#Game Development Club 2.0
1 messages · Page 2 of 1
(If you don't get it, the answer is Heap. because in data structures, that's a type of tree)
Ah
In need of an opinion on a menu placement thing
#greenscreen message
The second one
Spent the last 3 days coding a shelf restocker system for engineers and scientists
3/4 of those 3 days was spent refactoring my inventory/item system because I didn’t like it
Meaning that those 3/4 was also spent modifying the way the data is stored for the inventory and I hate using my datastore ☹️
I hate working with data
Is there any way to do rng in RPG maker xp?
There should be a setting for setting a variable called “random”
I'm randomly conceptualizing a FNAF fangame cause idk I always wanted to make one.
I feel like it'd be a cool thing for a fangame to have enemies that like, coordinate with each other somewhat.
The TLDR:
Drill Valerie mostly attacks from a very short distance and can attack two doors, but there's a chance they'll instead go after the nearest power room if Buzzsaw Valerie opened a room close to them.
Hmmm
I wonder how hard it is to make something like tokimeki memorial/Amagami
Unity is canceling the Runtime Fee https://unity.com/blog/unity-is-canceling-the-runtime-fee
How does this look?
Should I make the sliders longer and should I change the size of the text?
It feels like I have alot of empty space on the right side of the screen
I feel like you could take up more of the white space
Like this much or more?
Yeah I'd say about so.
Idk how well it'd look but maybe center it with the menu box a bit more?
The slider I mean
Like have it in the center of the screen?
The center of the box that the sliders are in I mean.
Oh you mean the text?
Like this?
I meant the slider in the actual menu box itself. like the border that the slider is in.
Like this?
Yeah like that.
I think that should like take up most of the like empty space
...Does anyone else agree with me?
It doesn't take up more white space, but spreads it more evenly
Also longer sliders mean smaller steps, making it easier to balance audio (ie stepping in 1% intervals instead of 5%)
I’m in Pirate Software’s server and apparently they partnered with humble bundle to make like a learning course for godot.
Common Thor W 
ooo
https://gabeq.itch.io/mitobit i finished the most recent brackey's game jam :D
How does this look
Should I make the text larger?
i think that's pretty legible
Yeah I think it works 😄
Also congratulations 😄
nice!
Nice
If you don't mind I just wanna throw it out there:
I'm watching a video on FNAF World and I'm reminded of how my first game ever made originally started as my attempt to make a "competent" version of FNAF World.
That's why it's called "One Dreamy Night", is an RPG, and has equipment "Chip" mechanic. Heck originally the characters were gonna be rendered as a like that old blocky Atari look in the FNAF Death Minigames.
I then had something happen and then turned it into a strange Yume Nikki-RPG hybrid game and spent 13 months on it.
Need an opinion on how I've set this up
I'm making a slider to adjust the rate of tumble clips
The idea I'm thinking of is that it will first roll for a num between 1-100
and then see if then the num is below the yapRate it will play and not if it is above
So like if the yaprate is 50 would it have a 50% chance to play a clip
Also should I name this Tumble or Enemy Volume to make it clearer?
Also prob gonna add descrip thing to the vol sliders to make it easier to understand what they effect
That's actually how ai aggression works in fnaf
At every "movement opportunity" a number 0(?) - 20 is generated. If that number is less than the aggression level, the animatronic will (at least try to) act on the movement opportunity
Movement opportunities vary between animatronics but that's a different story
Real question is this every frame or does RT have Yap Opportunities?
Two things though
- I'd personally do the != 0 before generating a number so it doesn't bother if its disabled, saving the processing power of generating it, as it will always need to check if its 0 regardless
- I'd also implement a check to disable any Yap Opportunities for the duration of clips so they don't ever over lap, unless the time between opportunities compensates for this
it'd be awkward for one frame to start a clip, and then the next to cut it off, you know?
@tawdry frost
Also "Enemey Volume" will be the most clear
as not everyone may know that tumbles are the enemies in question
The way the clip script works is that when the enemy spawned until either the player dies or wins
It then rolls a num to decide if a clip plays and then rolls again to decide which clip
After that it then rolls for a random delay regardless if a clips plays or not so the audio of multiple enemies don't constantly play all at once
Tbh good point
Moved that check to before it enters the coroutine
A whole minute feels a bit much imo, maybe 10s at most?
otherwise you may have an enemy silent for an entire minute after it spawns
people may read that as new ones spawning in
With the amt of enemies which spawn currently I think it's fine
Though after I finish working on the yap rate slider I'm making ones to adjust the min and max of the delay
Ah, okay
If some psycho wants to have a 100% yap rate with 0 delay they can suffer through that
I'd throw the sliders themselves in now to start with their implementation as soon as I get to them personally
RT himself:
God I hope not
Chat 100% at least dares him
Though I do have an idea for achievement I want to do which involves playing all the clips at the same time
Sensory Overload
It is
#rtgame-chat message
What should I make the default yap rate?
Should I keep it at 50% or make it higher?
Could have it at 100% and then allow people to turn it all the way up to 200%?
That way 100 would be "default", and anything below/above that would be an actual change
Well 100% is just it will always play once the delay is over
You can't really get higher than that
Well choose a value that feels fine, and make sure you skew the display values to show 0-200%
or 50-200% or whatever
But imo in this case the best UX would be to keep the stock at 100%
Okay I think I'm going to go with a default of 80%
200% just plays two clips /j
lmao he never stops yapping
K working on the delay sliders atm what should I make the max min delay be? not sure if I should only just go with 60 secs or allow it to be up to 120 seconds
also for the subtext for the volume sliders should I have it as The Volume of X or just the Volume of X?
The authority in that setting
How does this setup look for the yap delay?
Should I make the min max sliders shorter?
Like what the yap delay is for or what I'm making in general?
I mean what game in general 😅
I would best describe what I want to go for as rougelike horde fight thing
Something like Side Order from Splatoon
Ohhh ok
Got it fully working
The only thing left now for the audio settings is the option to disable and renable audio clips
😦 The noise 😦

You need a button to play the clips
Everyone's gonna wanna just turn it right down because it screams a them just by being in the settings
😮
The santa makers did a bad job with their texel density tho
code bolognese
with extra cheese
I just wanna show a screenshot from a game I’m making
oooo!!
Ah a fellow Godot user, hello.
Sounds insane but wonderfully so, well done.
Man I never thought an auto scroll bar would be so hard to implment
looks like unity to me
reading the godot source code is funny sometimes. like, oh, i've got comments like this littered across my projects, too
They’re just as human as everyone else, and they will do dogshit things everywhere
I bet Unity is even worse(since it’s a bodge of a bodge of a bodge)
if it ain't bodged it ain't functional
“This code creates memory leaks TOO BAD :)”
"If it ain't broken
Then it's not got enough features"
Oh I remember the TF2 source code where the comments for the code were so confused why there was a bug that was fixed by creating a memory leak
thank god for gdscript managing memory for me cause otherwise i'm sure there'd be at least one memory leak somewhere
Well you see, there was too much memory pressure, so some memory had to be leaked out to stop it
Fun fact: it's entirely possible to create memory leaks in GC-d languages
I just wanna randomly throw it out there.
I've had this idea for a character's story that I'd at least want to tell in a game but I never knew what angle exactly I should be aiming for.
I had an idea where someone encounters a supernatural thing, they have like a Celeste-esk moment where a part of them splits off and becomes a supernatural entity following the protagonist, and then... they just survive the encounter and live out their life with some entity following them.
The problem I had with it is that like, as a theoretical game, I didn't know what exactly my conflict would be after the inciting incident and I kinda want to do a slice of life kind of experience but feel that might be a bit boring as a game.
Idk why but after playing some Persona 4, I kinda realized like... This kind of game style might be perfect for this idea I had??? What if I made a very truncated Persona game?
After the inciting incident, you're on a timer until the next incident and until then, you're just cut loose to roam around the area to prepare for that moment. Gain money from your job to buy supplies and weapons, explore around to gain something equating to level ups, build social links (although I'd want to keep it with the otherself, that feels more interesting) and you just gotta work until you're ready for the final day.
Someone should make rpg maker but for tactical rpgs
I saw someone make a olugin for that but I don't immediately know the source or if it's free
oh there is
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Recommendations
231
Oh wow 😮
Need an opinion
After taking yalls feedback I've decided to renabled the scrollbar to be active again
How is its size?
I can't have it too small or it will be too hard to select it
Should I make this button a lighter gray?
I think so
How does this look?
Hi
I still think you may want to include a toggle button to play the enemy voices to avoid it going off every time you're in the settings
Idk I wanna share an idea I have for a game
thats pretty cool
I just need to say it somewhere cause it's been bothering me a lot.
I don't know what's going on with Godot but whatever drama shit is happening with them and their Social Media manager and the internet's response but it's making me really uncomfortable.
I'm not worried of what it says about me who bought a course on it and feeling like I wasted my money or anything, I'm just more uncomfortable at the entire stink of it. Like I care less that there's people probably taking this obviously too far and more just uncomfortable that they don't seem to be diffusing the situation any better.
I'm sure it'll go away soon but I'm just... idk what to do or where too put this. I'm sorry in advance
It's people being stupid admittedly and I just don't know how to work it through in my head in a calm, reasonable fashion.
The drama amounts to:
Godot did the whole "Share your woke games" tweet but the problem seemed to've sparked this whole problem of people telling Godot to not do this or go down this route being blocked on of twitter despite them not really being homophobic or hateful but still being treated as such, especially after a response corporate apology about the mass banning which I think the problem there was that it still cemented the idea that the people who got banned were basically treated as bad as hate speech when they weren't, and the whole attitude people who are ragging them being labeled as those kinds of people and especially after the creator of Godot said they're taking a break because of all this nonsense.
The problem boils down to people are mad at godot for being very sensitive on feedback from their Woke tweet from getting blocked for showing some semblance of pushback that's not specifically hate speech, and then being labeled as such after the fact.
There is a lot of bad faith actors obviously, I'm sure there's people that are using actual hate speech towards it and I know there's a lot of stupid people here. Like definitely people who're treating this as like a mask off moment and now Godot is pissing any good faith they had from the Unity scandal, and people vowing off from... kinda nothing let's be real here. Apparently some user is claiming they're banning people off of the git branch when that individual made a git issue named something along the lines of "FIRE YOUR FUCKING SOCIAL MEDIA MANAGER". And idk what's going on with the actual manager in question or that psycho moderator on an affiliated(?) discord.
If you don't mind me just getting my thoughts out:
I don't have any personal grievances, I wasn't someone who thought they shouldn't put their toes into this and now feel like I'm being treated as the enemy.
I don't know how to describe it but it's more or less just the stink of everything behind this that's making me really upset about all of this. Like I really don't have any real stake in this matter and I especially don't think it matters whether or not people or I make games on it, I just don't like the overwhelming negativity being thrown at this situation. I'm getting a lot of dread from people treating this like Godot's suddenly been revealed for something actually heinous and now they're entire foundation is rotten to the core and this is a really big deal because they're the next best thing after Unity's scandal and this is what gets revealed. And I think confounding that feeling is me feeling like there was something wrong here and it's that someone there couldn't take criticism and went nuclear because of that.
