine on the AI though, guess it's just a matter of perspective
i had to make the boxer invincible during most of the animation though, otherwise it's nearly impossible to actually do it right
so for the moment, the only way to counter the weave is landing an uppercut to stun or jabbing until he runs out of energy (left jab costs 7 energy, weave costs 10)
at this point i should start making the AI do specific punches at specific moments, rather than just doing a random punch/uppercut every few seconds, so that they'd be able to beat the weaving

I think I understand what you're getting at.
It certainly could be possible.

In my experience those are definitely the fastest data structure for an unordered set of data… as long as they're used properly for what they're good at.
Although, if one doesn't use a custom IEqualityComparer it definitely slows it down due to conversion of data types, and thus the creation of garbage (as u know, unity GC'er is an antiquated piece of hot garbage); in addition to a good hashing function.

Sorta off topic, but, what's the point of having automatic memory management if we can't even use the GC'er in almost any case except where it's less than a few Kbs; it's essentially a red herring for most early devs (i.e. don't worry, our .net uses automatic memory management [HAHA FUCKIN' PSYCHE, MANUAL MEMORY MANAGEMENT IS REQUIRED BITCH - t. unity devs]).
All of my more intensive algorithms have to use manual memory management, and pooling of resources to not trigger the GC'er (i.e. emulating what I would do in C++, but in C# conventions).

Imo they should either add support for directly using C++, or update the GC'er to be at least up-to-date with expected modern features (so it's not useless).

Nice job, boxing dev

Here's my observations:
The stun is a bit jarring, and instantly removes the feel of being in a fight (as even if you're stunned in a fight, you can still fight but in a less intensive manner); it essentially rips control out of the player's hands making it feel like some type of QTE.
There should be stun, but it should emulate a stun like in IRL boxing; i.e. the randomized throwing off of coordination due to the jarring of the brain/nervous system, maybe even a subtle "hazing" of the player's perspective to make it actually seem like they're stunned.
Otherwise, it's just a "oh noes u got hit real bad, here's some frustrating consequences".
If you want tips on how to implement these into code, if you like the suggestion, then I'd be more than happy to give u some pointers.
It really reminded me of one of the sections of an article I read ages ago (scroll to the "Three kinds of dissonance" section, it can relate to game mechanics too if you catch my drift):
hitboxteam.com/designing-game-narrative

The AI seems to be closing the distance rather quickly (when it should maybe step back if low energy, or suddenly hurt/stunned to recover), even if they're hurt/low energy, which imo breaks the illusion that you're not fighting a programmed robot.

I'd definitely look at how DS uses these, and how they balance it out.
It can make for some really interesting pros/cons for different types of moves, and add a nice dynamic to the feel of gameplay.

i'm doing the invincibility frames since it becomes a little bit too hard to block/weave the already fast punches. the alternative would be to slow down all the animations of the attacks. i already had to do that for the uppercut
as for the stun i'm not entirely sure what to do with that
technically the ragdolls already react to anything physically touching them. so hitting his shoulder/arm will make it go in a different direction than intended
i guess i could just make them use physics harder when they get hit. what i mean by that, is that right now, the physics on the ragdoll are set with weight - 0 weight means you're doing everything exactly as the animation intends to, no physics whatsoever, 1 - total ragdoll.
i usually keep everything at 0.2 so that there's some reaction to the physics. and the arms go even higher once their health starts dropping
so maybe i could set the weight higher when you get stunned rather than ripping control
my issue with that until now was that if i did that, attacking will look like you're lazily trying to lift your hand up, but it would still do the same damage as if it was attacking at full speed
so i should probably just change it to do a lot less damage when stunned
and i haven't done much work on the AI so far. right now it just does random attacks every 1 / 1.5 seconds, uppercuts instead of a regular attack if you're blocking/weaving, dodges if you're attacking or too close, weaves if it can't dodge, blocks if there's no energy to weave. some of these are chosen differently depending on a few behaviours i have for the AI (like the offensive one only weaving/blocking but not dodging)
i mentioned at the end of my post that i'm gonna mess with that next, i want the AI to respond with attacks rather than just attacking every few seconds, and similarly i'll probably do what you said about backing up when it lacks energy. not sure if i should let them move while they're stunned though
also regenerating health - yes or no? technically it's kind of a mechanic in real life or at least in hajime no ippo

Makes perfect sense.

Oh nice, that's pretty nifty, and I saw that in the videos so it was pretty clear as showing the hits have an effect.

Sounds like a good plan, and if I were to play your game I'd definitely prefer that.
I'd mess around with it until I found what feels right.

