Game Developers of Kiwi Farms

If you reread what I said, I say use the engine, I do not want to participate in a community self felatio exercise just to use Source 2, I would rather have to tard wrangle the binaries.
Sorry, my mistake

The engine is open source, supposedly. So there should be a build without the Gmod intergration?

That said, I'm not against the ecosystem personally. I used to make mods, but the modding community of the last decade has turned into censorious, political, whiny bitches. If the community is not that, it could be a return to the carefree fun and creativity of the old days. The payed tiers don't fill me with confidence.

One thing that I'm looking forward to is the native VR support. No more relying on jank plug ins.
 
The engine is open source, supposedly. So there should be a build without the Gmod intergration?
The S&box C# components are open source, the Source 2 C++ code is still in binary blobs.
They've done a lot of work to make engine internals customizable from the C# layer, fwiw.
 
I think this is a technique from MMOs and other games with player ran economies that just got translated to modern games that have weird pseudo-economies

You ban the people cheating in an mmo because there's second and third order consequences from the disruption those people cause, which isn't present in a game like Battlefield. But developers are incentivized to include those systems to protect their micrtransaction cash store, so they just copy the system from World of Warcraft

But WoWs system isn't designed to improve individual player experience it was designed to keep each server from progressing too fast and people from breaking the content with exploits in a shared server, things that literally do not exist in modern live service games
Funny, I was about to reference older (pre-WoW) MMOs as a bit of a counterexample. I remember a prevailing notion of "well, if the game lets you do it then it's not exactly against the rules of the game, is it?" once upon a time, and a bunch of cases where the devs just took responsibility for exploits and never went further than inventory wipes for economy-breaking shit.
Not necessarily a bad thing for your whole community to not be afraid to bug-hunt, as long as you're paying attention to that community.

That's mostly in-game exploits though, which is different from packet fuckery or whatever so we should keep that straight if we're gonna discuss it.

Client-side cheats are dealt with harshly because they can come in a million forms, so it's mainly about deterrence. It creates a black market for people willing to burn accounts while developing tools, but presumably it cuts down massively on people who are willing to try developing shit, and mostly-legitimate users who might be tempted to try out a tool. You still get chinks who don't care and cases like TF2 sniper bots which look almost like massive organised corporate sabotage, but surely that'd be much worse otherwise.
It's a balancing act I guess. Especially if you have any kind of item economy in play, you need to look like you're doing something or it has no credibility. The legitimacy of that approach to a game's business model is a separate question, but in some styles of games (like MMOs) it's kind of a mandatory feature of the genre and existed before anyone thought people paying money for virtual swords would be a thing.

When it comes to netcode then yes, your model needs to ideally be ironclad and zero-trust categorically. That's just normal network programming. Action games have historically had to bend this a bit because (a) shit could move too fast for latency/bandwidth/processing to keep up and (b) the conventions grew out of LAN play where it was expected you'd just walk over and punch someone who started flying around the map, but you need to have strategies to regulate online play. This is a big subject. But if you're not airtight at least up to the local instance level you get situations like Diablo 2 where players could use a session desync issue to inject arbitrary fucking items into server inventories, and that shit could kill a game.

But a 4-player indie PvE thing? Who gives a fuck. Unless there's any persistent elements (like progression or inventories) that's a category where you can just not give a shit at all and go fully peer-to-peer with no anticheat whatsoever, that's what pretty much everyone else does.
Votekicks are usually plenty for that, depending on the game, but generally so if it's fully cooperative. If there's a chance of certain players being an actual nuisance by sticking around in the matchmaking pool or whatever I'd consider a "cheater island" system perhaps; give em some secret bayesian shitlord score and let them continue playing with other shitlords.

I think a lot more games could do something like that instead of banning, but keep in mind you're creating a subset of your audience will never admit they deserve it while any footage or whatever they generate will make your game look like absolute hell.
Probably doesn't matter to you, but it might be part of the reason more big games don't use this strategy.
 
Im making a game with my favourite froggo apu. I can’t actually program though ( I use GML & my code is 88% if statements 10% math 2% scripts for save files ) IMG_0528.png
(scene of after you save the frog children from pedobear)

Idk, this gamedevving takes your whole life to do it seems. Accckkk x.x
 
i've had an idea for a basic game for a while now and i'm pretty sure someone has done it before so i will ask here if it sounds familiar
it's a 2D top-down game where you play as a spacecraft harvesting materials from asteroids by blasting them bit by bit then using those resources to upgrade your own ship to travel to new sectors to blast bigger asteroids with better materials, etc. i'd like it to be a simple but satisfying game and probably port it to mobile as well with the intention of turning an actually good profit on it, but i'm also 100% sure this has been done in much better ways before.
 