Logically, I get this shouldn't matter. The problem is a basic mistake people do socially, people and especially twitter are being as ruthless as they are but they'll move on and find the next thing to burn themselves out on, and really this'll probably go away by the end of the year or month. I just can't emotionally handle any of this and feel trapped
If the mods want, I can like delete this after like today or something just so you don't have me crying about something here. I'm sorry for being a downer and dragging down the mood here and I'll get rid of it if you want.
“Share your woke games” just seems funny to me I don’t know if the bad part comes through context or whatnot
Like it seems more poking fun at people complaining about “woke”? Cause it’s asking people to share their own games and not like. Publicly shame other people’s games for being too “woke.”
But again the only thing I know about this situation is what you sent here
That’s what I assume was the point but the problem was they started banning people left right and center and some of it were despite some people not having anything that offensive being said and it got so bad they had to issue an apology for being so bad about it.
And now people are treating this like they’re now worse than unity or suddenly pissed off a lot of their good will all of a sudden
Does that make any sense?
Yeah
The problem isn’t that homophobes are being homophobes,
The problem is that people who aren’t but didn’t agree with the message (ex: people who just didn’t want them to get into the rats nest of politics ) were blocked for it and in an apology, were labeled as hateful people and continued to be after the fact with the creator blaming it on current politics and calling them haters.
This would be like if I blocked you because I didn’t approve you saying “I don’t like you’re doing this” to me sharing something I made, and then called that hateful language and continue to do so after the fact.
This kind of attitude and response is how we get people like DSP, Wings of Redemption or YandereDev. People who have a lack of spine towards anyone saying otherwise, labeling critics, good or bad, as bad people, and this kind of response is what leads to a massive target on their backs. People who’re are filled with an overwhelming sense of self-righteousness because their meaningful comments were labeled as scum of the earth. People who realize this is something they can pick at because they don’t have the spine to not let this stupidity exist.
This kind of attitude is what creates communities dedicated entirely to hyperfixating, digging up, and doing genuinely horrid and disruptive actions to your brand and anyone affiliated with them.
And I feel like this might already be happening with slop drama YouTubers posting on any events that are transpiring
And to me it’s just a dreadful feeling. This feeling like everyone has found a reason to hate on something especially after everyone decided that they’re gonna be the next big thing after last year
i'm gonna be honest i don't see the controversy here
as a queer person i think "share your woke games" is funny. nothing wrong with a company/product/association taking a political stance, especially if the stance is just "people complaining about wokeness are dumb"
and like, blocking is so nothing. if you get blocked, best to just move on. i feel like when people are thrown a buncha vitriol they probably care more about not seeing people wishing harm upon them than the one guy who maybe has a valid take among them
the people who leave just because of a social media nothing burger were never gonna stick around long, anyways. if they're the type of people to complain about diversity in games, then i don't really want them in the community anyways?? and if they've got a valid take then that's unfortunate but again i hardly think it's gonna doom the engine
imo really not that much of a controversy in the grand scheme of things
That's fair.
Idk I think I'm realizing in this to me, I'm more caught up on the idea that this is one of those like "Individual can't take any bit of negative comments/feedback" things, which to me as someone who probably spent a lot of time as a teen hearing about lolcows and how they got to that status, I guess that's something I always disapprove of. Idk I feel like I found an understanding as to where my mind is at.
Anyways, I'm sorry for dragging this out and crying here for a couple hours over spilt milk.
Idk if you want me to delete this so it's not in chat but I can get rid of it or something
Thanks for like commenting back and such.
nah it's fine, i think it's a fair concern. i worry about that a lot on my end. but godot isn't one person, it's a whole group of devs. even if one person can't take negative feedback, the fact that they came back and apologized probably means there's someone else who will. it's also important to keep in mind that not everyone has useful feedback, and even if they make a good point, it's only as good as how they communicate it. some things are easier to take feedback on than others, some times you're more receptive to criticism than others, and most people are wayyy more receptive to criticism from friends than strangers on the internet. i think it would have been completely overlooked if an individual did this, but because godot has a foundation behind it, there's a higher expectation of professionalism. someone took personal actions on behalf of an organization, and that, to me, is the only real controversy.
Been working with this for years now. Can definitely recommend.
This is still extremely barebones but I started working on a tactical rpg roguelike.
I'm recycling the unit and item data from an earlier project.
It's been fun to figure out how to implement mechanics unconventional for the engine.
Currently got a party creation map to pick what units to bring along, as well as a 'world map' with encounter nodes.
I'm starting on the battle maps, but the core mechanics seem to be working well.
Oooh 😄
We need a fantasy game/movie that just has guns and nobody bats an eye. Like you travel to a distant community of Elves or something and recruit one to your party, and then at the next major boss they just pull out a Desert Eagle and murk the boss immediately. Nobody comments on this as if it's completely common and normal (they're the only character/community to use a gun/s)
nice
I was watching a video going over the Roblox games, one of which being Doors, and at the end of the segment they mentioned the idea of maybe for Chapter/Update 3 they should start to lean harder on the roguelike elements than sticking closely to the established design of Chapter 1 or Rooms/Spooky's.
Entirely because Persona is on my mind, I had a thought wondering like, what if Doors leaned into like, old dungeon crawler design where it's not rooms you're running through but instead entire floors you're traversing through. Entire randomly generated floors with an exit, and that's what you're aiming for.
While most of the normal enemies could theoretically exist in this style, just dot the area appropriately, alongside that, maybe have more enemies similar to Figure where they'll roam the halls that you have to deal with.
Ngl I kinda have an idea and want to make a Doors clone.
The only major I have in mind are the old dungeon crawler level design and roaming enemies on floors to complement that design.
I guess in a sense more basic versions of Figure's encounter where the goal is to just find the exit than solve an elaborate puzzle.
The one idea I have for an enemy is one that functions like Eyes where you need to look away from them but if you look at them, you instead start to move slower and your mouse sensitivity starts lowering until you're completely unable to move at all (On top of generally having your character look towards them if you look at them. On top of that they'll also attack when you're close enough to them. (Which will return your speed if you get to that point of being totally immobilized.)
Probably a terrible idea but there's a thought wanting to add like an enemy that mimics the Yellow Mages from Funger where if you stand within their radius, they'll start doing something and damage you if you stay within their range for too long.
There's also an idea I had where you could actually combat the enemies should you happen upon a gun and killing the enemies will ensure they can't spawn again for the entire run or something.
The last idea I had was a location. Instead of like very enclosed indoor spaces, I had a thought of what if you're running through city back alleys. Like you can hear city ambience and see skyscrapers tower above you but you can't seem to ever find a way out of the back alley, seemingly stuck running past multiple trash cans, ducking in and out of rooms to avoid monsters roaming the area, all under a never ending night sky and downpour.
In my head too, it's not floors but instead gates that section off areas.
@outer garnet btw have you seen pirate software's video on the godot situation?
you should watch the video
I haven't been keeping up but the finale dropped
Same
Going to maraton it one day
Working on the clip menu
What should the disabled color for the buttons look like? Does transparent or darker grey look better?
Should I also maybe change the exit icon for the clip menu to something else?
Change the font colour too. Or else it looks like an active state.
Good idea 👍
Okay tried that changing the font color you can't easily do as button comp only allows you have one target graphic at time and the only other way was is scripting it
Wait I think I have an idea
I think I can do it with animations instead
I just wanna state this somewhere cause I find it kinda amusing.
I've had a character that I want to make into a game but couldn't figure out how to write or set it up. Like the idea was that it's an Earthbound like but the concept was the protagonist was clashing with a Badeline-esk character (from Celeste) and it's a journey of self-discovery and understanding where the protagonist find some resolution with their otherself and ultimately themselves.
I had trouble with the idea because I didn't know how to drive conflict after the inciting incident since it seems too personal to really have anything but self-conflict, and from that the plotline of what probably would've been slice-of-life drama felt incompatible with an RPG.
So TLDR: I wanted to make an RPG with Urban Fantasy elements where the plot is about confronting a part of the character's personality and ultimately find resolution with themselves.
About a month ago, I played a game called "Persona 4" 😅
Yeah I was gonna say lmao
The atelier series is basically a fantasy slice of life rpg so slice of life drama could work :v
Oh good to know 😮
I'll admit after playing Persona 4, I now feel like I somewhat have a direction to go with that theoretical game now.
And that direction is "Make a (truncated) persona game". 😅
Another for the cause lmao (I have gone through multiple ideas)
How does this look now?
Next to quote should I have a clip num next to it like
Clip 1 - "Quote"
Okay under further thinking I don't think I'll be able to implement the sub arrays for the variants of the same kinda clip
Still going to try sort everything so it's still sorta easy to disable and renable specific things
Going to still have a lot of fun connecting up the toggle buttons to the array :)
For the order of the groups I'm doing how does this order look
- SFW
- NSFW
- Toad
- Noises
Should have the toad sfxs above nsfw clips in the list or below em
Should this go in the nsfw group?
sfw or nsfw?
Yes
sfw or nsfw?
sfw or nsfw?
Sfw
Emotional anguish to one target
Should I have the header for each group of clips for the button to disable all to have the header text seperate or apart of the button?
Should I make the txt change last longer or shorter?
Currently its 1.5 seconds
I'm trying to draft out an idea for how the protagonist (of an RPG) would playout and what their RPG archetype would be.
I'm tied between like a very defensive oriented character that can attack anyone or a Naoto-Master of None kind of archetype
Honestly a defensive/support protag would be very interesting if executed well
Something I do kinda worry is if Draft 1 could be really boring because I don't have a vision on how party members are handled. Like I can see that idea being more interesting as a protector role where she's more about defending everyone and keeping party members safe.
But that is giving me an idea that she could be like a summoner kind of character where you summon party members in battle or something.
Like her story is she summons her shadows, aspects of herself that she dislikes but have reigned control over, to cover the bases that she can't cover herself.
Welp added the toggle for the sfw clips
Now time to wire their connections :)
Aaaaaaaaaaaa ffs
I just realized I didn't need to make each of them have their own audio sources and just instead have them point to just one
Without doing the whole Press Turn System of Persona,
Idk how this would work in actual play but I'm kinda leaning back on more LISA inspiration with 50 freaking status ailments for one thing and I'm kinda imagining something where like weaknesses lead to status ailments? And the ailments that come from psychic/physical creates statuses that act as like the Technical mechanic from P5 where statuses allow dealing more damage if a specific affinity is used.
"Im a psychic! Fear my psychic rays!"
pulls out a desert eagle
We made a new thing called Evokers. It’s a magical device, you aim it at someone and they’ll start inexplicably crying
Evokers are already a thing in persona
3's summoning method
Fake guns that you shoot yourself with to summon it
I'd send a gif but no worky in server
I mean yeah that’s why I brought it up. Cause it’s fake guns
Though I always wondered if like, could someone use an evoker on someone else to summon the target’s persona?
