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 No.63065[View All]

who's in making a video game together? I was thinking about a visualnovel, with japanese style design. I was thinking about something horror-y like higurashi or corpse for example.
making a japanese style would be great, and I think a lot of people would like to.
I think theres a lot of otakus/weeaboos who would love to make a project and I think wizardchan can be a good platform with solid people.
what do you think?
82 posts and 11 image replies omitted. Click reply to view.


good start, there's some flows but we can start from your idea and make something better




I like the core idea, being a wizard that must go through things. but I don't like the idea of board levels, the different endings. thats all


Ok thanks I thought you meant mechanical flaws or something - but yeah all up for discussion


what are the technical parts?


None really, just thought maybe it’d be unworkable as a code your own adventure


lets make the strange christmas of mister jack but the strange christmas of anonymage the game


The best thing you guys could do is interactice fiction (like Zork). It requires no art and you can make it as wizard as you like.


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you basically become god and must program an entire world if you wana use inform or z machine stuff

not as simple as stringing together text files/dialogue reflecting periodic uner choices (visual novel style)


Fair enough. You can, however, make games like these: https://www.choiceofgames.com/category/our-games/

It's far simple than interactive fiction and also doesn't require graphics.


File: 1672081029706.png (684.59 KB, 1200x890, 120:89, 1200px-72_Goeta_sigils.png) ImgOps iqdb

I was thinking making a game about killing the 72 demons of the ars goetia. what do you think?


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i forgot about choicescript, but i tried out all the interactive fictions stuff at some point in the past and think it would be fine. here is why i think choicescript would be pretty good

-all we need is a text editor because everything that we create is plain text.
-all the scenes are individual text files which makes splitting up the workload and working on simultaneous parts of the game simple, we just write our own text files
-the syntax is simple and resists you overcomplicating shit. pic for example is all you need to understand to make a choice-based game (along with listing the scenes in startup text file) and subsequently go to different scenes based on their choices… really that is the core of most games.


Any game about slaying evil is good.


ChoiceScript looks good - never heard of it before.


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Lets me more ambitious than text based. I can program anything, and I can make art and animations. (not just pixel art, I could learn 3d modelling in a matter of days)


I want to make an horror rpg, what do you think?


if you can do all that, then begin making the structure of a game and invite others to contribute when it's ready.

but for now letting others produce a body of text (dialogue, descriptions, etc) is still smart. unless you are going to make an arcade game you need story and dialogue. anyone can utilize text it is pretty universal and not a waste of time


I'm thinking a game like Oregon trail in a fantasy setting.
I'll prob make it in html5 so wizzies can just paste source into a file and open it with a browser. I'll have a basic engine in 48 hours.


sounds fun

i'll look at the basic source code sometime for oregon trail and give chatgpt all the strings and ask it to flavor it with fantasy. just to start, it should be easy and might produce something interesting


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Some concept art, going to add some sort of bird-raptor like animals to the setting. Going to study ratites (ostriches, emus & such) and raptors more then make more designs. Perhaps they could be used to pull wagons (player will also have choices of horses, oxen, mules, perhaps more. Birds are prob inherently bad for pulling wagons).


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blades attached to legs


File: 1672288575133.png (41.68 KB, 614x512, 307:256, hookblade.png) ImgOps iqdb

perhaps… a blade fastened to one side of a bird's hooked beak to make pecking more damaging.


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extended beak+hook would be stronger but the neck probably can't take much more than bird's natural beak+hook


I can see it as a montable animal in our future jrpg game with a beautiful world


In other words, a chocobo.


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I've become captivated by draft animals. The draft animal system in this game is going to be in depth.


post results when your done


its 2023,let's start this new yearr with a group project and making a video game! together!


We could make some kinda pokemon romhack, that'd be ez.


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Hold on to your panties for this one, wizards:

Minesweeper.. Wizards.. WIZSWEEPER

I can direct, market, sell, and take credit for it, all I need is someone to do the programming, art, modelling, sound design, and Amazon AI integration (for difficulty scaling that finds Facebook friends who are on your same skill level).

I've set up a Gopher protocol Tor rely to proxy the chatbox for a private build of Transformice through. We'll talk there and only there, 04:10 - 05:05 Hawaii time, Thursdays on a day of the month that's a Prime number. DM me on Discord for the NDA. Non-truwizzers will be rejected and reported.


instead of mines, it's pussy. the goal is to avoid the pussies and get to the end without having sex.


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what about first person minesweeper where each cell is a dungeon room

clicking on the cell = entering that dungeon room and looting
flagging a cell = placing a warning over that door

because there is no overhead grid to look at, in order to see how many adjacent cells are bombs, you instead listen. for example a norma minwsweeper cell with 2 adjacent bombs has a 2 on it. in the dungeon version, when you are in that dungeon room you hear 2 shrieks from beyond the walls. like every x seconds two screams or monster sounds can be heard all around outside. and that is how you can play it like normal minesweeper

but maybe the goal is different, the goal is to simply escape and become more powerful by finding better gear, so you only need to locate the strairs going down or something. and then there is a boss room you need to find perhaps. maybe certain rooms require optional keys like zelda which you get from minibosses. maybe at the start of each floor there is a shopkeeper for vendoring stuff and some npcs to talk with


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I have a idea for the gameplay. When you enter a battle against a monster, there is a bar appearing under your character and after you selected either attack or magic, you must click at the right moment to hit your opponent with your attack.
What you see is just a model, the hit range is smaller and miss range wider, also the critic hit range is much more smaller.
I want this idea to be add in a traditional (j)rpg game, what do you think of my idea?


forgot to say;
the thing in black is swingin left to right at hhigh speed and you must click at the right moment


there is a game called GTFO on steam that has a hacking minigame utilizing that exact mechanic. it starts out big, and becomes smaller as you get more right. there is like 3 stages to it, it's just a simple thing


It's also a core feature in many of the Mario role-playing games released over the years.


thank you, what do you think of ir? is it good for a rpg?


sans undertale


I like it. Could be fun to make the difficulty based on your accuracy stat/enemy's evasion stat.


I'll implement it in javascript tonight… Think the zones will be based on a curve's height so there could be various different curves.


i dont have fast reflexes and suck at minigames and quick time events and rhythm/muic stuff where you press buttons at the right time. so personally it doesn't sound fun to me


Looks like you'll have to settle with Let's Plays


This "game" is never happening. I see a bunch of idea guys and ever more unbelievable pipe dreams. If this site had any sense it would run with the only effort put in to date by a real poster which is >>63580 but I'm not holding my breath


yeah probably. without an incentive like pay, it is hard to contribute to other people's ideas. often the original idea is fine but it infaltes into something uninteresting. for example i liked the oregon trail wizard idea, and spent a few hours generating scenarios and events. but the guy decides it should focus heavily on birds hauling wagons around or some shit, like what? not interested anymore


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is anyone here interested in collaborating on a megaman fan game? I have some basic game story thought up and I know a little programming/made some small games years ago by myself in C and java


I think there's programs available to make mega man fangames and mega man romhacks which should make this a lot simpler.


mega man is for crabs


Just play this. The gameplay is fun, the maps are good, and the weapons/setting is all pretty faithful to the series


i remember before i could program, i had no problem making assets and art and stuff. but that is boring as hell now. the most interest part of a game is the programming, solving problems with trying to create code to define the game. but once those problems are gone or the problem isn't interesting… no desire to continue

im sure this in some form can be generalized for other parts of game dev, besides programming. and so i feel the only way for certain people (who will never make a game) to actually make a game, is to do some sort of game jam and rush something out, before you become bored and disinterested with it


so…are we starting?

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