Ah ok, completely understandable.
I'd probably use a behavior tree for that (as you're probably already using), but a good open source one is called RainAI that I plan on using/expanding upon for my uses; I think it may help a bit.

humm, that's a tough call.
Afaik essentially what boxers are known for in regards to health is their stamina, and ability to withstand the "brain jarring" hits that would knock a normal person out.
If you have "rounds", then I would say yes (as in, the player can choose which they prefer, faster stamina regen for a buff, health regen buff, weaker buff for both, strong buff for stam regen + extra attack strength but lose health gradually for a period of time, etc).
Later on you could implement something like item requirements per the round as to choose a buff (also used to spend you winnings on things like drinks/stimulants/trainers/etc), trainer induced buffs, etc.
Last part is idea guy tier, but you get where I'm going.

Also, is this going to include underground boxing? (oh man that would be cool)

i don't like behaviour trees when it comes to the AI, better to hard code it
only using a tree for my dialogue system
i have no idea, i'm not an idea guy so it currently has no story
i just wanted it to be a yakuza/rpg game focused around boxing
so minigames will definitely be in there, maybe gambling ones
in punch club, you used money for training equipment/food/stimulants. the equipment could be used from your home so that you don't have to pay for the gym, the food was food, it was like a secondary energy bar (with no energy you can't train). stimulants made you gain strenght/stamina/agility faster when training
so i could probably do some of those
i really do need to incorporate rounds, but i'm too lazy for that right now

This behaviour should be dependent on the "person" you're fighting. You have guys who fall back the moment they get hit to any degree and you have guys who go kamikaze when hit enough. And of course there's people that stay back and try to counter you when you move in.


Isn't there a way to get the movement vector of the hitbox when it collides, subtract the movement vector of the hitbox that got hit from that, and then dot that with the normal of the point of collision and negate the result? That should give a bigger number the harder you hit, plus make it hit harder when you hit someone as they're moving forward.

I'd say you can recover part of the damage you got over time, and regenerate a bit extra after a round.

i COULD do it like that, but i don't like relying on the ragdoll for damage. it already works a bit poorly on toaster
the game actually works more reliably for me at 30-40 fps than 60 (messing with the resolutions), i have no idea why

Working on a Chemical Facility…


I am planning on adding several methods for storing liquids and gases.

Hazardous stuff like Toxic Waste, Radiated Items and what else need a special container due to possible damages. I mean really would you store corrosive shit in a barrel made out of metal? No, something with corrosive mantle is needed.

So currently for the Chemical Container 3 iron plate is needed but I need to think of a item what would be used for insulating the hazardous stuff.

Liquids will be stored in a liquid canister/barrel, for gases the gas variant will be used instead.

ja pierdole, I thought I replied to the correct post. welp whatever.

good luck m8'ty

only the combat AI
i'm still doing all the dialogue via tree

oh yeah, I inferred that from your post b4 I made my old post

I meant in reference to coding all of your combat AI by hand… as there's A LOT of different methods out there which streamline the process, and make complex behaviors way easier to accomplish.
Unless you intend to go with simple behaviors, then all that much power to ya m8

but setting up the dialogue took me more than a month
don't do this to me, i hate making scripts for trees

haha, do as you please of course, but I'm just sayin' it'll probably save you a lot of headaches, and defunkt code in the future.

U can use one that's already made, and alter to it your liking.
There's no dev sin in using an open source package (as long as you could make it on your own); such as RainAI as I suggested earlier.

afaik it's usually high grade plastics that are assembled as to prevent the excessive electrons (excessive H+ ions, i.e. the positively charged hydrogen atoms in the acidic compound) from binding with the molecules that make up the plastic (so… I think maybe certain parts of the plastic molecules would have their valence shells full as to prevent this); essentially rendering the compound inert when it comes to reactions between the molecules of the plastic and acidic compound.
TL;DR… they're made up of specially made plastics (polymers) as to accomplish their specific task.
Disclaimer: NOT a chemist, just off the top of my head from bio class ages ago, so I could be wrong

From what I've heard usually there's either materials that stop the charged particles from moving in a direction, and/or they at least slow them down (that's why radiation doors have a lot of styrofoam like material, as to slow down the charged particles down before hitting the lead shield).