That's a really good question
I just wanna throw it out there
I had a stupid idea for a game where it's basically What if FNAF but Persona.
The game has a Michael Afton-esk character running the night guard to some warehouse/Freddy adjacent establishment. But all of a sudden, The Dark Hour actually happens or something and the establishment suddenly shifts into a liminal hell world with strange shadowy figures stalking the halls and towering animal figures seemingly chase him down deeper and deeper into the establishment (or idk he needs to do chores and he's that desperate to get a paycheck)
And while he's forced/threatened into the establishment deepens by the FNAF animatronics, he learns more things about the establishment he's in.
I'm imagining it as a plot point that instead of William Afton being a dude who stuffed kids into suits, idk William Afton tried to research The Dark Hour and that's why all this Shadows and Liminal Hell zone is happening, creating phantoms in their establishment at night all while he goes insane trying to go deeper into the problem. Idk maybe the death of one of his kids made him do that idk.
Idk why but I'm just imagining at least one encounter with their Shadow, being treated as like a Purple Guy/William Afton red herring before being revealed to be themselves and it's some admittance of being the son of the guy who's done bad things or something
Ngl I kinda wonder if that was real, I wanna know how many people would play that and think that's the doofiest idea to combine FNAF with The Backrooms and how many Persona fans would thinnk like "who the fuck asked for this crossover"
My descent into madness only grows deeper.
LINK TO THE SONG USED IN THE INTRO: https://www.youtube.com/watch?v=JHVTR-6TeQY&ab_channel=yukigloom%2F%2Fvinny
BUY MY TABLETOP RPG! : https://fabletopproductions.com/store-2/
Special thanks to Staiven, Smashmax, Sawyer, Joseph, and Kyle for helping me construct assets for the video!
Not exactly the same but it's the same to Franchises
It’s mostly a joke idea but I weirdly have like a pitch idea for a FNAF meets PERSONA game.
The main gameplay loop is akin to Tartarus exploration, running around randomly generated floors, dealing with enemies to get stronger, finding loot/ treasure for the upcoming fights, finding the stairs to descend lower into the establishment, running from the reaper which takes the form of the puppet, and the office acts as this game’s equivalent to the Velvet Room.
You have six “hours” to get as far as you can before the building resets to its normal and you’re back in reality and have to start from the beginning/checkpoint
The story involves Michael Afton, working at his family’s establishment unknowing of anything happening around him and doing the job under the assumption of just helping the family out, with his arc going through having to encounter his demons of and guilt over The Crying Child’s death (I think), and come to learn what his dad, William Afton has been working on, realizing that he, and many others before him, have been lab rats for his research into cognitive psicence.
Idk I thought a story directly tackling Michael’s lore beyond dude at every establishment would sound interesting.
so essentially a roguelike persona game
…Yeah probably 😅
Ngl but thinking about it, I actually really want to make an RPG that is basically just… Tartarus exploration.
Idk why, I randomly came to the idea of an RPG roguelike and I realize now that like, what I wanted is Tartarus basically. 😅
yeah that is just tartarus lol
which is fun to get through the first time but then it becomes a massive grind because to be most efficient with your time you have to stick around and grind monsters until everyone in your party is tired
and then even when you've completed the floor you have to keep returning as soon as possible and grinding until you're tired again
idk what things changed in reload but that definitely prevented me from finishing the original
I feel like I'm just realizing how many ideas I'm coming across are ultimately just something Persona has done 😅
Like me accidentially realising I want to make Persona 4 is one thing.
Now I realized I wanted to make a game based around Tartarus from Persona 3
How about a social deduction persona-like?
Amongsona
Town of Personam
I just wanna say this cause it ties into something I said yesterday:
I made a game for a gamejam called "Skies the limit" where it's the idea is taht the games have to fundimentally be roguelikes.
Because I was limited to RPG Maker, I wanted to make a game akin to like, Paper Mario The Black Pit where it's basically the Pit of 100 Trials but as a game (in PM64 but that's besides the point)
You can download it for yourself but basically it was going through 100 floors that are randomly picked from a pile (Technical explanation: there's 20 floor variations that's picked at random), and every 10 floors is a break/bonus floor.
Every floor has a distinct layout beyond a box with one enemy, usually having multiple doors out with door variants that do special things (IE: one leads to a treasure room where the next room is only treasure, one requires health to pass through, etc) and sometimes having optional enemies to fight (IE: some might block doors, others might be wandering enemies that require walking around, one I know is basically like a reaper mechanic where spending too long in a room force spawns a chaser to weed you out)
As I said yesterday, I realize now that like, that game is basically me trying to recreate Tartarus from Persona 3 with whatever I had at the time 😅
Making walk cycles sucks
they can suck to make yeah
Making overworld sprites are always finicky to make
in the game i'm doing art for we don't have a lotta walk cycles but i've never found them particularly difficult, especially compared to the one tile i made that needed a full wing-flapping animation
walk cycles are basically four frames at minimum - two at the end of the stride and two in the middle of the stride, one for each of the feet going forward
of course you can do more frames if you want it to be smoother but if you're struggling with them i wouldn't bother
well actually i guess a better walk cycle has six frames, with two for the beginning of another stride, but four is the absolute minimum
I'm imagining a Persona Reaper mechanic,
What sounds like a better idea?
You have a time limit before the Reaper spawns in the floor you're on or you have a chance of a reaper spawning at every like minute?
(IE: You have 5 minutes on a floor before it spawns and certain actions speeds up the timer VS Every minute the game rolls a dice to spawn a reaper and certain actions increase that chance of it spawning)
i mean what's the rest of the gameplay look like
cause the time limit feels like it'd be a constant stressor as you watch it count down but can't do anything to stop it
vs. the chance mechanic where you're taking risks and constantly waiting for the other shoe to drop
i'd do the time limit if you want to reward mastery of the mechanics and a constant pressure to go faster and do better
whereas i think the chance mechanic is more conducive to a strategic experience where the risks you take are calculated, but when the reaper finally shows up, all your carefully-made plans are thrown out the window
I’m still on that FNAF X Persona fangame brainrot,
The idea in my head for gameplay is that it’s Tartarus exploration but you have a time limit to explore, grind, find items and equipment, and make headway in the dungeon before it turns 6AM, where you’re kicked out of the dungeon. The only thing that isn’t kept is how much progress you’ve made in the dungeon, where you’re instead start again from the last checkpoint and have to make headway again.
Idk if it’d be redundant to have two timers running where one spawns a strong boss and the other stops your dungeon progress. In my head I was thinking of it as like, opening chests and having fights go on for a while would speed up the spawning time. I wasn’t thinking of it like a “don’t stay on a floor for too long” mechanic, more so like the idea that there is a thing coming after you and doing anything will make it find you faster.
I like the idea of a chance mechanic only because it feels like adding like something from FNAF into this. Like the idea of never knowing when something is gonna happen. Is the reaper coming now? How much should I be doing before I start making the reaper a guaranteed spawn on every floor?
So with timers like this, I actually have some experience from the boss I made for my game
When your initial timer runs out, reset it and set a variable to true, so that it can act as a second timer without making a second timer
Added legs to the character, and a nice walk cycle
Proud of myself
I gotta do some level graphics, and still gotta do the graphics for the first boss
Once that’s done I’ll be coding save data :D
You know I don't know why I never considered the idea of having the Reaper be like a Water Wraith mechanic (idk what the mechanic is actually called) if I wanted a timer thing.
In my head I thought it'd be a cool idea to have a mechanic where actions would speed up the likelihood of the monster spawning
I'm now trying to draft out ideas for conflict and stories for this stupid ass idea 😅
I think I somehow mcguyvered onto a Persona mechanic into RPG Maker.
That or I just reinvented SMT gameplay. 🤷♀️
Now I'm just imagining like...
Perosna 5 execution chair thing for items but it's with Freddy Fazbear.
You springlock the personas 
Me when I can finally play a game where I can deploy Freddy Fazbear in a war
Every time I see videos of like, weird cryptograms and ciphers that all reveal a story, it makes me wish I had some space to like... attempt that somewhere.
Probably a bad idea because it'd need a program that requires payment but there's a thought in my head of having a PICO8 cartridge in my game's images as a funky secret for people to find.
If you don't know, PICO8 cartridges are created as a PNG file and these things have like, entire games coded into them somehow with all the graphics, sound, and data stored in it. Obviously it only works if you have a PICO8 program to like... actually open it up and play it.
Idk I just like the idea of someone stumbling into the files, finding a really strange PNG file that looks nothing like anything else in the files, figuring out there's an entire game written into the PNG, finding how to play the game, and then like playing the game and sifting through the code to see what's in it.
Pico 8 is banger
Imagine
The final boss is William Afton and he summons SATAN UNDERWORLD as his persona to kill the night guard
He could summon like Hephaestus/Vulcan because he's a mechanic (and chronically hard to kill)
Survival horror game about being a dog trying to go upstairs but you're owner has set up a labyrinth of puzzles and monsters in the house to stop you from getting up there
the scariest game ever made
The experience
My main issue is making a sprite for a spider, it’s 64x32 and it’s for a boss
Drafting out Protagonist battle dynamics
Ngl I'm considering a FeMC route and drafted out an idea for them
Love it
I'm still on the idea for a FNAF x Persona game
I had a thought of like, Security Breach Gregory is a boss in the game and he's the Mitsuo-esk fight where it's Gregory being like, protected/inside a bitcrushed Glamrock Freddy or somethinng.
And he has a gun
I'm trying to figure out how I'd reasonably do a randomly generating map, I don't know if there's math or a method I don't know to have something randomly laid out, or if I'm gonna need to like have everything set but obfuscate the randomness.
I had a thought where heading to exits will add a number to your room number and send you to the room corresponding to the room number, but then I realized like, that just making a map in the most complicated way possible.
I'm not even sure how I'd handle moving back into rooms you just came from
Well maybe do something like how Pikmin 2 did caves
I forget the specifics but its decently interesting
Even the music was somewhat random
I mean yeah though that aspect of tying things together, I'm not sure how to do that.
The weirdest thing to me is trying to visualize this exactly.
Ngl me trying to figure this out feels like me trying to reinvent ways to add numbers without repeats
I'm trying to make sense of this in my head and I've been doinng nothing but number crunching
Maybe until I figure something out, I'm gonna assume I'll probably have to do something that obfuscates the randomness of the locals.
I assumed I could figure something out for like connecting rooms together but that's being a mess in my head, the next best thing I could do is have a set map layout/layouts but enemies, items, and spawn locations changes or something.
I think wave function collapse is really popular for these kinds of things. Not 100% sure tho
I do wanna start trying my hand at game dev stuff but idk it’s kinda intimidating to start
I'm unsure if I quite understand the Wave Function Collapse (I got a little alarmed when I got set to the Quantum Physics explanation) but possibly.
