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File (hide): Example_of_a_block.png 📥︎ (273.78 KB, 657x509) ImgOps

File (hide): Automatic_mesh_placement_….webm 📥︎ (2.98 MB, 1040x814) ImgOps [play once] [loop]

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File (hide): clip0299.webm 📥︎ (1.34 MB, 840x628) ImgOps [play once] [loop]

 49039[Quote] [Voice Chat]

Hello soyjak party. For the past 1.5 months, i have been creating an unfinished game.
UNFINISHED. CURRENTLY IN A SHITTY STATE
Tldr: Unfinished "Daggerfall dungeon imitation" - dark 3D-mazes underground. Focus on making them so big that orientation is impossible for people not trained. (so that it takes 10+ hours to get out, if you manage to, at all) (for comparison, the most time it took me in a daggerfall dungeon was 5 hours, but that was full exploration)

Currently, i have (, skipping over creating objects in unity and blender, which i replaced with scripting,) created an automatic mesh/maze-generation system. I make premade "blocks", and it automatically places and connects them, and then creates the mesh…
Also a menu and some other snca, but now 4 days ago i started making an in-game block-editor, and it works.

-Ideas what to do with this? I could continue to further replicate daggerfall…
-My ideas so far are to add survival/hunger/fatigue/climbing and temperature mechanics, to make it about getting out before starving (also light mechanics), and also to add a "shooter" mode, where you play a battle royale in the maze, with pistols or some other weapons. In darkness, without a map, randomly generated or otherwise obfuscated. (perhaps with a hunger and food-supply mechanic so that more kills=more time you can survive)
-I can easily advance the "block-editor" further or add more variations. My "goal" is even to create an "automatic-block-generator" that uses few values or something to create hundreds of variants.
-another plan is to, some time later, after finishing this part, connect this to a "surface-world"… but i dont want a fantasy world. … not sure, but that would allow for an "fantasy-world-maze-exploration-"game to be created.

-About "blocks" themselves: So far, i have only been using rectangles (since i just learned mesh generation, this was easier), but i am planning to create non-rectangular and further different parts, perhaps.
Question: What "spaces" would be good in such a "dungeon"/maze? A giant room? Just empty air/beds/creatures inhabiting it? So far, i wanted to make it "as realistic as possible", so i decided to only add "bigger caves" and water. and perhaps sand or dust or rocks (or minerals?). What ideas do you have? I could add one block that has the remains of a former explorer (but i dont think its a good idea).



Snca: I made this because i grew "bored" with daggerfall dungeons and thought of having something more extreme, bigger, more complicated. They were Snca: to small for me.
Snca: If you want to learn what daggerfall is, just google "daggerfall unity" and download- its free, and if you just click start and continue, Snca: then you will automatically start in a "dungeon", and if you then enter "map_revealall" into the console and then click "m", you can see the Snca: 3D-map of the whole dungeon, to get an image.
Snca: If you have knowledge or suggestions how to make a better editor (different placement modes, different buttons, different info showing?), you
Snca: can comment this here as well.
Snca: I intent to progress-post once i make some bigger changes, or, if i abandon the project, post that.
Snca: Also the mesh is automatically only created around the player, because placing everything would lag the game.
Snca: I apparently have to redo some things because the lightning doesnt work or some normals or other things arent finalized


-no actual walking through the tunnels footage because thats old and right now i'd have to disrupt the current setup to show that. just imagine roblox walking first person through a square small hallway (except its endless)

 49040[Quote]>>49041

File (hide): 1767808377156z.png 📥︎ (25.19 KB, 916x910) ImgOps

>so that it takes 10+ hours to get out, if you manage to, at all
But how is that fun? I appreciate passion projects oke but who else but you would play this game?

 49041[Quote]>>49068>>49107

>>49040
… i think if i make it so that 10+ hours are neccessary for full completion, but step-by-step progression is possible in way smaller and also "good-enough" ways, people would be fine with trying it.
if i try to make it "not neccessary to have fun", to play 10+ hours.
I could add an option for smaller mazes as well.
good question though.
Maybe through an option to start at the exit?
I guess my idea is that if i am successfull enough, i will learn so many mechanics that i can make many more different additions that are normie-friendly, and that way, starting with what's interesting to me, this would be a project where i try out ideas, and where i will add more "fun" aspects later.

