Hi, so, not really sure what rules if any @NoxiousPluK@lemmy.blahaj.zone has in mind for this community. But just delete this thread if it’s against them, no worries.
With that out of the way, I thought it might be fun for us all to share a bit about our current project(s), along with anywhere people can find devlogs or demos or whatever else.
Sounds like a typical self-promo thread? Maybe. And maybe that’s not allowed. But I have no horse in this race, my only “game” is currently a very janky prototype and my devlog channel exists only in my mind.
I can’t get enough of other people’s devlogs and love to discover new interesting sounding projects, so here we are lol.
Wotcha making?
I’m working on developing my portfolio, so I’m making week-long game projects alternating with month-long game projects.
Well I’ll join in so long as this thread exists (I am expecting self promo to be less aggressively harassed on Lemmy compared to Reddit)
Sorry to make it so long, I wanna try to share what I’m making as well as who I am and what I do.
I’m a primary hobby dev, trying to make a couple bucks from my games but not really living off them. I’ve primarily been making little horror games since they are really fun for me and horror is a very comforting genre.
Now I’m letting myself be “basic” and making a cutesy Magical Farming/Ranching game in the style of Slime Rancher, but with some various farm sim and RPG influences. I’m making it in Godot with C#.
I do all of my games as open source projects under the GPL 3 license (copy-alike license). I see it as a way to give back to the internet which is largely responsible for teaching me how to code and also letting people smart enough to compile it themselves to have my games for free if they so choose. I’ve also had some pull requests for different improvements on some of my stuff which was unexpected but super cool.
One of the intentional design features of the farm game is being very data driven. I’m setting the game up for translation keys and many of the features are using custom resources (Godot’s Scriptable Object equivalent). I’m using Godot’s patch loading feature to allow loading mods fairly easily. So all one needs to do to make a mod is write a few files, which in Godot is super easy to do.
I don’t really have any pics yet since the game is way super alpha stages. I’m still getting some features working properly and there’s a lot to do before it’ll be done. Hoping I can publish on steam but otherwise all my games usually go on Itch.io.
and horror is a very comforting genre
We are very different people 😀
I do all of my games as open source projects under the GPL 3 license
That is so amazing, thank you. Really cool
Hoping I can publish on Steam
I have not published something on Steam myself yet, but I’ve paid the publishing fee ($100) for a game I’m working on yet, so I can test all the Steam API integration and easily update the game for the few people that help me test. The process seems very straight-forward.
I have been messing around with some of C#'s more recent features (like ref structs) to try and make a high performance gamedev library based on relational database concepts.
For ages I’ve felt like that ECS feels like a more restrictive version of a relational database, so it feels like a natural avenue to explore.
But really I’m just another person procrastinating from real game design by doing pointless engine development instead.
I’m working on a traditional (Wizardry / The Bard’s Tale-style) dungeon crawler with magical girl and horror themes. This is only my second RPG, building on the groundwork from the first, so it is still relatively simple. It’s decently far along, but it is my biggest project so far by a wide margin, so there is still a lot left to do. I realize that it’s a niche game that probably won’t appeal to most people.
I mostly post bits and pieces on Mastodon. Occasionally I post a bigger devlog on Itch, but I’m not very good at those and I don’t know if anyone really reads them anyway, so I don’t do it that often.
My current project is on the backburner (again) for the time being. It’s a space noir detective game. Instead I’m working on my (first ever) community driven World of Warcraft (Classic) Addon with a narrative focus which I will hopefully release in the next few weeks.
Ooooh I love the idea of a noir detective game with space elements.
Thread is totally fine! Thanks! :D
I’m currently writing my own semi-engineless game (I don’t want to say that I’m building my own engine, but I do have some reusability for my own sake) while figuring out SDL2. Not enough defined of the game yet since I’m still learning where to go while working on the tech stack, but I have some ideas inspired by various games to create an unique mix. Will absolutely show it off when I have something to share.
My current project is a spiritual successor to Zelda a Link to the Past. I first intend to recreate that game to a certain extent and then change everything necessary to be unique enough while still retaining enough to give people a good feeling or familiarity.
This is what I have for my character style so far https://i.imgur.com/mX7C3AP.mp4
Here is the starting area outside with all the assets I’ve completed so far https://i.imgur.com/89zbSFk.png
and this is an old screenshot of the interior https://i.imgur.com/MKaRtHt.jpg
I am not maintaining a website but I am likely to post any videos to my youtube channel https://www.youtube.com/channel/UC-g5U2q8sv6F9sxNfXlkjZg
My current project is a bartender management game. You have to manage tending bar and giving people the right drinks with handling people getting too drunk and puking/fighting/etc… Still trying to figure out if/how I want to integrate making cocktails rather than just serving 1/4 beers.