Though it's a bit strange and idk if it'd be implementable for my game. I'll keep it in mind though, I've been curious about how these things.
start small!! just figure out how to do one thing to start, and just go piece by piece
I just wanna share this cause I feel like I have something for a randomly generating layout.
I feel like there's some discreet mathematic principle or algorithm thing I'm missing that ensures that this is random without any small hiccups but I weirdly feel like I have a model.
Assuming everything is just correct and I made no mistakes modeling this, this basically means every room has at max 4 pathways, a pair of Entrance/Exits (Blue and Green). So to accomplish this, theoretically I create 4 common events that sends the player dependent on variables.
There are some hiccups with this: Two rooms could have a connecting paths with each other, two rooms connect with itself, and if there are two series of rooms that loops then one exit could have two valid exit which idk how that'd work honestly.
I've created Linked List hell
Wait no never mind the red lines should be appropriately colored I'm just... Losing track of everything. :🤪
The red dotted arrows do connect, if all things go well, they should create 4 smaller loops basically.
i mean assuming you have one singular entrance and one singular exit you can always make sure there is a valid path from entrance -> exit
also make sure that if room A has one entrance/exit to room B, then its other entrance/exit cannot also go to room B, nor to room A (itself)
i am admittedly pretty confused by your diagram so maybe you already do that
Idk if this helps but basically this is like a linked list thing.
Each element in the stack links to each other. Though due to weirdness with how the connecting points are assigned, sometimes it creates four stacks that loops in on itself and not 2, through everything is linked together and there shouldn't be an area that's completely unobtainable.
The theoretical set up is that each square has 4 paths basically, and on my end I'm calling them Blue/Green Exits and Entrances. Blue entrances lead to blue exits, green entry leads to exit, and vice versa. In this diagram, every square should have two arrows pointing to it and two arrows pointing outwards. Though squares with a Red Outline are rooms where they have only one exit (Idk why but those rooms have one exit that loops in on itself.)
Arrows with a dotted line travel back to the previous room even though it's redundant.
The Squares with a red fill are supposed to be special rooms like entrances/exits, so I can keep track of important rooms and see if they're unobtainable or something.
Worst videogame idea
CalmWalker
A cosy fps
The antonym of Doom
"Remember CalmWalker you need to not stress just blast those baddies with your kitty shotgun!"
Slime rancher is kind of like that
agressively taking notes
Someone shared this video and it’s like…
I know fear and hunger does a lot of impressive stuff in rpg maker but like, holy shit this is so much for one thing 😅
Watch Full Fear & Hunger Podcast Here: https://youtu.be/aQgA8kURTEM?si=CWxdVV3w4iJtsejO
Offer Me a Beer and Become a Member:
https://www.youtube.com/channel/UC3CzWSEKGxXn63vhlIxuhRQ/join
Donate to Support Me:
https://streamlabs.com/francescofiorello/tip
My Discord Server: https://discord.gg/frapollo94
Fear & Hunger Guides: https://www.youtube...
Video game idea
"In the Mind of Joe"
The game would focus on changing perspectives from first person to third person, in third person you see everything literally while in first person you see everything how Joe interprets it
What looks like two menacing guards that block a door are actually Joe's good friends from his perspective who'll let him through, some items would be interpreted by Joe as harmful to the touch but completely harmless in reality
Somewhat Psychonauts?
I do like the idea tho
Kinda
Would it be kind of like a two player puzzle game? Where one person controls the character but sees a biased world and the other can see the real world?
A game where you disassociate to see the world as it is, untainted by one man's world view.
Is there any sort of limits on switching? Or like what’s the “difficulty” I guess
Is it like some of the things only work in one perspective and some of them only work in another perspective
This would work for a couple levels but you’d need to eventually up the complexity
Bring in other perspectives
Or a way to shift Joe’s perspective (changing his mood or something)
Random thought:
I played Viewfinder and while I enjoyed it for what it's worth while feeling there are a lot of things holding it back from being up there with other games, I had a thought wondering if a game would work if it was only about like, the jumping into paintings/images part from Viewfinder would be an amazing game.
In my head I'm imagining like a game with the setup from Ib. You're someone checking out an art exhibit, something goes wrong, you're teleported to a dangerous place and you need to escape the hell art gallery.
Idk why but in my head I'm imagining like gameplay where it's all about picking up paintings from the gallery, placing it in the world and entering into it. If there's one aspect I super love from Viewfinder, it's that. Just picking up anything, placing it in the world, and just living in this small expanse of the world. Especially when they get really screwy and creative with it like the freaking Tamogachi one for example.
In my head, the game would have more contextual puzzles than the Portal-like chamber puzzles. What I mean by that is like, it's puzzles about looking at the obstacle and needing to find an answer to it. Like say there's a painting in a glass case that you can't open. So you need to find someway to smash the glass so you can get the painting.
I really wanna elaborate on the idea of going into painting worlds to get something important to answer the given problem.
Of course idk how exactly this'll work out especially in the context of accidentally deleting/overriding the exit or important items. At best I'm just imagining like, you're less making these worlds real and more just physically jumping into paintings ala Mario 64 but more seamlessly.
That could be cool
I was thinking of a puzzle in a library were Joe needs to read stuff to change the properties of certain objects
Oh interesting
I'm trying to conceptualize a Persona battle system without press turn battle system. (IE it's basic turn based gameplay where you pick your action then see where all the pieces fall)
Right now, I'm just imagining landing weaknesses will instead give the user a speed boost that guarantees the user going first next turn.
And landing weaknesses will act more as interrupting the target so they skip their turn and will get back up next turn, but if you gang up on one target, they'll gain the Dizzy status that'll force the target to skip their next turn.
I also have a crazy idea where landing weaknesses will give the user a second move the next turn, and in my head I wanna tempt the idea of the user being able to get even more moves so long as they can hit more enemy weaknesses (so long as they aren't already downed/dizzy)
Like landing one weakness gives you another turn, the next turn if you can hit two more enemy's weakness, you're allowed 3 moves next turn.
Although infinitely stunlocking an enemy is possible theoretically 🤔
Maybe I should add like a turn of down immunity or something to prevent that
Or just make it so hitting one weakness is a turn skip and Dizzy is like complete gambling on how many turns you're skipping.
I am kinda realizing a game where the main mechanic is interrupting enemies and rewarding the first turn is probably redundant if you're gonna focus on going first to ensure you don't have that happen to you.
Soul Hackers 2 uses a different system than the press turn system
Huh 🤔
Also this is just me but that girl to me is like, Myrthra from Xenoblade
It's primarilly the white hair
The process (this is a comic but it relates)
I made this lol

I had an entire quarter to plan out my game.
I already have zero clue what my plan is or how I'd implement it
You know idk what's better here.
If statements with a jump Go-to command or If-else statements that looks like this
Yeah I know, I don’t usually use scripting so that’s why it’s not used here.
Alright after 3 days of not doing anything, I'm doing something.
I've added some kind of code to some basic attacks that'll kinda do the Persona One-More mechanic in Turn Based Battles.
I wish I could make games designed for portable consoles but their all dead 😭😭😭😭😭😭😭😭😭😭
I mean Switch, Steam Deck, Rog Ally, Legion go, etc all exist in that market now
What are those last two?
Unless you mean things like game boy, ds, psp, in which case the retro market is stronger than ever thanks to nostalgia, so you can make those work too
If you know of the steam deck, then similar sort of shape/design/etc
Ah
You know, I feel like I only now realized Nintendo’s been the only company doing portable game market now.
Like the only other company doing it is Valve and that could arguably be more multimedia device if you’re crafty enough.
They don't count in my mind
I'd prefer to do a psvita game or 3DS
But like what's the point if they can't be properly made portable
But you can't make a game for those consoles
Steam deck 
And the market of portable (arguably) PC it created
Lenovo legion go (or something)
It's really sad an entire genre of gaming is just dead
I’m guessing it might in part be due to the rise of mobile games, but I honestly do want more portable game consoles cause they’re fun tbh
Yeah
And I dislike the entire "oh if you just make a device that plays console games and is kinda portable it's basically a portable console"
Likkkkkeeeee no she needs games made to be on the go to live
It’s fascinating to me how Nintendo seems to be the only one who understands how to do a handheld console and the only company still doing it.
Like other competitors tried their hand at it and probably were better consoles in general, but somehow the brick that can barely render more than 4 monochromatic colors somehow outpaced and outlived everything.
The PSVita existed and can render and play games on a level similar to the PS3 but it somehow couldn’t beat the 3DS
My DS lite is still chugging after 16 years
The screen is kind of scratched up though, I wonder what it would take to fix that
No it can't
I've played it
None of the games on it are PS3 level
Oh oops. I heard it was impressive with what it could run or something. Thought it was that or something
I think people over estimate how powerful it is cause no one bought one and is going of ads
Probably. I heard it was like pretty powerful for a portable console
It can do 3D well
At minimum I know Persona 4 Golden originally was on PSVita and was kept pretty much the same unlike P3 Portable
I mean like nothing was removed to make it fit on the console
Why can’t I find the programming forum? Was it deleted or is the discord search just really picky
One of those horror games about playing against a spooky guy but the spooky guy forgot the rules and the entire game is just the two trying to set up that game
Only for them to realise you need a third player and just giving uo
Discord search is picky
Specifically it won't search inactive threads
The worst part of any development is having a great plan around needing to find something to make a game one way and then realizing the way you want it doesn't work and you have no clue why it won't 😅
I feel like this is either going back to working on overworld mechanics and putting battle mechanics on the backburner again
I’m thinking about random junk the FNAF x Persona game I’ve been thinking of,
I had a funny and extremely stupid idea of wanting to make it lore in that theoretical fangame that the core FNAF animatronics were based on biblical demons. Like in game you’ll come across like, idk Bael who looks weirdly like Bonnie, and then it becomes a point that William Afton came across the demon and used what he saw to create Bonnie’s design for Fazbear entertainment, and every other character too.
The reason to me is to make the player spittake trying to put that into words.
Can I just randomly ask and state, idk if I should have a better reason to make a game beyond "this was a stupid idea I want to see real and see what people think of it".
Like I want to make that FNAF Fangame a reality even though I want it to exist because I want to baffle everyone playing it with either aspects from Persona that I'm assuming FNAF fans will not understand and attribute to the backrooms first, or just the general narrative and ideas it's throwing at them with demonology and mucking with anything from the FNAF lore.
Any reason is a valid reason to create
If it makes you happy
Okay then 😄
I have great news 😎
I've added pursuing chasers into my game. Now when you enter a room, there's a chance a powerful enemy will spawn and upon leaving the room, said enemy will start chasing you across maps if you linger in the area for too long (Currently set to like, 16 seconds max, 8 seconds minimum. It can be any number in-between though reasonably I'll probably make it like, a minute and half a minute.)
