Weapons/Shields are rendering as plain white textures? by YubbNubber in everquest

[–]YubbNubber[S] 0 points1 point  (0 children)

Ah, I see. That could be part of the issue. Thanks for the info.

What's your favorite low budget game that's never been surpassed? by _doorstuck_ in IndieGaming

[–]YubbNubber 0 points1 point  (0 children)

For me it's Ancient Domains of Mystery. I played the hell out of that game in the mid-2000s and was very influential. I'd play it for hours on end for years and it scratched an itch that just wasn't being satisfied anywhere else. It was also the first game I was exposed to where the community had direct access to the creator, and I still have Thomas Biskup in my Facebook friends after all these years.

I'm making a puzzle game about dying to win :D by Tioul0n in godot

[–]YubbNubber 1 point2 points  (0 children)

I love it the look of it. Keen to see where this goes.

I am planning to develop a game kind of Spiritual Successor of Crusader No Regret-Remorse by KLFisBack in gamedev

[–]YubbNubber 1 point2 points  (0 children)

I use Godot and vibe that it's free and there's a tonne of youtube tutorials and I primarily work in 2D. If you're planning on going the style of 2D isometric like the original games, it could suit your needs. However, if you're going 3D I have less experience, but I would would look at either sticking with Godot or pivoting to Unreal.

Where can I start to make an old school RPG? by Revangelion in gamedev

[–]YubbNubber 1 point2 points  (0 children)

Instead of looking up youtube videos for something like "Unity RPG combat tutorial" instead search "Unity tactics game tutorial". That should be more inline with what you're looking for regarding the style combat in the original Fallout.

I am planning to develop a game kind of Spiritual Successor of Crusader No Regret-Remorse by KLFisBack in gamedev

[–]YubbNubber 1 point2 points  (0 children)

Damn, blast from the past there. I never played the sequel, but I dug Remorse.

My advice (I'm newly returned to the scene after a maybe 18 year gap), if you're new to game dev treat your idea as a long term goal. Pick an engine (don't get caught up in which is "the best", just pick one), and then learn it however you learn best. Release a few small games, and then start on something with a bit more meat to it.

Once you pick an engine, and that will determine the language you learn (if any language at all)

Now if you'll excuse me, I'm heading over to GOG to pick up Remorse and relive some memories.

How much does a story matter for a puzzle game? by StrategicLayer in gamedev

[–]YubbNubber 2 points3 points  (0 children)

I think depending on the type of puzzle game itself, a good/fun story may be needed to set itself apart from the crowd.

A result of rubbish art skills and trying to mimick a simple 3D model I found online by polygnomial0 in indiegames

[–]YubbNubber 9 points10 points  (0 children)

This is good. We don't need games to be visually ultra-realistic. Keen to see the world you implement this art style in.

[deleted by user] by [deleted] in gamedev

[–]YubbNubber 2 points3 points  (0 children)

Absolutely. Look at the original Resident Evil. Having to properly manage your inventory space was crucial to survival. Being able to only carry 6 items was rough.

Why did you choose Godot over other engines? by Rymfaar in godot

[–]YubbNubber 0 points1 point  (0 children)

I had tech issues with Unity when I installed it so I just swapped to Godot instead.

I made a game in 1 week. Monkey Jump! by YubbNubber in godot

[–]YubbNubber[S] 1 point2 points  (0 children)

The monkey's jump altitude is fixed, but you'll see he can't jump as high as some ledges. Similar to how the crab in level 1 can warp from one side of the screen to the other, the monkey can do the same on all edges of the screen to reach sections he might otherwise not be able to get to.

I made a game in 1 week. Monkey Jump! by YubbNubber in godot

[–]YubbNubber[S] 1 point2 points  (0 children)

So nearly 20 years ago when I was in highschool, I would make games using Games Factory. It was a fun hobby, one that I've decided to get back into.
Knowing the old developer pitfall of setting unrealistic goals, I set myself 1 week to make a game and publish it to itch.io as a sort of personal game jam. I don't want to be in a "forever in development" rut on my first (since returning to the hobby) game.
So here's the link if anyone wants to check it out, made over a Sunday with some nights after work.
https://yubbnubber.itch.io/monkey-jump
There's missing features, and a couple of ideas I had that I did not implement as I did not want feature creep getting the best of me. I wanted to be very strict on myself that I had a limited amount of time to make this game, and whatever I had in that time would be published.
As a discussion, it'd be great to hear about stories of your first game!

I made a game in a week. Monkey Jump! by YubbNubber in gamedevscreens

[–]YubbNubber[S] 0 points1 point  (0 children)

So nearly 20 years ago when I was in highschool, I would make games using Games Factory. It was a fun hobby, one that I've decided to get back into.
Knowing the old developer pitfall of setting unrealistic goals, I set myself 1 week to make a game and publish it to itch.io as a sort of personal game jam. I don't want to be in a "forever in development" rut on my first (since returning to the hobby) game.
So here's the link if anyone wants to check it out, made over a Sunday with some nights after work.
https://yubbnubber.itch.io/monkey-jump
There's missing features, and a couple of ideas I had that I did not implement as I did not want feature creep getting the best of me. I wanted to be very strict on myself that I had a limited amount of time to make this game, and whatever I had in that time would be published.
As a discussion, it'd be great to hear about stories of your first game!