[GRdev] Hobbyist game development

Anything to do with games at all.
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Tafdolphin
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PostRe: [GRdev] Hobbyist game development
by Tafdolphin » Sat May 11, 2019 11:36 am

I abandoned one as it was simply too complex. Gave up on another as I moved away from twine to Ink. Completed one for a gamejam (which I posted in here!). Lost the entirety of one due to bad file organisation, possibly maybe. Started and completed a super simple one about getting up in the morning. Currently working on one about stumbling around an abandoned space station.

I have some real narrative ideas for IF games but actually creating them, putting them into ink and adding in all the code triggers and functions, is tiring to me. My interest is in the writing, not the coding, and oftentimes it feels like the latter takes precedence (I mean, obviously).

My aim at the moment is to get a relatively simple story done (the space station one) and see where we go from there.

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Sat May 11, 2019 3:30 pm

The effort involved between having an idea and seeing it realised often seems the bane of my existence, and funnily enough I probably feel it with writing more than anything else. Why can't the words just appear, y'know?

Definitely interested in seeing your space station project anyway, I liked the gamejam one you posted!

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PostRe: [GRdev] Hobbyist game development
by jawafour » Sat May 11, 2019 4:03 pm

OrangeRKN wrote:...I ended up writing URIMA ...

Oh, wow - nice going, Orange!

I've just had a go. Using the URL bar is ingenious! I did Level 0, 1 and 2 but haven't completed 3 yet. Great idea and coding, dude!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Sun May 12, 2019 12:29 am

jawafour wrote:
OrangeRKN wrote:...I ended up writing URIMA ...

Oh, wow - nice going, Orange!

I've just had a go. Using the URL bar is ingenious! I did Level 0, 1 and 2 but haven't completed 3 yet. Great idea and coding, dude!


Cheers Jawa! As long as no one actually /looks/ at the code, I don't think it's particularly neat :lol:

I've made a couple more levels tonight, enjoying being able to concentrate just on the puzzle/level design now the code behind it is all done and (so far seemingly) bug-free.

twitter.com/OrangeRakoon/status/1127352641800081408


https://twitter.com/OrangeRakoon/status ... 1800081408

twitter.com/OrangeRakoon/status/1127353452558999553


https://twitter.com/OrangeRakoon/status ... 2558999553

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satriales
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PostRe: [GRdev] Hobbyist game development
by satriales » Wed Jun 19, 2019 9:56 am

I made a WebGL game for work where I built our data centre in 3D and created a first person survival game out of it.

Anyway I had the idea to build a Theme Hospital style game around the building and running of a data centre. So I took my existing game and had a look at what it might look in an isometric view:

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Pretty cool I think.

I need to completely re-write the game from scratch as those models wouldn't work in a modular way, but this gives me some concept art to aim for.

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Wed Jun 19, 2019 10:03 am

That seems a cool concept! I've pretty much no idea what that would entail doing at a gameplay level though

Then again I'd have said the same about Theme Hospital :lol:

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That
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PostRe: [GRdev] Hobbyist game development
by That » Wed Jun 19, 2019 10:16 am

A mini game where your DHCP server just won't strawberry floating work even though I FOLLOWED THE TUTORIAL EXACTLY

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Wed Jun 19, 2019 10:28 am

Managing VLAN configurations across your CISCO kit could be a fun mini game. It would be like Pipe Mania / Pipe Dream except all of the pipes leak, they are all different sizes and have incompatible connectors!

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PostRe: [GRdev] Hobbyist game development
by That » Wed Jun 19, 2019 10:35 am

You set up your whole LAN to use jumbo frames then someone needs to connect a legacy piece of kit that only has a 100 Mbit Ethernet port so you pour petrol on it all and hang yourself

The minigame is tying the noose

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PostRe: [GRdev] Hobbyist game development
by Lex-Man » Wed Jun 19, 2019 10:40 am

What about a horror game based on an IT support worker. You've got to keep your sanity up while being inundated by stupid questions from users, random IT infrastructure changes and management speak. The more you endure the more you start to hallucinate.