So long as one has spawned, they're gonna be on your tail for the rest of your current run through the idk underworld expedition
Well finally got around to making more prog on rtspire
Finally figured why I was having some much probs with the scrollviews
Turns out I was just dumb had not properly sized the parent object I storing each thing in alongside their position
I hope readjusting this for the vc menu won't be too bad 
nvm lol seems like I had properly set up last time I worked on it
How does this sound for exiting the voice clip sub menu “WARNING\nAny unsaved changes will not be saved\nExit Menu? Yes No”
Need another opinion how does this look for the op to enable/disabled voice clips from playing in general
Should I have it below or on the side?
Also need opinion on how the voice clip play toggle works
Currently the way it works is that when the toggle is disabled it prevents the coroutine playing voice clips from running on any of them and after all currently playing clips are played none can play until its renabled
But This does mean when it starts back up all enemies will have the coroutine started at the same time
So should I
a) keep it as it is
b) instead of stopping the coroutine from playing I just mute the audiosource on the enemies so clips will still play but not be hearable
Just thought of this
c) split the coroutine into two ones one the like the current one which plays at the end of Start and one for Update which has the delay before the clip is the played
Just asking, is there a reason for players to stay in the underworld after they start getting chased? Because some people might just nope out and try again, if it's something that is up to RNG
Yeah, it's the main place the player will do their RPG stuff like battling and dungeon crawling stuff.
The intent to me is to be something akin to the Reaper mechanic from Persona but you have to stumble upon them before they start like a timer for staying in an area for too long.
I get I probably need to have something in place to not make things so hectic, especially if it's random.
Still open to opinions on this
How does this look?
Should I remove the border on the bottom?
It loks good I'd say.
I’m back on my FNAF X Persona brainrot,
While I already have an idea for a stupid game idea for that, I suddenly have another idea for it.
Right now it’s literally just Persona 4 but the Investigation Team is the murdered kids in FNAF and the whole Midnight Channel rumor surrounds a Princess Quest arcade cabinet at Freddy’s Pizzeria, and the shadow world being more Atari video game looking in aesthetics.
The Princess quest cabinet in this story has a whole Polybius (…or I guess Berserker/Evil Otto in hindsight) level of speculation going for it, apparently having some freaky effects on people after playing it.
The rumor seemingly being more real after some murders suddenly happen in the neighborhood, with it turning out that getting on the high score board puts a target on you by some supernatural entity no one currently understands. This entity stealing the souls of anyone on the list and having them act out the killer’s murders. At least until the protagonist intervenes and saves the people on the list before they suddenly go berserk. (This idea being what the Steel Wool games seem to be implying with Vanny being trapped in the game and being released after beating Princess Quest.)
Maybe they’ll clash with lie a bunny monster thing in the Atari world, and idk I like the idea of also leaning into a more bad creepypasta vibe for entertainment/levity.
Besides that, that’s all I got and it sounds entertainingly dumb to me.
Afton kills anyone who beats his high score 
It’s like the Regular Show episode where the Billy Mitchel stand in gets mad at having his score beaten
Yeah
Welp this is going to take awhile
I've decided to remove the clip num from the file names so I can more easily organize the clips into folders
I wanna also mention:
while I’m aware the murdered kids in FNAF kinda have an appearance in the comic/books, and possibly are characterized a certain way,
In my head I’m imagining one of the kids being like a TF2 Soldier, giga patriotic (wannabe) war veteran, and another kid is like the person to get into internet creepypastas because I kinda wonder what kind of character arc would happen where someone who reads creepypastas on a daily basis is in a world where creepypastas are real and they had to engage with that, and what that’d do to someone. Like would they be terrified or thrilled
Random thing I thought about:
Idk why but in my head I'm imagining in this FNAF X Persona game, this is like the protagonist heading into the final layer of Tartarus, they're closing in on Afton, and in this area they have to fight off some demons and shit as minibosses.
I had a really silly idea of like, in this boss is like the scourge of FNAF in a meta sense, and it's some hokey EXE styled enemy named "LORE X".
im so excited to see your project finish so that we can see rt play it XD
How does this look for the vclip selection menu?
And with the functionality done I can do this :D
And with that I think I got all the audio settings I wanted to do completed
Anything else I should do before I started working on game ops?
Actually, I am curious would DMCA be a problem. Maybe be careful about clips that can be DMCA(ed) so maybe a toggle for it? (If your intention is for the streamer to play it)
I had a plan to make a game over my winter break and while I kinda feel like I squandered a lot of that time just playing games and not making a game beyond prototyping some advanced mechanics, I think I've added some good stuff at least.
While I'm still far from anything tangibly complete, I've made:
- A system that allows randomly generating dungeons that is mostly foolproof (There'll always be one pathway that'll uselessly loop back to a room the player just came back from)
- Randomly spawning item chests, enemies, rare enemies, and chasing enemies.
- A reaper mechanic where a powerful boss will spawn and start chasing the player across rooms and will remember what reaper spawned so it can give chase
- Something akin to the One More mechanic from Persona that'll grant the player a second turn and disorient the enemy upon landing a weakness
- A Charged/Focused mechanic that won't expire on support moves
- A system for summoning party members and a way for removing them from the party (With some help from Neel)
Hm I know that first one is a common problem with procedural generation so there should be someone on the internet with a solution
Although one solution would be a “one way” dungeon where paths can’t loop back ever, but maybe that’s not what you’re looking for
I just realized, there’s two issues with how my room generation is done:
There’s one path that’ll uselessly loop back, and following one path will always leave out one room out of all rooms.
I have the latter at least answered by having two doorways in every room with both having different ways of connecting to each other, so you can at least enter every room but you need to change paths once.
Theoretically meaning a room without two different pathways since that’d mean there’s a chance going forward will put you back, or be removed from the pool
I haven’t workshopped an answer yet but right now I’m imagining maybe having some quick algorithm that checks for these kinds of generations and then swapping out a path with another.
Hey need some opinions I'm planning on making some preset btns for enemy voice clip selection instead of soley using toggles
Need some suggestions for presets ideas
So far I have SFW, NSFW, Toad, Noises, [YOUTUBE], Twitch Chat (Backseating), and Brainrot
Note when I say SFW and NSFW what I mean is SFW are clips which are mostly normal while NSFW are clips that have swears or could be really concerning out of context
Also should I rename Brainrot to something more specifc, the idea for that preset is that one will have clips like skibidi or rizz in em
https://docs.google.com/document/d/13E-7JPTelUvCicUwD7A2Y25u7LOL-MavSTScavKTVUE/edit?usp=sharing
Google Docs
Voice Clips SFW Youtube Normal - “Youtube” [Normal] Youtube Confused - “Youtube” [Shocked] Youtube Scared - “Youtube” [Scared] Here We Go - “Here We Go” Be Afraid - “Be Afraid” Sebby - “Sebby Sebby” 100% Who Have Been Born Died - “It’s Actually Confirmed That 100% of People Who’ve Born Have Died”...
Alright finished moving my clip list to a sheets
I'm opening to suggestions on which I should mark for the sub presets and open to ideas for new sub presets
https://docs.google.com/spreadsheets/d/1FZgg7MkFcFOLTf1Yp8b4yuMmtEjXFhgdaNSANIY2jxM/edit?usp=sharing
Been thinking how I want to do the implementation Tumble Mat Selection
Should I add toggles to enable/disable every 100 tumbles? For example a toggle to enable disable all mats through 1-100 and another 101-200
Need an opinion should I make the sub menu for voice clip selection larger or keep it as it is?
1st image is new setup 2nd is the current one
I'm not sure if I'd want to but there's a cool idea to me for a central mechanic where like,
The protagonist has an ability to take a picture of an enemy, and then the player has that enemy to summon in battle to assist them.
Right now I'm just tempted to leave the idea at just summoning shadow clones but I'd at least like to have some kind of photography angle tied to it
Inscryption but jrpg
Don't let the fact that there is something somewhat vaguely similar to what you thought of get in the way of your creative process. After all, you can create similarities between almost anything if you try hard enough. So, instead of trying to see how your idea is similar to something that already exists, try to focus on the differences and how it can be improved!
^
I know it’s overdue and I should’ve done it sooner, admittedly i was just really scared to watch it but I watched the godot drama video Pirate software made.
I understand now and think I’m reassured about the whole problem now.
People are ignorant assholes I guess 😦
What happened?
I didn't even know Godot got drama?
👀
Oh it's Twitter being Twitter
Yeah it's mainly twitter drama. The kind where if anyone on there sees any semblance of a problem, they treat it like an admission of SA and start chasing after everyone.
I'll admit fault in not wanting to look into things any further, I'm not gonna lie being a coward being afraid to look into something further because I didn't like the negativity surrounding it and didn't know where to look
But you know, at least it's just twitter drama and also just amounts to people not knowing how to handle a massive influx of people coming after them
Got the camera zoom to work properly
Now when you hold it continually zooms
Also should up the y location of the camera instead of the center of the player?
The current center is slightly above his ass
Also planning on now also adding a zoom sens for the options
Is this distance fine to make as the min distance it can be or should I make it farther out?
How is this for the max distance?
Honestly it would be funny to make the minimum even more zoomed in to the point that you can’t really see anything
omg its an RT Game...
its unity lol
that's cool
Making an invincibilty effect for the player
Should I have it so the player gets lighter or darker to show it?
Currently I have so it the player gets darker
Both interchanging constantly
Like a Mario Superstar
Tfue
Am thinking about that stupid FNAF X Persona game again:
I had an idea where to break up Tartarus exploring, one floor is dedicated to an out of left field Wario-Ware minigames,
And one of the minigames is just asking the player to input the password from FNAF 3. Like just... Do you remember the 6 digit combination from FNAF 3? I sure hope you do because now I want it
Rainbow
I forgot I made this the temp end screen 
Says alot on how long I've procrastinated spent on the menus so far
security 
This is FNAF X Persona brainrot,
While this is not what I have in mind for whatever game I want to make, I just wanna throw it out there cause I think the idea sounds cool.
Basically the premise is Persona 4 but instead of the TV world, it’s the video game world and William Afton kills anyone who gets on the arcade leaderboard.
In my head, instead of all the targets being like Persona arcs where there’s one event happening at once, there’s no dedicated “arcs” for one person and multiple characters could be at risk of dying.
In the game, if you see a name on the arcade cabinet’s leaderboard, that means the killer is coming for them and it’s your job is to then find them in the otherworld before the killer can. There’s no spelt out deadline of “when the fog rolls in”, just the knowledge that one of these days, the killer will find their target and kill them and you need to think out your actions cause you never know when it’s too late to save them. There can be multiple people that need saving (most of them aren’t related to your party members and are NPCs in the world) and the game won’t rewind if you fail to save someone. You have to deal with someone in the neighborhood being dead and the turmoil that follows. But you at least need to save some amount of people to get the ending where the killer is apprehended.
I’ll admit idk how I’d go about a deadline thing. The point is to create stress to the idea that the killer is on the move if you don’t do something because you can’t predict when they’ll find their target. But I also get like, maybe that might be too stressful to imagine like, there’s 3 people in trouble and you need to find them before you reach an invisible deadline you have no way of knowing.
