Making game is so hard. Why is it so hard?

Making game is so hard. Why is it so hard?

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youtu.be/lXjI2kuNkhE
yabloko.itch.io/cosmodrome
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twitter.com/NSFWRedditVideo

just like make game lol

I believe in you user make a goddamn video game

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Anything great requires effort, user. Like honoring your ancestors.

>>EAAAAHHHAAAAAAAAAAAAAAAWONCHOOCHOCHIWEEEAAAAHHHAAAAAAAAAAAAAAAHEEEEEEYYEEAAAHHHEHHHHYEHYEHEAAHAAAHHHHHEEEEEYYYEEEAAAHHHHHHHYEHEYEHAAAAHHHHHHWONCHOOCHOCHIWEEEAAAAHHHAAAAAAAAAAAAAAAWONCHOOCHOCHIWEEEAAAAHHHAAAAAAAAAAAAAAAHEEEEEEYYEEAAAHHHEHHHHYEHYEHEAAHAAAHHHHHEEEEEYYYEEEAAAHHHHHHHYEHEYEHAAAAHHHHHHWONCHOOCHOCHIWEEEAAAAHHHAAAAAAAAAAAAAAAWONCHOOCHOCHIWEEEAAAAHHHAAAAAAAAAAAAAAA

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Why am I suddenly seeing this more often?
I made simple platformer game demo once. I wanted to kill myself at some points before I said good enough. The quality was nice until you actually played it. Jump works inconsistently, damage isn't dealt 10% of the time, but at least the music I made for it sounds great.

Since I'm only a hobbyist, I might try for a more realistic goal and just make a text adventure game using Ren'Py, Quest, or Inform 7 next time. I've looked at Twine, but it looks too simple.
If anyone has recommendations for text adventure engines, plz give

because you are a coomer

I'm going big. I want to procedurally generate rpgs.

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Are one of those coding trannies?

Like procedurally generated dungeons? Or are the enemies procedurally generated? What's the theme?
Srry if too upfront, just really curious

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I'm not a tranny, just a normal animeposting guy
Everything procedurally generated. The world, the settlements, the dungeons, an underdark/underworld, the characters and quests, enemies and random encounters: an in-depth rpg sandbox.

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youtu.be/lXjI2kuNkhE

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>Everything procedurally generated.
I had the idea for such a thing back in 1998, but even today we don't really have the power unless you can find a way to compute some portions using CUDA or geometry shaders and similar.

The name is "fractal geometry" or "fractal" / "chaos" synthesis. This was used in many early games including atari 2600 games where there simply wasn't enough memory in a cart to directly store stuff. So often a very short algorithm was written and fed in a "seed word" including a few bits dedicated to things like "this level has pits" vs. "this level has ponds and snakes".

Honestly that stuff is trivial once you have a functional framework + engine. The hard part is creating a game that's worth playing. Replay-ability is improved with such fractal generators, but that doesn't improve your baseline playability. If nobody wants to play your game the first time, why care if it's unique each time?

A lot of people will play a great game over and over even bitching about how much they wish a certain part was different "WHY DID THEY X?" - sometimes those are the things "a taste of something far sweeter than reality" that keep bringing them back for more. That triggers the lust for anticipatory pleasure, even in a situation like a casino where you're just throwing your money down the shitter.

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A pedophile? A rapist? A narcissist? A TRANNY??? I need to know which one your fat smelly anime posting ass is.

Your mom Imao

Go small user, I also suck at making game but I decided to make a small game and actually finished it, even though I suck at art and music.

>yabloko.itch.io/cosmodrome
>if you wanna see

>yabloko.itch.io/cosmodrome
>press space
>the page goes down
wow

jej yeah unintended consequence of being on a website. works in fullscreen though

>yabloko.itch.io/cosmodrome
it's a simple but fun game, i just wish the rocket wasn't loud as shit

you can do it OP. the more you do the easier it will get.

>but even today we don't really have the power
I'm not sure about that. Minecraft can generate worlds just fine because of the way it loads and saves data, and thats only using 2gb of ram and intel i3 cpu as minimum system requirements.
>The hard part is creating a game that's worth playing.
I'll agree with that. It would just be a waste of time if its not fun. I think a lot of the fun of games is from progressing. Even though people usually hate grinding, its what makes the victory rewarding. So I guess its just a matter of having enemies scale with the player so the player is suitably challenged every time. There was one game called Cube World that at first was a procedurally generated game that got more difficult as you progressed from the start. It was really fun in those days.

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Dont lie
1 man gamedev is a nightmare nobody should be exposed to.

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If you are just a programmer you cant really make any decent assets without either using free ones or buying them aka animations music voice acting sound effects objects npcs etc

notch made a game without having any asset creation talent. it's one of the most popular games ever made.

but you are right, shits not easy

Writers block is a bitch, haven't worked on my game in almost a year

Still can't believe how lucky Notch got with minecraft.
>one weekend game that lags and has barely any mechanics
Even in current day the debug info is used during normal gameplay...
Is it really all autists just building things slowly?

im a gamer lol and playing is easy!

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>>but even today we don't really have the power
>I'm not sure about that. Minecraft can generate worlds just fine
Well, I'm talking more like fractal-everything, not just maps based upon fixed layout but rather stuff that's incredibly detailed. Imagine something like a fractal zoomer that just continuously gets deeper and deeper and maintains an infinite level of complexity.

The coastline is said to be at a length related to the length of your measurements. So if you measure at 1 mile, you'll get something like 702 miles total. If you switch to 1 foot, you'll get 13197 miles. If you measure using an infinitesimal length (1/inf) you get an infinitely long coastline. That is because the shape of the coast is a fractal.

It's impossible to "zoom in" to a texture of wood for example if it's based upon a bitmap. It just becomes too much memory to transmit and work with the high resolution bitmaps required to produce enough detail at many levels of scale. Say you need to be able to render a whole wooden city or fortification at the same time as rendering trees, boards, tables, doors, chess pieces, tooth-picks and a sliver of wood stuck in the skin of your finger.

So these textures today are generates procedurally as you say, they're a sort of fractal with up to infinite levels of detail depending upon the implementation.

Now imagine what a real spoon is like. It can be bent, it can have knicks and scratches in it... no two spoons will be exactly alike. A more useful item in a game world may be a sword. If the sword is rusty it'll wear down and become thinner... is there a way to represent that sort of realism by storing the state of the object as a seed and parameters for a fractal/procedural generator?

We have the ability to represent the number of parameters we need. That much is trivial by replacing huge HD textures and 3d models, the data is much smaller. The problem is that re-generating each object from its seed data is incredibly expensive.

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I wasnt planning to take it that far. Just to generate the maps and npcs.

youtu.be/bOLTCBTex-s

Once you realize the fractal nature of reality it actually makes it less complicated. It breaks it down to simple self-similar repeating patterns at all scales that are simple evolutionary emergent phenomena.

Netflix's "Blame!" is set in an emergent fractal created by automatons run amok.

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I watched this while high on LSD. Pretty interesting stuff surprisingly even though sci fi isnt usually my thing. I cant be assed to read the manga though

i can tell you're a faggot, let me guess you want to make the protagonist some multiracial alien.