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What are you working on? (Game Making Thread)

DJ

Some guy that did RMXP before
Member

Okay, I am confused.

I requested feedback for my game's demo, and i figured out my game was :

"Has good graphic and sound, but too short and not fun enough to play. "

I think i am not going to translate it ...for now.
I will work on it once it became something that i could call "Game".
 
Just added huffman compression to my maps, will be using it with my networking engine too. It detects if it needs to be decoded/encoded before handling it so I can debug with raw maps and test with compressed maps, same with network code.
 
I haven't had much time to work on my main project so I have been tinkering with a purely mechanics based game which should be easy to knock out.
 
Working on battler sprite sheets. Brainstorming how I can make the skills visually interesting and cover more of the battlefield instead of the character running up to the enemy and playing an animation.
 
Finished refactoring my shader system.
I've just hooked it up to work with my test level, lighting is back up and running, everything seems okay. Time to refactor the skybox to use this new system.

Edit: and then I ended up spending the entire day trying to encode a depth buffer for SSAO. Massive headache and nothing's working.
 
My feet are sore from wearing flipflops all weekend. My back is sore from driving all day yesterday. I'm ready to recline on my couch and spend the day working on game resources with my laptop.
 
At work I wrote a fantastic blur shader, when I get home I might write a version for my engine. I also looked at some old art references I had back when bwrpg was on RMVX, it got some graphical style ideas rolling so I will be trying those out too when I get back.
 
Yeah my bluer shader is lovely, but the ssao is still screwed up. I really need to give up and move on but every time I open the source file I get working on it!
 
Ambitiousness overload!
Working in Flash (so I need to implement all these by hand, from scratch);
6 main stats, 10 secondary stats, 15 weapon types which have a total of 12 different metal levels (some fictional ofc), 6 armour types with their own internal material levels... Plus each weapon type and a lot of the material/metal types have their own passive effects such as chance to stun, bleed, etc...
 

Sauk

Sponsor

Well.. now I've got TWO projects on the go:





Sprited a whole bunch of vegetation and soil; I did more work in the 4 hours today than I did in the 2 years that I've been planning on creating HERO.
 
Sauk":3e9ghhsh said:
I know but it's the only way I can work
Is it not that you found one project dull and you had ideas that you wanted to try out so you made a second project?

When I was doing RPG Maker I was creating hundreds of test projects of all these ideas and making lots of games, I was getting bored of my main project so I was creating lots of games as I enjoyed the process of creating a new game a lot.

Learning about project planning saved me on this one, good planning will help you produce a game as you can see the road map and when each small goal has a time constraint it becomes fun to knock down each of those goal posts and see the final product form together.
 

Sauk

Sponsor

It is that, however, I do that with everything I start in any field; Game making, songwriting, lifting, other various hobbies.. I'm severely ADD and i- oh look a bunny.
 
Staying on task with one project is also something I've had problems with in the past. Working on something new and shiny is always a lot more exciting than carrying through with the drudgery of actual work. Creation is 99% perspiration, as they say, and it really does feel like a chore a lot of the time after you get past the initial enthusiasm.

I'm working on a new project now beyond the stuff I'm doing for Metis, my and Sailerius's game engine, but I've resolved to actually stick to something this time and am keeping it under wraps until I have something concrete to show for it.
 
I gave myself till the end of June to finish the party battler graphics for Lucid Awakening 2. Technically I only need half of them 100% complete by July since sillypieman wants a trailer and demo ready for a convention at his local Library. But I really want to be done with it as soon as possible so I can put my mind on other things.
 
Making a summary for Mercenary Maiden in the form of missions. Fun!

eqr.png


s8t.png
 

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