-fun would maybe come with the side modes, like the battle royale mode (in a smaller maze)

so in total, i dont think it's fun for- i dont want to make it fun.
This is a test project, and i despise meaningless entertainment. Make it good first (learning how to, currently), then add "fun parts" if neccessary

I dont know?

 49068[Quote]

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File (hide): clip0303.webm 📥︎ (1.48 MB, 1584x892) ImgOps [play once] [loop]

>>49041
I dont care about graphics anyway, so i made this quick "normals" solution to make light work better then not at all.
here's some footage of walking through the tunnels
also, after rewatching the recordings, it is way smoother in the game then in the footage, i just have compression enabled. (uncomfortably smooth, perhaps? video looks better then the actual walking is)
(i didnt remove the menu buttons "yet")

 49103[Quote]>>49169

engine/language?

 49107[Quote]>>49169

>>49041
>Make it good first (learning how to, currently), then add "fun parts" if necessary
Those are basically the same thing, though. A "good" game will be rewarding, engaging, and respect the players time. This will be fun for the demographic your game is made for. Escape from Tarkov was quoted as "not supposed to be fun" by the devs and that game was (and still is) a hot mess.
<
You might need to work on more foundational stuff and make some sort of design document, lest you spaghetti code yourself into a corner. There are bits and pieces here, but what is the gameplay loop is going to look like? How will saving be handled? Is there combat, and if so, what kind? I could go on, but I hope you get the idea.
<
About the "blocks," from what I know and assuming they would be solid, you could make differently sized blocks (that still fit into a grid based world to avoid overlap issues), then carve out tunnels inside of them to make unique pathways and dead-ends between blocks. A large block would have a lot of space inside and be able to connect to several smaller blocks, and those would only contain one or two tunnels. The tunnels would only be able to connect on the flat sides of the blocks, and any large spaces will be fully contained inside its block. You would be suppressed at how natural things can look if you make the tunnels squiggly enough.

 49108[Quote]

brooo
nobody fucking asked

 49169[Quote]

File (hide): Daggerfall_actual_example_….png 📥︎ (448.55 KB, 1920x1080) ImgOps

>>49103
unity
c#

>>49107
are you chatgpt?
demographics? all people deserve to die. They dont deserve anything good. DESIGN DOCUMENT? (geg) I would never do spaghetti code! Or rather, i would gladly redo my code, even 2 times or more, to unspaghettify it! I always work on- imagining how to do it efficient, without spaghetti. Currently, due to learning new things, the new things, very likely, will be a bit spaghetti, but i will work on them. I will improve and learn how to do it not-spaghetti-like because i am thinking of how to do it better, and how to understand it, mentally.
It is made with saving in mind: The map is unchanging, so besides few values, it stays the same. Some pieces in a slightly seperate file to have things stored per block that ARE changed, and otherwise- nothing, i guess. The player is also stored "inside of a block". hmm…
Combat? probably "limb-based"- either instakill because headshot, or limb-destroyed because of shots at the limb. Maybe bleeding out as well. Limbs? Combat? For now, just ideas, as i didnt work on them.

Basically, I DARE start this project because i had a very thought out and extremely complicated project in the past, which i worked on "a bit successfully", so i have the feeling of mostly just recopying and recreating, in a better and more fitting state for this game, mechanics and UI, from the old project that had a lot more then the current project has.


Wdym blocks?
XXXXX
XXXXX
XXXXX

ech X is a block (3d though)
it is this case already though. Block doesnt mean that it is fully filled. No, a block is divided into 7*7*7 cubes
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
CCCCCCC
and only some of them are filled out. Some cubes have "exits" marked, and the exits are automatically generated to connect to other blocks (i dont think i have to go into detail here: But it is accounted for already in-the-way-blocks, and directions, so it works!)


mar….ge…?…
they have space, yes. "good idea goyim"
"several smaller blocks": to the neigbouring blocks; thats the way it works for now. Grid-based. imagine 3*3*3, block in the middle
"only connect to the flat ides of the blocks"?- the tunnels can go into more then just a straight line. They can also turn 90° in all directions.
"any large species": I am not a fantasyshitskin. I do not believen, nor promote, nor portray anything not based on anything i think is good: fantasy "beasts" or demons or other "threats" will not be part of a game i will make: I have long ago thought much about wether i should make a— (leaving out details) realistic fantasy game: Even if possible, it would be bad to create it, so i wont do it.