Currently my idea for anti frustration is that people higher on the leaderboard are first to go so you don’t freak out by the idea of saving everyone but the current target, the game will indicate new leaderboard members (maybe a date next to the high score to make it clear how much trouble they’re in) so you don’t have to remember new names, at worst the player has like a week to save anyone on the list (tho idk how I’d communicate that besides just leaving that up to data miners to find out themselves)
And idk maybe there’s at least a buffer to not overwhelm the player with like, new targets constantly
There’s an alternative idea I have to maybe fix it is have where the deadline is “when the fog comes around” but with the caveat that multiple people can die. Like one person is guaranteed to die, but multiple others could die too if you’re unlucky.
I'm not too interested in either FNAF or Persona, but that idea seems really cool & I think if you find a way to make it work it'll probably be great.
You’ll need to create an account but apparently they have a full C# course for free
https://dometrain.com/bundle/from-zero-to-hero-csharp/?ref=nick-chapsas&promo=mail-promo
The game development process
Have a gay flag somewhere and when people complain, replace every flag with the gay flag
Is weaver a character or the entire game
gay spiders
funnily enough i am also working on a game called weaver on and off
You’re doing what now
Smh men taking everything/j
Even making the protagonist a cis woman makes the anti woke crowd mad
sent the dev build demo thingy to someone who's been excited to play so uh
yeah um
its not complete so disabled debug go brr
I'm attempting another model of random room generation:
I feel like I might be onto something connecting the rooms more freely
Something new I realized is I might be able to connect rooms through one variable, by having it arranged where the first digit is the door number and eveyrthing else is the room you're going to.
Example: 161 means it goes to Room 16, heading through Door 1
( Realize there's a mistake with the 11s, The last digit should be different numbers besides the one connected to door 1)
There's a weird feeling of me thinking I might be getting closer to understanding rudimentary procedual generation.
Casually making my own balatro mod.
God now I’m gonna attempt to make my own balatro deck skins.
The process of this joker being made was absolute chaos, but it works in the end
Howdy, I'm a student in Digital Game Development and I just finished my first project. It's a small puzzle/horror game but I'm looking for some feedback, would this channel be alright for it? I'm not familiar with the rules here
sure! i don't see a problem with it
Cool!
Alright then here it is, any feedback is appreciated 
https://rafinha-uwu.itch.io/luce
I'll give it a try when I have time
Ngl I've jumped from FNAF x Persona brainrot to SONIC.EXE x SMT(or persona) brainrot.
Entirely because of the LuigikidEXEChallenge I've kinda quickly scrapped together a concept for an EXE game, half because the idea of Demon Interogating SONIC.EXE sounds hilarious
I've been busy and haven't been able to continue any projects
Same :/
30 unfinished projects ✨
I’m meandering so much this tab has been hidden from me without even realizing it
makin' about as much progress on my multi-year project at a stick myself 👍
I’m watching a video where people play Mayro’s like NSMBW Kaizo hack:
idk why but because I accidentally thought to make a troll game but in RPG maker, I really want to make something like that.
Like the emotional turmoil that comes from seeing the same stage again and again is something I wanna take notes to
Oh oh
Google Docs
| “aw darn i was gonna write this” -Potatochan TL;DR: This is mostly images and is not as long as it looks. If you’re still not sure, at least take a look at the introduction and the summarization of the key points before you go and check out the full description for any points that ca...
Here have this
Welp I guess I gotta redo my vclip menu
Its gotten so long that the autoscroll script I'm using is starting break under the pressure
XD
https://www.youtube.com/watch?v=QjrAJwaUy64 this is cool
Did ya miss me?
Steps (engine agnostic):
Step 1: Separate out a render pass with all objects you want to outline.
Step 2: Use a shader to convert every pixel of the objects into their Screen UV coordinates.
Step 3: Use a series of shader passes to perform the Jump Flooding Algorithm, so every pixel outside the image, stores the coordinates to t...
This is me thinking about ideas:
Thinking back to my weird “Troll RPG Maker” game, in the game I had a scenario where you had to find the passcode for a number lock, which then lead to the player just going off to find the sequence of numbers and such.
But the catch is when the player finds the code, the game will say it’s wrong for some reason and upon checking the code again, the sequence will change but in a way that in my head feels like human error (IE: the player misread a 3 because it was styled to look like an 8, even though it was an 8 a moment ago)
I had thought potentially revamping the idea?
The premise is still the same, you’re finding the passcode to a number lock but now each digit in the passcode is its own room/puzzle you need to go through.
Same twist still plays out, you find the passcode but it says it’s wrong and it’s because one of the numbers changed in a way that makes it seem like the player’s fault for somehow glossing over it.
Except in this instance, this keeps going of the numbers inexplicably changing. The player keeps going back and forth from puzzles to the lock to verify the code. And each time they do, they have to redo the puzzle to see the digit. And after a certain amount of entering and re-entering rooms, one of the puzzles becomes slightly rearranged to screw with the player’s muscle memory, so the player needs to relearn the puzzle.
Eventually this’ll get to a point where hostile enemies will spawn to kill the player, all while by this point maybe the player will catch on that the passcode is a joke and maybe now the changes to things becomes more in your face. Like all of a sudden the passcode is ten digits long or puzzles becomes completely impossible to solve or the game jumpscares you by stuffing you in a room of only monsters. Just in some way make the game feel like it’s taunting you now.
Eventually the player will find the answer and leave but there’s an idea I have for this where, during the entire sequence, the save point has been removed inexplicably or you’re at least without a save point for the foreseeable future.
I have an idea where when the enemies spawn, the point is to give an opportunity to restart the game by getting a game over. And upon reload, you should be set back to the beginning of the segment, and assuming you’ve done nothing else and just straight input the code you saw at the start of everything, the game will for some reason allow it, intended as like some kind of joke on the player knowing the answer beforehand or something.
Hi it's been a while 🙃
I've been thinking of an idea for a Deltarune x SMT/Persona game (Persona did a lot to me in 90 hours, what can I really say) and I had an idea for something?
Because it's a traditional RPG, there's not really much in terms of a pacifist route (besides agonizingly trying to Demon Negotiate every enemy but even then, you'll run into conflict with the bosses), so every battle is a normal turn-based RPG but every enemy will flee if their HP reaches zero, or you can force them out through Ralsei-like Pacify spells. Doing so grants EXP so the player can learn new moves and such.
I had an idea for a vaguely genocide route option where you can kill enemies where you need to inflict what I'm calling "crippled" status ailments, the mindset being like, these moves are physically crippling the enemies to the point where they can't escape and you can kill them. On top of allowing killing enemies, they also decrease stats and are permanent. Actually killing enemies grants double the expected EXP and will allow money and item drops.
Currently the idea is just dedicated moves to apply the status ailment on enemies, I have an idea where it's a passive for some moves. Like stronger physical attacks have a greater chance of crippling enemies, so like by severe damage output, on crit it'll cripple the enemy or somethinng. Or like to make Hama/Mudo more distinct, Mudo moves will always cripple enemies while Hama doesn't. Idk that's just some ideas I have.
Ooo
I've been thinking on an idea for a mechanic.
I had a thought imagining like SMT Debuffs/Buffs but they're like LISA: The Painful status ailments where there's just a myriad of status ailments that primarily lowers stats when applied, and are usually like emotional states.
So like instead of like Sukunda decreasing the target's accuracy stat, it's instead a move called Profusely Swear that applies a Crying status that lowers accuracy, among one/two other debuff status as a chance to appear.
To at least like incentivize having dedicated moves that lowers stats or a Debilitate move, the moves that target a specific stat are guaranteed while the bonuses are random, and Debilitate just applies all negative statuses in one move.
Something else I kinda considered as a result, the more debuffs a character has, the weaker they are to Mind element attacks and they are more susceptible to other status ailments involving mental states. So like, a unit that's debuffed is very open for statuses like Fear landing on them compared to one that doesn't.
I don't have many ideas for buffs besides the idea the obvious idea that they'd lower mind element damage and mental statuses landing. One idea I have is the status Cool from LISA being a positive status that enables HP regeneration, and the Mind Charged/Focused being a status that lasts a few turns instead of being the next magic attack.
Asking for help on making a game.
Backstory: I worked on a GameJam back in college and theme was to make a retro-8-bit style game. Me and my team decided to make a game around package delivering mixed with platforming on a college campus. I was the composer of the team and storywriter, and our team's coder was the person organizing the whole game. When the GameJam came around, we were excited to attempt the game, but it seemed the GameJam organizer for the college club just vanished from the college entirely, taking the game we made with him (as well as anything else the other teams made). As heartbroken I was that I never got to see my work in action, I still want to make that game a reality.
Concept: Simple. You are a college student offered a full-paid scholership to the great college of Runalot University. Unfortunately, the scholership requirement had something written between the lines (literally). You must offer your services to the CPR (College Package Runners), which only has 1 member at the moment, being the ol' reliable Mr. Pickle. Mr. Pickle will show you how to grab and carry packages, as well as keep an eye out for effects that might make you drop packages or fall to the ground.
Inspiration: Jump King, Hollow Knight, Celeste
I wanna keep making music for this story and am still writing more a full silly plot for it as well.
Another way to possibly resolve this would be if someone could guide me in how to code in pygame
Yknow I'm my rpg maker game Goblin World there's an entire thing about "Big Horse" which is basically a parody of nfts mixed with the mafia, and i hope the absurdity of people going on about the value of horses will make up for being a dated reference
https://www.youtube.com/watch?v=PcbYvD77opA leaving this here
The Legendary Brackeys himself graces us with a keynote speech this year about where Game Jams come from, why we need to celebrate the imperfect and why we should keep making games in the face of adversity, in a room with hundreds of participants eager to jam!
Asbjørn is a YouTube creator and educator who has been making Video tutorials for Un...
This probably more writing idea than a game idea but there’s an idea I have for a game?
I had a thought wondering when someone will make the ONE of Mascot Horror games where it takes common tropes and ideas from its contemporaries and deconstructs or at least reframes them into something more unsettling, on one hand basically becoming satire on the genre common tropes into something more grounded, and on the other becoming meta commentary on the individuals contributing to the genre and their pitfalls doing so.
In essence, a satire game of mascot horror games reframing its common tropes in its games and in its development/culture into something deeply unsettling, or at least in a way that feels unique despite just reusing its most common tropes.
While I don’t have an idea for a game per say, like no clue on how it’d play, I had an idea for a set up where in essence:
The world is a crapshire world where not only is seemingly any mundane business is a front for some bioweapon operations, but also a general lack of regard towards like life and people, with missing posters littered everywhere depicting children and adults, and actual monsters seemingly wandering at night, potentially killing someone, and the community just shrugs and carries on with their day as the law cleans up the corpse.
On top of that, in a meta sense I want what feels like 5 mysteries happening at once to overload the player’s brain but ultimately all of which goes nowhere. Investment in knowing what’s happening becomes a vain exercise in guessing any answer that makes sense.
