Game Developers of Kiwi Farms

Fuck, man. I got into 3d level design using Unity's Probuilder addon. I realized that I don't know how to map realistic 3d environments because I don't understand how buildings and cities work.
That's the fun part of any creative project, before you know it you're studying middle eastern medieval legal systems.
 
Am I spreading myself too thin if I'm learning multiple game design techniques? 3d modelling, level design, programming all at once?
Only you can answer that broseth. If you feel that you are - maybe clump your time together more.

ie: make a list of models you need to make and work your way through them, then do the level design, then the programming.

OR start with the level design by blocking out everything, making note of what models you are going to need and behaviours which need to program.

You get the idea.
 
Hydraulics are fucking weird man. Every time I open up Blender now I feel like I'm doing something "wrong." I just learned the basics of rigging and I'm trying to make little weeb gundamus and the hydraulics are fucking me up hard. Feelsbadman. I thought it'd be a little hop and a skip but it's a totally separate rabbit hole compared to what I was doing...
 
Hydraulics are fucking weird man. Every time I open up Blender now I feel like I'm doing something "wrong." I just learned the basics of rigging and I'm trying to make little weeb gundamus and the hydraulics are fucking me up hard. Feelsbadman. I thought it'd be a little hop and a skip but it's a totally separate rabbit hole compared to what I was doing...
I could never conquer the donut.

I'm okay when I use things like Tinkercad because thats just solids that you add and substract and move around, so making simple 3d printable things is fine, but every "beginner friendly" tutorial I have found for Blender devolves into "press this key then this key then this key" and I don't understand anything thst I'm doing. I guess I should look for a book on technical drawing first?

In my case I really enjoy old school RPGMaker horror and adventure games and decided I would try to make my own Yume Nikki fan game with my own spin on it. I want it to be an honest tribute and as such want to work with the limitations Kikiyama himself had by using the 2000 or the 2003 versions, but MAN this thing is more clunky and uncomfortable than riding a bicycle with no seat.
 
I'm okay when I use things like Tinkercad because thats just solids that you add and substract and move around, so making simple 3d printable things is fine, but every "beginner friendly" tutorial I have found for Blender devolves into "press this key then this key then this key" and I don't understand anything thst I'm doing. I guess I should look for a book on technical drawing first?
3D modeling is one of the hardest things to understand, until it clicks and then you wonder why you didn't start it sooner.
TBH, I should probably write a guide on how to model basic shit but I'm not sure if anyone would read it.
 
Fuck, man. I got into 3d level design using Unity's Probuilder addon. I realized that I don't know how to map realistic 3d environments because I don't understand how buildings and cities work.
Neither do city planners. Just have fun with it. I live near a city where one family built their half perpendicular to a river, and the other parallel to it, because they hated each other. At least that's how the story goes (and boy howdy does it show).
 
Right now, there's an "trend" about relying on AI to help code your games. This guy actually spent 90 Euros just for the AI to periodically shit itself



What's funny is that this guy was openly simping for AI integration with Unreal, the other week

 
Última edición:
I can agree that developers can encompass skills other than programming—mapping tools are a great introduction to level design and basic optimization*. The harshness of my statement is derived from a growing aversion by amateur devs to learn programming, and AI vibecoding has only exasperated this. As I work on my own project, I continue to discover new challenges that I'll eventually need to overcome; likewise, these devs should develop a bit of humility towards the requirements of making a game, I have no qualms with "plug-and-play" engines or asset flips, but more pride should be taken in learning and implementing good programming.

* Source 1 Hammer is out of date in terms of modern standards and is limited in terms of gameplay extensibility, but it is relatively easy to setup and run.
I wouldn't consider myself a programmer yet. Actually, I forgot a lot of the stuff I learned because I got burned out and took a break from it. Do you know of any good resources to learn programming? C# is the language I want to learn.
 
I just learned the basics of rigging and I'm trying to make little weeb gundamus and the hydraulics are fucking me up hard. Feelsbadman. I thought it'd be a little hop and a skip but it's a totally separate rabbit hole compared to what I was doing...
Yeah, it doesn't really fall under the basic capabilities of skeletal animation as far as I've ever been able to figure out. Notice how many games have robots and how few of them have functioning pistons on the joints.
You can kinda fudge it if they're just tiny embedded ones or the pivots are completely buried to hide deformation, otherwise I think it needs some custom scripting (although it wouldn't be very complex) on some dedicated piston bones, or fucking around with IK, or annoying manual keyframes if you're not going to have any overlapping runtime animation blending (plausible for a robot though), or similar. Or depending on the geo maybe some super specific weighting you figured out with a calculator but that's retarded.

Maybe there's some trick I've overlooked since I've never actually researched it; I tend to stop before making them because assuming I'll have to code while modelling always makes me wanna code instead of modelling.
 
(...)Maybe there's some trick I've overlooked since I've never actually researched it; I tend to stop before making them because assuming I'll have to code while modelling always makes me wanna code instead of modelling.
Apparently it's pretty easy in Blender itself, but, like, it's totally different compared to my 'workflow' and just having to think about my models that way is really fuckass weird to me yo lmao. I'm not good at changing what I do and how I do it, but I guess nobody is, right?
 
If anybody's interested in card games, I have been prototyping one for a few years at this point through a few iterations. It's designed as a traditional TCG (MTG/YGO), not a roguelike/deckbuilder. Since I have (next to no) programming skill, it's just been in 'paper' form for full-manual digital play, but I have somewhere around 300 cards at the moment. I'm working through a complete overhaul after redesigning the frames, and replacing overly-wordy effects with simplified keyword effects where able based on feedback (so far I'm on 142 reworked cards). Mechanically it's inspired by things I like about YGO and MTG, but turn progression and combat are a system all its own.

One thing I'm wondering, how do I even share or talk about this thing without somebody just straight up stealing it? I've worked for years at this point and would hate to be conned out of it just for wanting to discuss it. I'm an American, if that matters at all. I don't know how patents or copyrights work, and didn't want to assume that I'm able to prove I'm the creator just by having all of the files.
 
One thing I'm wondering, how do I even share or talk about this thing without somebody just straight up stealing it?
Start off with a set of placeholder cards? They don't necessarily have to be tied to your main game, just enough so that they can collectively function on their own. But have some of them reference a card or two from your main project. Or even say that it's for something nonexistent if you're paranoid
 
Atrás
Top Abajo