i've had an idea for a basic game for a while now and i'm pretty sure someone has done it before so i will ask here if it sounds familiar
it's a 2D top-down game where you play as a spacecraft harvesting materials from asteroids by blasting them bit by bit then using those resources to upgrade your own ship to travel to new sectors to blast bigger asteroids with better materials, etc. i'd like it to be a simple but satisfying game and probably port it to mobile as well with the intention of turning an actually good profit on it, but i'm also 100% sure this has been done in much better ways before.
I can't tell if this is sarcastic but yes that is a long-running genre. From games like Escape Velocity and its descendents like Starsector which have a focus on story and trade across a whole galaxy map (usually with so many other systems that mining asteroids is a fully optional roleplaying path), to things like Cosmoteer which are more about extracting everything from a sector to pimp out your ship tile-by-tile before moving on. And a million more minimalist ones with less emphasis on combat or even an exclusive focus on roid mining.
But it's one I'm a fan of and a million games isn't enough so go for it?
 
i've had an idea for a basic game for a while now and i'm pretty sure someone has done it before so i will ask here if it sounds familiar
it's a 2D top-down game where you play as a spacecraft harvesting materials from asteroids by blasting them bit by bit then using those resources to upgrade your own ship to travel to new sectors to blast bigger asteroids with better materials, etc. i'd like it to be a simple but satisfying game and probably port it to mobile as well with the intention of turning an actually good profit on it, but i'm also 100% sure this has been done in much better ways before.
Extremely in-depth autism-tickling kind of game or Motherload but Asteroids? Both could work, the second one more likely on mobile imho, especially if you really juice it up
 
it's a 2D top-down game where you play as a spacecraft harvesting materials from asteroids by blasting them bit by bit then using those resources to upgrade your own ship to travel to new sectors to blast bigger asteroids with better materials, etc. i'd like it to be a simple but satisfying game and probably port it to mobile as well with the intention of turning an actually good profit on it, but i'm also 100% sure this has been done in much better ways before.
ΔV: Rings of Saturn. Nothing new under the sun.
 
I can't tell if this is sarcastic but yes that is a long-running genre. From games like Escape Velocity and its descendents like Starsector which have a focus on story and trade across a whole galaxy map (usually with so many other systems that mining asteroids is a fully optional roleplaying path), to things like Cosmoteer which are more about extracting everything from a sector to pimp out your ship tile-by-tile before moving on. And a million more minimalist ones with less emphasis on combat or even an exclusive focus on roid mining.
But it's one I'm a fan of and a million games isn't enough so go for it?
the idea was that it'd be kept fairly simple so that your average phonefag could play it for 5-10 minutes at a time and still enjoy it, i could add a gorillion extra features like skill trees and other hostile oponents but my idea was that it'd be a comfy game you could just play for a short amount of time and be done with it.
 
So concernedape is pretty well known for making and remaking all the assets in Stardew Valley multiple times throughout its development as his art skills improved, including like half a dozen versions of each character portrait.
cmyytb990jy41.png
Has anyone here tried this? I've got almost 0 assets for my little project because I don't want to make a bunch of crap that'll just be thrown away later. But maybe it's a good idea.
 
So concernedape is pretty well known for making and remaking all the assets in Stardew Valley multiple times throughout its development as his art skills improved, including like half a dozen versions of each character portrait.
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Has anyone here tried this? I've got almost 0 assets for my little project because I don't want to make a bunch of crap that'll just be thrown away later. But maybe it's a good idea.
make-it-exist-first-image-v0-8li7c4nth20f1.png

This is just generally good advice for any endeavour. Perfect is the enemy of good.
 
Has anyone here tried this? I've got almost 0 assets for my little project because I don't want to make a bunch of crap that'll just be thrown away later. But maybe it's a good idea.
There is no other way to learn that to fail enough times that you can see what does not work.
Get used to not being attached to anything you create if you want to purse artistic field. Programming included. It's good to refactor and throw away shit code from time to time.

However if you don't care about learning art just use free art, pay for some bundle on itch.io, or if you are very serious commission someone.
 


Wrote a pixel-perfect collision for non-regular hexagons. This is pretty frustrating. Had to use a reference surface instead of relying on math to calculate hex coordinates. There is no straightforward math for pixel-perfect non-regular hexagons. The reason is - God hates hex-fags and wants them to suffer.
 
I also made a stupid cow game before which I made to get used to using Gamemaker. try it if you like. Its on a website because I used to love playing flash games lol. I made the mooing sound effects myself with my headset, so audiophiles will probably contract ebola playing. Bewaare.
 
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