• Game Development General - What engine are you using to make your No Man's Sky clone?
    4,999 replies, posted
idk about you guys, but I've never made a game over ~60 mb, so I don't know if it's much of a constraint. In the mean time I've been messing around with the Unity 2018b shadergraph and made a codec glitch shader thing I'm probably gonna use in the future. https://my.mixtape.moe/gpiclr.mp4
i feel like such a child when dumb placeholder sounds make me laugh https://www.youtube.com/watch?v=VkOx5fhj3V8
Ok so like, anyone who knows me knows I'm a huge fuckin nerd for the 1998 Sci-Fi horror film Cube, and like, a decade ago I made a gmod map that was only a 5x5x5 grid and it kinda blew. So now I'm fucking around in unity and seeing if I can do better https://youtu.be/MiGyMH7jU70 Now it's a full 26x26x26 grid, with moving cubes and everything. It's all saved as an array, so it's super fast (except for the gizmos I'm using to visualize the whole thing), and it only renders the 5x5x5 cubes around the players position. Now my biggest challenge is how to handle the player's motion, because I want the player to be able to climb up the walls and even along the ceiling, but I don't have a clue how I'm going to make that work and control smoothly. Maybe fps controls on the floor, but switching to more of an on rails, point and click style when on the walls?
that was a blast to play, honestly it's what got me to watch the movie back when i was a kid are you planning on implementing multiplayer to this version too?
Heh, thanks! I've never really played around with multiplayer, but I can always try it.
playing with friends made the gmod map a lot more fun than playing alone, even if most of the time is spent trying to find eachother
messing around with gamemaker a bit https://giant.gfycat.com/JadedUnnaturalBetafish.webm Managed to make a very primitive persistent camera and player system thats pretty easy to do, just wish there was a way to make the player spawn where they're suppose to entering a door to another room without manually entering the coordinates like a caveman.
I changed the defaults after I recorded that. You'll fall much quicker when sideways now.
I'm not sure I've ever made a game over 128mb.
Decided to make Asteroids in GML with some improvements (Infinite levels) http://furcrazygmod.net/webms/2018-03-19_03-16-02.webm
https://i.imgur.com/RVS6cq8.png Decided to add powerups and an end screen.
https://thumbs.gfycat.com/UnevenPinkAlaskanmalamute-mobile.mp4 physics based shooter
I can imagine that being a load of fun in MP
now thats an idea
Awesome news for UE4 Devs! https://www.youtube.com/watch?v=fY7YONl9AwY
that's really awesome would be interesting to see an open source paragon project remaking the game
Several teams have already started trying to remake it, not sure if it's going to be open source though.
I've been working on this little prototype thing of an imaginary game that most certainly doesn't exist. It's mostly just me practicing doing actual ~video game~ things instead of just making something that only ever amounts to super focused proof of concept type things. I never make anything with actual game mechanics or with a meta game or anything like that. This is about weekend's work plus a couple days. It shows the start screen, then planning screen. Planning screen you can select planes and a target. You can only start the mission if your plane has enough range. Once you start the mission, it loads a different battle depending on the target. One is some buildings. The other is a dumbbell shaped bunker. You can fly around in there, and then when you win (winning/losing are just buttons right now) it smoothly goes back to the planning screen.  Some information actually gets passed between the planning and battle phases as well. I calculate a time limit for the mission based on how much in range it is. The mission time can be as short as 60 seconds or as long as 10 minutes depending on how much excess “fuel” (it’s really only measured in range) you have. Not sure if that’s how I’d actually do it for a real game, and the numbers are pretty made up, but it’s something to think about for a game I most definitely will never make. https://files.facepunch.com/forum/upload/135961/745aedc1-342e-4765-bcde-81ba598465b7/2018-03-19_23-19-56.webm
I did some more stuff to what I had in the last video. You can walk around, and the rooms are colored now. https://youtu.be/MNiSW7AKjN8 You can't see it in the video, because I couldn't find any, but around 0.1% (about 1700) of the rooms are shifting every 10 seconds or so.
Worked on demo level layout junk https://twitter.com/hippowombat/status/976529633419014144?s=19
https://i.gyazo.com/cc715452e880898b4bf442631608b873.mp4
what the fuck is that, and how the fuck is that?
I have an idea for a game I'm thinking about. What engine would people recommend for an amateur who wants to make a 2d top down dungeon crawling kind of thing?
this makes me profoundly uncomfortable. fantastic job
Some opression police force concepts for VALTA:
your rendering on the guy in the middle really stands out, could use some more love
Well, those renderings has been made by my sister.
Its just a little guy we call Jazzlegs https://i.gyazo.com/74ffbba110c66e981a2a1315f4e6f521.png He's like, an experiment in making some screwy AI-behavior, thats less about charging straight at you, and more about sharing a creepy location with an independent acting monster, who is not exactly happy that you're there, but also curious as to what you're doing.
a much better attempt at a PS1-style aesthetic than i have going on
We've got our proof-of-concept up as a demo, here; Thor Brigsted Maybe it can inspire you a little.
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