"Squiggly enough"… I- pic related is the "thought-of"-goal. Currently, in the footage, it is different, of course. I will probably adjust height and speed of the player

It is just that another not neccessary goal would be allowing for more then just walking or crouching. Some sort of complicated movement. But either way, sure, size of the tunnels will be- no, probably size of the player will be larger.

Minus the textures, of course. Meaningless graphics are bad
instead of a design document, i just comment every action i do and almost every idea i have with timestamps and date.

 49194[Quote]>>49201

if this is just a learning project, fine
if you want to finish an actual FUN game, go write a game design doc right now, or you'll be one of those retard devs stuck in infinite development niggerhell on a game that nobody wants to play

 49201[Quote]

>>49194
challenge accepted. I WILL NOT WRITE A DESIGN DOCUMENT AND MY GAME WILL BE GOOD
i give myself 1 week to finish this

 49208[Quote]>>49292

Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.
<
Also a closing note of mine. Your gameplay ideas remind me Dark and Darker, which is a PvPvE dungeon-crawling extraction shooter. You could learn a lot from it in the sense of avoiding failure, because that game totally died due to abhorrent design choices. So don't make those same mistakes. Don't lean too heavily into the archaic quirks of Daggerfall either. Even if Daggerfall is looked back upon fondly by grey-haired gamers, it's still 30 years outdated. The 90s were highly experimental for PC games and good level/environment design hadn't really matured as a concept until the end of that decade.

 49209[Quote]>>49292

Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.
<
Also a closing note of mine. Your gameplay ideas remind me Dark and Darker, which is a PvPvE dungeon-crawling extraction shooter. You could learn a lot from it in the sense of avoiding failure, because that game totally died due to abhorrent design choices. So don't make those same mistakes. Don't lean too heavily into the archaic quirks of Daggerfall either. Even if Daggerfall is looked back upon fondly by grey-haired gamers, it's still 30 years outdated. The 90s were highly experimental for PC games and good level/environment design hadn't really matured as a concept until the end of that decade.

 49210[Quote]>>49292

Wow. You must've played a lot of Daggerfall to get bored of the dungeons. Those things are a true test of patience and IQ. Regardless, dungeon-crawling seems to be one of the most sung about praises of Daggerfall and there's nothing really else like it out there. Expanding on Daggerfall's dungeon concept would definitely capture my interest as well as the interest of other TES oldfags.
<
However, I would also consider appealing to the broader gaming audience by maybe doing a few things:
- Add a tutorial dungeon: In most cases, gamers won't enjoy being immediately thrown into a highly complex environment that is difficult to navigate on their first impression. It's important to remember that Daggerfall has no tutorial because in 1996 the instructions on how to play were all written in the manual that came with the physical CD-ROM copy of the game. Introducing new players to a tutorial dungeon first would not only teach them how to play, but may even give them a good first impression.
- Add difficulty scaling: Every gamer has different preferences. While some may want a challenging test of strategy and survival, others may want to relax and explore. Include no less than three and no more than five difficulty settings with each level increasing dungeon complexity, hazards, and length accordingly (e.g. Easy, Medium, Hard, Extreme, Master).
- Procedural generation: I assume you're already doing this, but I can't stress enough how important this is for a concept like this. One of my biggest pet peeves about some vidya games is that the gameplay loop has diminishing replayability or no replayability at all. Once I've done everything there is to do in a game, I see no reason to return to it again as it'll only bore me from predictability. Making the dungeons truly random in all aspects may not only keep gamers entertained, but also keep players coming back for more because of the unpredictability. Deep Rock Galactic is an example of a game that executes this concept flawlessly. No one playthrough should be the same.