Idk what the goal is, current idea is just find one missing girl that was passed to you.
hmmm
i can't deny that the mascot horror genre is ripe for satirizing
but i wonder at what point the parody becomes what it's parodying
Yeah I do agree there. Like at what point am I just doing the bit again but not in an interesting way.
just to throw shit out there
i think there's something to explore with how excess breeds apathy
for example - at some point you've heard about so many dead kids that the idea loses potency, or your brain loses the ability to process the severity of the tragedy
poppy playtime, for instance, has a whole, like, orphan-murder-facility, but it doesn't feel real or meaningful. it feels like they added a buncha dead kids cause they needed to quickly cement how evil and horrifying the company was. when done properly, you'd only need to, yknow, kill one kid (or none at all) to make the player feel sick to their stomach
anyways i think you could sorta extrapolate that out into the whole genre. there's so many murder robots now that it's lost the uncertainty it once had. we know the deal, we know the schtick, we know the genre. now that you've lost the fear of the unknown, how do you keep scaring folks?
anyways that's the train of thought i had about your idea, idk if it helps at all
Maybe a thing for me to consider but it’d probably help to add like, one thing to the scenario to like reframe everything differently.
Like for ONE, it’s what does an object show do to a normal person. What’s it like to experience death and be thrown back into reality and have your life hijacked, uprooted, and ruined because the host abandoned you for months.
Maybe for this it could be what’s it actually like to be in the operation, focusing on being present during peak performance and potentially during its fall? (This is me spitballing a potential separate idea)
The horror shifts from being past tense to present. On top of being able to include every trope in the book, this (hopefully) gives everything a different feel being physically there in the moment. There’s no imagining what happened and getting glimpses of it, you’re there and you might be an accomplice to it.
Like imagine having to stroll through an environment that’s just large jail cells full of distressed and begging occupants, or just witness the workplace culture that’s okay with this first hand, or just witnessing deaths of employees and potentially being ordered to execute someone. This might be less satire of an example.
Funnily enough one thing I’d want to do is explore the flippancy of death in these games. The amount of death being just window dressing to what happened?
I think it’s interesting and something I’ll keep in mind.
I do like the idea of it though
What about simulator where you’re the CEO of evil mascot company trying to create horrible evil factory
ooo yeah, there's a lot you can do with that
evil mascot company simulator would also be funny but i think it would need to be paired with some point it's trying to make
reminds me of lobcorp tho
I think most of the "point" would be in the consequences for decisions--if you make your mascots too evil they attack in front of everyone and you get sued into oblivion. If you don't make them evil enough you go bankrupt.
but what would that say about the mascot horror genre as a whole?
Idk. That it’s formulaic but often hyperbolic?
Like hm turns out you can’t murder hundreds of kids without people noticing. Maybe scale back a bit.
This is me spitballing more ideas for that accomplice idea for mascot horror:
Maybe as satire on like the, pointless timewaster puzzles that feel questionable in the context of the facility.
I had an idea of imagining like, what if the timewaster puzzles existed as a smokescreen for the executives to pick off potential leakers. Like these rooms are designed to waste employees time solving pointless puzzles that a key could answer so that they become easier to kill anyone who might leak things because they need to go through these areas to get somewhere and these areas are places executives could have a lot of control over to discreetly take care of them. Say unleash a monster and call it a containment breach or have the Catnap gas breach into the room and say maintenance issue or something.
Maybe once the purpose is revealed, it becomes eerie on a context level that every puzzle is basically a death chamber waiting to go off if they catch wind of you blowing their operation.
This is again me spitballing ideas:
I had a thought for the accomplice idea for a mascot horror, satirizing (or deconstructing?) one weird aspect to the games. Namely, the aspect where every chapter has you going deeper into the earth. Like no matter what, every chapter has you dig even deeper into the ground.
I had a thought imagining like, what if instead of that being just a way to facilitate having wholly new areas to explore, the idea of being buried deep underground is played off to create a feeling of unease or oppressiveness by being trapped in a place with possibly loose monsters that you can't escape from.
Just going to dump this series of messages from a thread in a different server where I post my progress
I am extremely scared of UB
I’ve been trying to imagine that mascot horror satire game in my head, while the intent is to be a 3d game for maximum satire, there’s a thought of me just going back to the default RPG Maker again and it got me thinking like:
What if Fear and Hunger but an extremely tame Mascot Horror game?
On top of just going about your daily routine during everything being in active production, whenever there’s a monster encounter and it catches you, you have to fight it in turn based combat where all fights are very one-sided against you, enemies aren’t just one whole target but instead upwards of 6 targets that can all take their own actions, fights are generally a wasted effort to attempt to win because of how much of an uphill battle it is, and the ruthlessness of the fights will incentivize players to pay attention to their environment to gain any semblance of advantages on repeat attempts. But instead of weird exposed guard it’s huggy wuggy slinking in.
I get this probably isn’t even a satire anymore
This is me just me ranting off ideas:
idk why but I have this thought in my head where like,
After you get reoriented and talk to your coworkers, you’re immediately tasked with the staple mascot horror trope of busy work, needing to go here and there to do something.
While going around the place, you have to do like the mascot horror staple of arbitrary puzzles to get to a place. But when doing one of the puzzles, the power seems to go off and your room seemingly gets hijacked and sent to like a quarantined part of the labs with monsters or something.
This is where the game actually starts and while the game still has the goal of doing your allotted task, your main never-stated goal is to get out of the place, which you need to figure out on your own, on top of figuring out how to even survive the place.
Escaping the place has multiple ways of getting out but the player needs to find/discover it, ranging from obvious but extremely out of the way, to vaguely luck dependent on if you have a certain tool/weapon, to completely trivial but you need to know something after the fact.
And when you escape, you’re immediately screamed at for slouching around and told yo go do another job immediately afterwards. In my head to shock the player into a “what do you mean that was just the tutorial” thought.
In my head I have an idea for one escape method where you can find wall phones that you can use and while you wouldn’t know what number to call, but if you escape you might see papers giving you a useable phone number that you can use at the start of the game that gives you an easy fast pass out of the part of the game that was a massive hurdle to even pass.
Some dialogue ideas for my game lol
Random offshoot idea for that Mascot Horror game:
I'm watching a video talking about Poppy Playtime and in it they're complaining about the increasingly failing suspension of disbelief at the number of employees and children being mauled in the facility. Like at some point, has any family member question why their dad didn't come back from work? Like I mean saying orphans going missing makes sense is one thing but the employees, let alone high ranking scientists just disappearing off the face of the earth? Hell in chapter 4 a family got killed by one of their experiments. And it's just like, how is there not more investigations on the company as to why the fuck their company seemingly makes people disappear?
For my game I'm having a lot of trouble trying to think of an A-Plot to the story. The intent is a myriad of time wasting sidequests but I don't know for what purpose yet.
I feel like I might have a Plan B where the story is instead you being like an undercover detective investigating the company because of a myriad of disappearances and complaints being thrown the protagonist's way.
I have an idea for the funger game where:
During the intro, it acts like a discreet playable Character Backstory segment where you're allowed to gain boons and extra stuff early if you choose particular paths, but done through looking around the place, picking up potential tools, and interacting with certain NPCs in the environment. (But the place is being timed and interacting with too many things will progress time, until there's literally nothing else to do anymore but progress the story)
One idea I have is there's a weirdly formal NPC that claims to be a new hire (but is an undercover investigator) and is asking for a way to get deeper into the facility. And you're prompted with 3 options, telling them to go down the elevator, the dangerous abandoned labs, or reorientation for a new key card.
And whichever option you choose, you not only establish a bond with them but also send his storyline off into one of 3 different narratives. One where you assist them going deeper, another where you seemingly send them to the meat grinder to die, and one where you give them the idea to breach via the executives or admins.
Establishing a bond means you'll see them again and they'll recognize you and if the conditions are right, they'll be a potential party member.
Not establishing a bond means they obviously won't and could be a potential encounter as a result.
I’m trying to think of a plot line for the game and while this is more the company mission statement, I had an idea on satire (I think?). It’s a little lousy so bear with me:
Basically the evil company’s overarching goal is finding eternal life through studying whatever sciences they’re researching, all of which are just researching literal magic and seemingly the anything goes kind of magic where there’s seemingly no rules to them.
And I had a thought of wondering what if this was a metaphor for mascot horror in general?
The company striving to find the answer to eternity, A company designed to figure out the impossible question of how does magic work through symbols and ideas that seem to just work for some reason. (Potentially either just discovered and left behind by something)
Maybe it’s robotics and technology only the past could fantasize of. Maybe it’s biology and the sheer magic of playing god with your creations.
Papers upon papers upon scientists and test subjects dead to find an answer no one is even sure they’re close to solving. Nothing but people being driven mad at the never ending search as more and more of the facility gets left in darkness from the mounting failures they create.
It doesn’t matter the lives and children’s lives that are being ruined to find an answer, it doesn’t matter how little they can actually answer these questions after years of leading on everyone outside the facility, this is the race to find eternity and no one is gonna put their foot down to stop that.
People will gladly be fed the same pipe dream of an answer but never come close to it after every attempt at it, children are an asset and an absolute to keep this operation running, and so long as the company keeps thinking they’re going somewhere, they can continue to exist.
Theres not really a positive outcome to this besides playing connect the dots and going towards the inevitable Hour of Joy the company will head themselves towards.
My only problem with this is feeling like people will assume this is anti-sciences or something cause the point is definitely to show that these scientists are going nowhere answering questions they don’t know if they’re close to answering
Mostly I would be confused why scientists had a mascot franchise
Don't we all?
Idk I'm unsure if I'm good with the commentary writing.
How funny/aggravating would it be if I had a character who acted as like the in-universe like, lore dump character who’ll detail the lore of any character or entity in the game, and if the player asks to know the lore of like the the in-universe gods for the ritual symbols (something the game will never name itself and you have to check the files for the names to them), the character would respond,
“[God(?) name]? You’re familiar enough with them to know their name. Go ask them about their history and not me.“
And that’s it. No actual answers, just directing you to “ask them yourself”
So I’ve been redoing my design doc for the Funger Mascot game, I think it’d be more interesting if the premise was “you’re an investigator looking into how Evil Company made 100+ people disappear off the face of the earth after its closure.” And the gameplay and scenarios are based off of asking what if a mascot horror game was realistic?
So in my head I’m immediately imagining a game where:
there’s no “mascot-monster of the week” style where every area contains one mascot for that area only, so theoretically any monster from any mascot horror chapter is immediately hunting you.
Playing audio tapes to see what was recorded is the dumbest thing the player can do because it leaves them vulnerable to any monster that could hear them.
The protagonist isn’t restricted to playing stupid minigames and have the option and potential capabilities to kick down any door that prevents progress.
How would one be able to make a height randomizer. Which is from like, 140 cm to like, 200 cm, with a weighted average at 170cm, and ofc, growing rarer the further from average you go.
