Game Developers of Kiwi Farms

Based.
1780838822534.png
 
This video...
This video has inspired me to make a Postal-In-India mod.

I have the skills/patience to deal with the engine's bullshit... What I don't have is a team of modelers willing to model indian streets for me.
Been thinking about this and it has legs!

Features:
> burning / saving Indian women on pyer
> mutant children with extra limbs
> flying toilet Indians
> Baiting Indians onto train tracks with a score tracker and event trigger for train boss
> Pakistani, Hare Krishna, Sikh factions

Scenes:
Bollywood movie set
Downtown Calcutta (Market, Slums, Station)
Taj Mahal ( where it has to or has been flooded with shit)
Tuctuc road
Rural village (out of control cows, elephants, tiger and monkeys)
Leper colony
 
Been thinking about this and it has legs!

Features:
> burning / saving Indian women on pyer
> mutant children with extra limbs
> flying toilet Indians
> Baiting Indians onto train tracks with a score tracker and event trigger for train boss
> Pakistani, Hare Krishna, Sikh factions

Scenes:
Bollywood movie set
Downtown Calcutta (Market, Slums, Station)
Taj Mahal ( where it has to or has been flooded with shit)
Tuctuc road
Rural village (out of control cows, elephants, tiger and monkeys)
Leper colony
It does:
Setting: Postal dude gets a trip to India; you have 5 days to visit these exclusive locations!

Also Taj Mahal has to be filled with rats; it's like a oblivion sewer and you fight a rat boss.

We have to include a trip on the side of Ganges.

You visit a scam center where they have a Kitboga poster

The turd fighting festival

You drive a Tuctuc like you drive a mobility scooter in Postal 4
 
Are gamejams even viable nowadays for building connections/experience/etc? I'm a solo programmer but I left the 'industry' back in 2018 (was an intern at a large developer -> made my own shitty indie game in the spare time, released it to the grand total of less than a 100 sales and switched to webdev).
Am currently looking to get back into it or join an existing project.
I mean it’s better for making connections than doing nothing i guess. I did like four in person game jams in college but pretty much no one i worked with ended up in gamedev besides me and like 75% of the participants were 2D artists.
Online game jams might be more productive if you ask a couple teams about their background before committing to one.

I think as far as actual experience goes the main thing you learn is how to talk yourself down from the game you want to make to the game that you can reasonably make in the timeframe. If you have a lot of time on your hands i’d recommend it.
 
Are gamejams even viable nowadays for building connections/experience/etc? I'm a solo programmer but I left the 'industry' back in 2018 (was an intern at a large developer -> made my own shitty indie game in the spare time, released it to the grand total of less than a 100 sales and switched to webdev).
Am currently looking to get back into it or join an existing project.
Having shipped something you're already leagues ahead of your average game jammer, based on my experience. I mostly ran into teens and young adults with hardcore tism who were looking for someone to make a game for them based on their special interest. Also almost all purely 2D artists.

Working in Godot probably had something to do with it. I like the engine but that community consists of the worst kind of open source homo tranny rejects.
 
I've had dreams of making... quite a few games, actually, but not only I'm too shitty of a coder, I'm also getting easily lost in the weeds whenever the code surpasses 2KB's, so I've decided to bite the bullet and try vibecoding. On the most pozzed LLM there is, from my experience: Gemini.

And to hopefully speed things up, I've tasked it to code a thing for the PlayStation 1 and... even though I have a surface-level understanding of how the platform works, booooooy am I learning a lot. And I'm probably yet to learn a lot more. I've spent many hours trying to optimise 2D shape drawing code, and the two lessons I've learned from said experience is: 1) don't add bloat unless absolutely needed, 2) always define your coordinates in a strict order: top-left, top-right, bottom-left, bottom-right, - or have a fun time figuring out why your rectangle looks like a bowtie spaghett.

That said, now the drawing function does basically fly, for what I wanted it to do.

I'll come back to it later after I actually understand how vidya work internally, on a skeletal level. And make one (hopefully) myself.
 
Can't post my dumb art at moment, phonefagging at work, but I'd love to help make games, I can do mediocre pixel art, but when it comes to gameplay ideas I can't come up with ideas to save my life, kind of why I always end up stalling out with game ideas. Also I'm a knuckle dragging retard when it comes to programming.
 
I'll throw my hat into the ring as well. Made a few platformers/schmups on Game Maker back in the day, and RPG Maker horror games for funsies. Without giving too much away, I tinker in music composition and scenario/character writing who may or may not have professional experience in both areas. Didn't realise there was a gamedev thread. If anyone would like some sounds, I'll get to it in my spare time.
 
Última edición:
At work I was recently tasked with experimenting with some Open Source game engines and frameworks besides Godot. At first I thought it'd be a fun little side project.
1783345394635.png
The state of gamedev FOSSslop is beyond bleak. Almost none of it is usable beyond a high school "Game Development 101" class. Even the bigger more heavily-featured engines are missing seemingly trivial stuff. All of them are full of very odd decisions, such as Panda3D's physics system mixing English and SI units (foot, kilogram, second, candela). The only half-usable one I could find is Raylib, and even that one is notoriously under-documented. Most of them seem like vanity projects meant for CompSci students to be able to say "look I contribute to le opensource" on their resumes, and are not designed for shipping serious games.
I am now fully convinced that Godot, lauded as one of the most successful FOSS projects of all time, is good in spite of being Open Source and not because of it.
 
Besides Godot, Panda3D, and Raylib, what other game engines have you experimented with and what are your thoughts on them?
O3DE - This is an odd one, because it was originally Amazon Games' inhouse engine before they went under. I'd say it's the most capable FOSS engine available, but it feels like a worse version of Unreal Engine and if you want to deal with The Unreal Experience you're better off just using Unreal.
Defold - Weak editor, weak 3D support, weak documentation. The message passing system is probably something I'd have had less trouble with if I wasn't trained as a python monkey, but it was unintuitive nonetheless. Also, it's not really FOSS but instead in a weird source-available limbo.
Bevy - Its biggest issues are endemic to Rust itself: Lack of an editor and long compile times mean quick iteration is functionally impossible. Of note, compile times aren't nearly as much of an issue in Unreal by virtue of it using the faster-compiling C++ and likely having smarter integration of the language into the engine itself. It's the Rustroon meme engine, so it's about as you'd expect.
PyGame - The classic High School Gamedev Class engine. Unless you're an extremely dedicated autist trying to push it to its limits, not much can really be done with it. That said, it is a much better experience than Panda3D.
 
Última edición:
I've been working on a project for a little while and while it's still in a pretty rough state it's at the point where I think it would be good to get some feedback from other people on it. I don't think any of the filthy casuals I know in real life are up to the task so what's the best place to find people online? In particular I'm trying to write the built-in manual so that someone smart enough for something like Morrowind can figure out how to play without much trouble but it's hard to predict what does and doesn't need to be explained and in what amount of depth. For example, I have no idea if explaining how to use items is enough for people to intuit how guns work or if there has to be a paragraph on all the specifics or even a huge table listing all the stats and quirks for each weapon. I also want to make sure it's clear enough what you're supposed to do to at least finish the main storyline so there aren't parts where you have to check a walkthrough to figure out where you have to go or who to talk to or whatever.
 
Oh - Come to think of it! Yes, the steam version is a way of supporting the devs.
I’d buy Krita Steam Edition for full price if their mascot was one of those depictions of Goku sipping lean and not some gay robo furry.
Good app though i just wish the text tool was better. It used to be cumbersome but then they made it worse in an update. It’s so bad now i just make the text in inkscape and import it as a vector layer.
 
Atrás
Top Abajo