 49239[Quote]>>49292

high iq phono game award

 49292[Quote]

>>49208
>>49209
>>49210
>>49239
chatgpt niggas leave
also NO RANDOMNESS IN MY GAMES, EVER!

 49496[Quote]>>49517>>49521

File (hide): Invasion.png 📥︎ (667.38 KB, 1280x960) ImgOps

Hey gang, just thought I’d post my game here too. At the moment I am working on the last level of the game (the original last level was a simple boss rush but since I missed my original deadline I'm making this new one as consolation). In the story, while Basileus Joseph Fygoon (the player character) was out on his adventure, the three Viceroys he had wronged had joined forces with the Warlord, the enemy introduced at the beginning of the game and only seen in the shadows, to usurp the Dragon and take over the island. With an army of enemies you had previously encountered, the Warlord and the Viceroys took control of Fortress Fygoon in an attempt to trap Fygoon and either force him into signing a charter that would see him deposed as ruler or kill him. As Fygoon returned to Fortress Fygoon, he found it infested with enemies and the power crystals required to access the keep to confront the trespassing Warlord were stolen and held by the enemy monsters. Consequently, to confront the final boss, Fygoon must retrieve the three keys that basically see him do what he had been doing earlier in the game:
>1. Navigating a hedge labyrinth
>2. Solving a fire switch puzzle
>3. Killing a massive enemy (in this case, a Golem Deacon)
The development of this area is going well, as I have already implemented the key functions and must confront my worst enemy: making animated cutscenes.

 49517[Quote]>>49520>>49575

>>49496
>>49496
fygoon is here?
Fygoon, is this you, or is this bait?
Either way, made me geg.
oh my retardation

 49518[Quote]>>49576

autismerald

 49520[Quote]

>>49517
is that another 4cuck autist? I remember seeing chris once here too

 49521[Quote]>>49565>>49575

>>49496
hey 4cuck nigger please post somewhere else, i would rather your autistic slop not contaminate my soyjak site.

 49565[Quote]>>49575

>>49521
on the contrary, fygoon, you are welcome here. Would you like to become a janny?

 49575[Quote]>>49689>>49763

File (hide): IMG_7617.png 📥︎ (219.19 KB, 1600x900) ImgOps

>>49517
Yep, it's me. Thought I'd post here too since you guys have a game development thread going here as well.
>>49521
Here, I'll post some Fygoonjaks someone made and I stole when my game was first being made. You know what they say: when in Rome, do as the Romans do.
>>49565
What's there to patrol? At least you guys don't spam anime and creep garbage.

 49576[Quote]>>49689

>>49518
Indeed, the Gemerald Varanusaur has arrived to bless this place and cure it of the malaise that the Coalvarians have brought in their wake.

 49689[Quote]>>49696

File (hide): Bocchi_Rape.png 📥︎ (518.79 KB, 948x1547) ImgOps

>>49576
>>49575
i thought you cant be fygoon since south america is rangebanned but then i remembered you live elsewhere.

Lolcows and schizos can sometimes improve an imageboard community. (and you were regarded as a lolcow)
However, we should kick out any bocchitranny, should xhey appear. To soyim who dont know, bocchi"posters" are the 4cuck gaming creation Esl-FNF-Pedos

 49696[Quote]

File (hide): IMG_7616.png 📥︎ (6.25 KB, 268x304) ImgOps

>>49689
The only people who regarded me as a "lolcow" were the Bocchitards, the prime one being a Filipino named "AliceDev" (powerword: Pedro). It's honestly nice seeing more people hate those losers as much as me because they contribute nothing to game development threads and derail them with their sloptacular show and yet cry to the mods when I do the same back at them by posting Russian crocodile cartoons. To people with an IQ above the average shoe size, I'm more of a "schizo".
Anyway, here's another Fygoonjak since we're on the Sharty. I only have three of them and I posted the first one already. Feel free to make Fygoonjaks; I am fond of this site and you guys, anyway.

 49763[Quote]>>49811

>>49575
two_pointing_soyjaks dust.

 49811[Quote]

>>49763
Aw man, really? I believe it was made to shit on my game so perhaps that's why it's worse than coal. I never made a 'jak myself and I don't want to as to not encroach on your turf.



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