I have no idea how big the community is for that game, but if you really want people to give suggestions then make a mode for skyrim or something :^)
joking of course, make a mod for the game u love, best of luck mod dev

Programming in blueprints brings a whole new meaning to Spaghetti Code.

don't worry satan, i've done nearly everything in c# with only some block-coding and i still feel like everything is just barely holding together with tape

So Nokia tier plastic? :^)

Alright then it would be probably this for Chemical Container:

Iron-Plate + Plastic
OR
Iron-Plate + Plastic (High Grade)
OR
Iron-Plate + Plastic (High Grade) + Glass

Alright thanks for the info mang, cap'd it just in case, might be useful.

I think then for the Radiation Container it could be this then:

Iron-Plate + High-Density Lead = Radiation Container
through apparently sometimes even water or tungsten is needed. Well I will look into these type of materials when I add Radiation related items, so probably 3 types of Rad. Container might be sufficient, one for X-ray, one for Gamma-Ray and the last one for Alpha/Beta-ray.


tbh I don't like skyrim and Todd Howard is a Nigger.

again, thank's fam

I heard this book was good shit i gave it a quick read and I almost bought it,too bad my goal back then was finding Figure drawing design and invention by Andrew Loomis so I bought that instead. I `ll get the PDF version since i got really curious about it.

Artfag here been thinking about learning how to make small games as a hobby. I was wondering are those Unity tutorials a good place to start or should I jut learn C# before I get into Unity.

k, so i'm gonna cave in and make an AI node-tree editor
good thing is i can just rip the stuff i used for the dialogue and make it quickly
i'm gonna change the equations to just use functions to get the values from the Boxer script, rather than making something convoluted like a script with variables that have searchable names, since the Boxer script only has a few values that actually need to be checked (blocking,weaving, which attack, how much health/energy, distance)
after that though, i need to figure out how the AI should actually process these

before the thread dies, anyone know how to fix this?
i'm saving the canvas that contains all the nodes
but when i add the nodes to the canvas asset (as in the file that's just been created) the last one that gets added becomes the main file, any everything else become it's assets
also it's name changes to that of the desired file name
in this case i have a canvas, which has 3 nodes
i create the canvas file, add the 3 nodes to the file
and when i check the file, the main thing is the last node, while the canvas is a child of it.
supposedly this was fixed in 5.3.3 but i'm still getting the issue in 5.4.0

rivaltheory.com/rain/

nah, fuck it, i'll make my own, mind as well cater to my exact needs

ah figured it out, i was supposed to add the sub-assets to a different directory - the same as the created asset but with a '/' at the end
now they don't show up in the editor, but when i look at the canvas they do exist

Any reason to reinvent the wheel besides being pumped up to do some shit someone else did better? Or at the very least, is already done?

It's your time, but I still see this as a waste of it

i don't like having to learn how to use new software, plugins/assets included
at least if i reinvent it i'll know exactly what i'm doing

That contradicts the fact that you are using Unity rather than your own engine

i'm not carmack and i don't have delusions that i'd finish a game if i reinvented the molecule and atom

k, so here's a basic version of what i want
you've got equations, attacks/moves, stand still, follow enemy
equations are gonna get their input either from the node itself or from the boxer/enemy boxer via functions
if i'm doing this like how it's done in unreal engine, it should be checking which node is the last one every frame or every few frames, and doing the action in said node
so in the example we've got:
0) an equation that checks if the enemy is attacking
1)if he is, checks from which direction the enemy is attacking
2)if it's the left, weave to the left
3)otherwise to the right
4)if the enemy isn't attacking, check if the distance is smaller than 1.5 meters
5)if so, do a left jab
6)otherwise follow the enemy

Made a blokowisto aka communist block hell.

dunno how to integrate it.

they're supposed to look a lot worse than that
t. българин

ayy blyat

here's some inspiration comrade
this is from my hometown

do you live in City 17 ?

no, Русе

funny thing though, one of the designers in half life 2 was bulgarian, as far as i remember

Better?

Newfag here, I have zero experience with both programming and 3d modeling as of yet. I'll be attending a free three-week game programming course soon, which will hopefully give me the spark to learn these things independently. The project I've had in mind is a dungeon crawler akin to Arx Fatalis and Ultima Underworld, the focus of gameplay being on environmental puzzles and diplomacy, also to a lesser extent on combat.

My question is this: What program is the best for constructing low-poly, irregular environments such as natural caverns and rough stonework? The game I have in mind will be set almost exclusively underground.

yes
now put some gypsies and old cars nearby, make sure to cover every inch of the buildings in graffiti

free or not, those are a waste of time
we could be your teachers tonight, user

I've nothing else to do during the summer I figured I might as well. At least it's not a course on game design :^)

it's probably gonna be the same when it comes to how useful it's actually gonna be
better to just mess with random programming tutorials yourself