Well generating the numbers is easy
And then I don’t know. If the models all have the same proportions that’s easy. But less realistic looking.
Yeah, because you have to take into account afab people having a lower average. And then also take into account different ethnicities having different averages. It gets more complicated the more realistic you want to go.
For a game I would say making averages based on ethnicities isn’t worth it
Coloring and texturing models is a different step I’m pretty sure, so making the height of the model tied to a certain appearance would make that aspect more complicated
Instead of randomly distributing appearances as well
I mean, for my world the ethnicities vary enough to make it worth it. Like, some have a very tall average.
But for a game based in real ethnicities and such, I would agree the difference isn't substantial enough to be worth it.
Ohh okay it’s fantasy things?
Yeah
I feel like at least stretching the model would work.
Is this for crowd generation?
More for character creation. So you can randomize the height you want.
I feel like the modeling is the hardest part of this. Generating height numbers should be fine
But if you’re not experienced at modeling you might be stuck with less variable heights
Like ideally different parts of the body would scale at different rates
Yeah.
Like, the chest would scale differently. (I could partially solve this through a slider for that as well, but people (mostly straight dudes) get really weird over chest sliders, and I don't want that)
Limb length also has weird scaling
But yeah, modeling will be a hard part
Because, modeling in general is hard. Especially when you want the models to be adjustable and still look good.
Well, I guess I can't really stop people from being weird about stuff. As long as I am not weird about it (which I shouldn't be, because asexual), it should be fine.
There are a couple of functions which do random ranges
One unity has is (Random.Range(0, 1))
But does it have a center weight you can specifically set? Or is it a normal random function? If it's a normal random function, then that is useless for me. Sorry.
Wydm by center weight?
Like, it is more common to get at or close to a certain number. As opposed to everything being equal chance.
Oh that
No it does not
Equal chance for everything
I mean...
func centerRandom(float min, float center, float max) {
float normRandom = normal_curve_random(-1, 1);
return normRandon < 0 ? center + min * normRandom : center + max * normRandom
}
in some form of pseudocode
Would it be an interesting subversion to treat the Mascot Horror tropes of The Facility Location being egregiously deep and The Facility Contains strange structures like a full prison cell as like;
The company was looking to build downwards for more rooms and obvious science experiments but unbeknownst to them, there's some kind of radiation-like effect from the darkness of the deep that affect these people by corrupting the employees into monsters but it also warps the rooms themselves to become larger and strange for the location to be having. Like a Security Office for some reason being connected to a prison due to how deep it is into the earth or a normal on-site medical station being connected to a floor for a hospital and eventually a straight up decayed down Silent Hill hospital.
TLDR: Would it be an interesting subversion to the the Trope of Mascot Horror Location is overly large and has strange buildings inside it that puts into question the company's priorities to imply/explain it as "Unknown forces of nature that warp the very laws of reality"?
Idk if I should because I feel like it needs to be there but I'm kinda tempting the idea of there being no science explanation behind the mascot monsters and it's all straight up just Fear and Hunger darkness causing strange shit in people.
I feel like it wouldn’t be satire exactly
Like that seems like the kind of thing that would be an explanation in real mascot horror
A subversion would be lamp shading it somehow. Employees complaining about the obnoxious amount of rooms. Rooms appearing and employees/managers discussing who decided to build that. Etc.
Bureaucracy nonsense leading to redundant rooms abandoned for years
That's fair all things considered.
I'm probably losing the plot again :p
Idk why but in my head I'm hung up on the trope of mascot horror games having everything be so technical and scientific that like, what if the bad stuff was just magic. Like no sci-fi tropes of robots or cloning or getting down to specifics like FNAF remnant, Just writing off the stuff as just blanket terms magic,
And idk what if that could tie into the whole room layout?
Ngl I think I weirdly want to have something akin to the backrooms in the game because I weirdly feel like that resonates more with me than the mascots as strange as that sounds 😅
Okay not really a better idea but there's a thought in my head imagining like a character in a mascot horror game, 50 miles below the surface being like
"Is this where all our tax money is going?!"
I'm realizing me trying to make a mascot horror satire feels like it might be a fool's errand cause there's a lot of stuff I feel like I'm not accounting for that demands a completely different storyline I think 😅
One trope I'm thinking of is the obvious like, amoral human experimentation with actual on-site death because of them.
And I'm realizing like, realistically someone would whistleblow the entire operation and at some point the authorities would inevitably get involved because of how many people apparently just go missing in their facility.
Like there's no way in hell an Hour of Joy would happen before the cops get involved right?
And extending that, if they could how would they continue to evade law enforcement going missing if they kill them off? Like so what if an investigator goes MIA? That doesn't reassure anything exactly?
And like... how would they react to an Hour of Joy incident?
I'll be real too, idk if I'm confusing deconstruction with satire either. I'm kinda wondering at this rate how many tropes am I just gonna play straight. :p
I'm trying to think of a compelling scenario and I feel like to make a satire on the experimentation aspect of Mascot Horror, my best idea is copying Outlast where the plot is man investigates company because someone blew the whistle on amoral experimentation
but the guy gets clubbed and thrown to the deepest part of the facility to presumably be mauled to death by whatever they allowed to roam around freely.
Thinking about my funger Mascot horror game,
I really want to touch on the theory bait crowd of the genre but I don't know where to aim for or what to do.
In my head I want to play into the whole extending a mystery forever angle that all these mascot horror games goes for with lore. To theory bait everyone and extending a story forever.
In my head I'm imagining some kind of story that feels like the Chapter 1 of a mascot horror game, where there's not much to go off of but a lot of intrigue, but instead of ending off on a cliffhanger, the game ends there. What should be the game's lead-in into Chapter 2 is actually the game's end, there's no climax or continuation, you just head back the way you came and the credits roll.
And the thing that worries me is thinking how I'm playing this idea straight of making intrigue that I don't plan on elaborating on, and it's like, am I really doing anything compelling here? Is there an interesting angle I can approach this with that doesn't feel like spitting in people's eyes because they got invested?
I mean you could have a whole bunch of complicated plotlines that resolve in a very stupid way right at the end
Maybe even as an “end credits” scene
I've been sitting on the thought and I feel like I have a compellingly good idea?
What if alongside the boring ending of getting the thing you need and leaving, what if there was a secret path where the player can go deeper into the facility and find all sorts of lore and information, but in doing so, this makes it so that the player is stuck in the depths forever.
Like the desire to dig deeper and find more of the "lore" ultimately damns your protagonist to a lonely inevitable death regardless of what they accomplish in the void, all while the new information and lore placed in this area are ultimately meaningless gestures that add more to the story but go nowhere.
The protagonist's story is gonna end and you'll be neither closer to understanding how the story will play out as the lore does nothing but elongates the mystery.
Idk if I conveyed it right but I feel like this idea gives me the space to theory bait but with actual meaning behind it,
Deconstructing it to show the protagonist going so deep that they're trapped and can't get out and dies a depressing death, and satire by giving the impression of lore development by adding onto details and characters but by the end of it leaving the player lost because now what?. Now it's back to random mass guessing.
I don't know if this could constitute as commentary but uh..
Commentary 😎
(This is supposed to be something in the game as a Funger intro thing)
There's a part that says "how many games are gonna be about"
I changed it to " We cannot rely on content creators or delusional conspiracy theorists for our income!"
What if you wanted to work on your rpg maker project but god said "the first area of the game is completely gone somehow and now you need to recreate everything"
Ah
That sounds terrible
I didn't delete it, it's all the one file it just kinda disappeared
Weird
There is an earlier build out there that i sent to two friends of mine so it might be out there
Is there anyway to share a game for free
Like… export it?
You can export it and upload it to places like itch.io
Okay
Dev progress on my Funger Mascot Horror game is going slowly, basically an entire month doing nothing until I felt awkward doing nothing to start making progress in my game.
I'm programming in a Stalker Enemy mechanic and so far I've implemented a system where if you're spotted by an enemy (Right now it's walk into a trigger zone), they'll start hunting you by for right now, stalking and hunting around a map. If they're in a given room you're in, they'll appear as a wandering enemy to try and catch you.
It's pretty intricate too, stuff like a cooldown to change rooms, deciding which stalker will occupy which event space, an alert mechanic so that they have a higher chance of changing rooms more often or spawning in your location.
The only thing I don't have is chaser functionality where they'll chase you into other rooms, which I'm gonna say will be next on the docket to add.
do you still need somone to write confusing lore that ends up just being "a guy killed kids" again?
I don’t think you need an iota of brainpower to come up with that. Let alone a second person.
For my game, I’m taking a different approach for the story where instead of the company being like a giant conspiracy for amoral experimentation, the Hour of Joy moment is instead like a Malaysian Airlines like incident where a entire group of people seemingly just magically disappeared out of thin air. No murder or foul play, just an unanswerable mystery.
And while there’ll definitely be lore added to somewhat imply why this happened, I want the lore to feel like an anticlimax if you try to dig deeper into it. Something that hits all the same mascot horror beats but goes nowhere, or feels like it goes nowhere.
I wanna channel that game theory moment where Tom throws their hands in the air and says “I do not have an answer as to what’s going on here and even if i did, what does it actually add?”
i mean it feels like half the mascot horror games out there have lore that goes nowhere lol
…I mean yeah but here that’s the artistic point because I’m not anticipating making my game a multi-chapter game.
I want this to be someone's reaction to trying to put the story together
you only get that kind of reaction if they think there's something to put together, though. something they're missing that gives them a reason to try to put it together at all
otherwise most players will chalk it up to bad writing and stop caring
FNAF's writing was good writing?
where did i say that
i'm saying players got something out of theorizing about it. the story FELT answerable, even if it wasn't. theorists got to recognize afton's name when it was revealed in SL, for instance. that's a reward to them, even if the story was far from solved and far from good
Sorry I misunderstood.
I understand what you mean here.
I’m caught up saying fnaf’s story is bad.
Though like… what exactly is being said here?
If you want people to have that reaction, you have to have something resembling a mystery? When didn’t a mystery feel answerable?
Sorry excuse me for that
Im going into my overthinker mode
I get you need to have… a mystery for anyone to care or actually freak out about
I frankly don't even know if this is helping me
Looking for a coder to help me try and build a platforming game that I originally concepted for a game jam. Linking the story and concept of the game in the reply. DM me or reply here if you're interested.
Hmmm, I am planning out a JRPG-style game. But I can't think of a formula for HP. Best I can find is one very close to the SMT3 one. But I want to be careful getting close to that.
I am making my first ever game. It is being made in love2D with lua. It’s a roguelite I am excited. It’s going to be unique
I am making the game with my dad
have fun! :)
I am working on making a 3D brawler with horror elements. Originally I wanted to make a dogfighting racing game, then a railshooter, but Im settling on this
One of many things I got going for my game so far is that bosses pick up on the fact that you are closer to death, and will proceed to slowly start looking at you, mocking and telling you you're gonna die