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satriales
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PostRe: [GRdev] Hobbyist game development
by satriales » Wed Jun 19, 2019 10:58 am

Oh yeah also it's a colocation data centre as that's all I know. Was thinking of keeping it quite simple. You'd have to install power connections, backup generators, security to stop spy's or vandals, install sufficient cooling, kitchen and entertainment to keep customers happy, loading bay and enough room between aisles for customers to install their kit. Cleaners, tech team for research etc.

The biggest problem is going to be making it easy to understand what a colocation data centre actually is, and trying to make people want to play it. I do have a few ideas to make it more 'fun' and add some humour.

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PostRe: [GRdev] Hobbyist game development
by Lex-Man » Wed Jul 03, 2019 9:48 pm

Not strictly Game DEV stuff but I've been working through a course on Blender. Just finished a section on making Chess pieces. Think it went alright. The top two use Eevee rendering the bottom two are ray traced.

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Amusement under late capitalism is the prolongation of work.
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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Jul 04, 2019 9:29 am

Looks neat! I like the low poly chess piece look, they could be 3D printed

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McCoughlan
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PostRe: [GRdev] Hobbyist game development
by McCoughlan » Fri Jul 19, 2019 2:03 am

So I'm in the very early stages (read: barely even started) but I'm working on a fan project. It's called The Videogames Realm, and it's essentially recreating some of my favourite worlds in videogames, which will then be explorable when finished. Orange Rakoon suggested posting to this thread so I'll share updates on here. I'm using a toy-esque artstyle, to help keep the aesthetic of the older sprite-based games.

#Update 1 - a splash-screen poster from Ness' neighborhood, Onett (Earthbound, SNES)

Mobile version:
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Desktop version:
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PostRe: [GRdev] Hobbyist game development
by McCoughlan » Fri Jul 19, 2019 5:57 am

Also, just so you know what kind of art style the characters have. Taking a bunch of cues from the Paper Mario style as well as toy-aesthetic games.

#Update 1.5 - What's Up Doc

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Fri Jul 19, 2019 9:51 am

I think it'd be nicer to see it fully lit in daytime - especially because the photo-realistic moon looks a little out of place!

Are you planning on trying out texturing on any of the models?

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McCoughlan
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PostRe: [GRdev] Hobbyist game development
by McCoughlan » Fri Jul 19, 2019 12:12 pm

OrangeRKN wrote:I think it'd be nicer to see it fully lit in daytime - especially because the photo-realistic moon looks a little out of place!

Are you planning on trying out texturing on any of the models?


Great point about the photo realistic moon :shock:
The next pic will feature daytime, this one was night time to reflect the beginning of Earthbound where it's night time.
Where would you suggest adding textures? Texturing is always good but what kind of textures can I do that keeps it looking toylike? Toys don't really have textures but if you know some places it could be implemented or have some ideas lemme know!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Fri Jul 19, 2019 12:45 pm

I only ask about texturing because you already have some on the grass/earth. It contrasts with the trees for example :)

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McCoughlan
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PostRe: [GRdev] Hobbyist game development
by McCoughlan » Fri Jul 19, 2019 12:52 pm

OrangeRKN wrote:I only ask about texturing because you already have some on the grass/earth. It contrasts with the trees for example :)


Ah, I see what you mean. The terrain textures are built into the game engine and can't be removed but I'll see what models can be edited to make it go together better. Thanks OR!

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PostRe: [GRdev] Hobbyist game development
by McCoughlan » Sun Jul 21, 2019 6:28 am

#Update 2 - It's Not Melee!

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and yes I took OR's advice about textures on board ^_^ Now if only these pics weren't all taken at night time. Soon.

OrangeRKN wrote:Are you planning on trying out texturing on any of the models?


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