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No. 242916
>>242911>The Sundew is a dark adventure game set in the aftermath of a devastating future war, in development by one-woman studio 2054.Haven't played it yet but I usually like these types of games so I am looking forward to it. Reminds me of some of the stuff wadjet eyes released.
Not sure if on-topic, but I spent two whole years of my lifetime building, drawing and animating a RPG Maker game in the early 00s. I got to 4-5h at the end but never finished it since it was some longer RPG and it was mainly the tilesets/backgrounds that made me lose all hope since I wanted or had to draw everything myself since the stock tilesets were all fantasy or didn't match the style of the others.
I wish I could go back to such a hobby since I even have an idea for a shorter game that's mainly
PoC but I fear I will never get that motivation back, today I have even trouble starting small tasks and I am tired all day even on weekends.
No. 242917
>>242916Samefagging, sorry. I mistyped, I meant PaC not
PoC. Point and Click.
Well I am becoming a NEET again next month so maybe there is a ray of hope and I will at least try to do something again as long as I have the time.
No. 242944
>>242921Yeah we should try. The new RPG maker looks promising too and there are even some point and click engines. It was incredibly fulfilling everytime I scriped a new event, map or story arc back then. I kinda want that back, maybe it's related to my daily life schedule and I will get used to work more once I force myself to do a little bit everyday instead of sleeping and scrolling when I come home from my office.
>>242920I am always in for point and click and VNs. VN elements are a great thing I think because they allow you to make scenes without animating anything, which is impossible for low budget games. I semi-animated a few scenes in my old game for some special parts and it was fun as fuck, but it wasn't much animation. More like characters moving/walking and backgrounds scrolling past them, mouth movements and such. Not much, but it was satisfying to see it when the scenes started.
No. 243012
File: 1664309414175.jpg (149.85 KB, 1920x1080, cover2.jpg)
Was curious what any anons thought about the Bigmode announcement Dunkey made previously. I wonder what kind of devs/games they'll pick, purely because Leah is also running it. I'm crossing my fingers that they don't just choose projects that gamers like Dunkey would like, and that Leah will be helping to diversify what gets made. I submitted a pitch but I'm not holding out hope. I mainly wish that some of their projects are done by women, but either way I'm curious to see how this could affect the indie scene.
No. 243644
>>243622I've only really had poor experiences with interviews. One fairly big company had me in for 4 hours of interviews with 7 people (all in one go), this was after submitting a homework task. Didn't have the decency to send a rejection afterwards. Another noname no portfolio company drilled me over math formulas in an interview. I'm not much of a mathematician but I can figure out and use the maths needed for creating gameplay elements. They said I'm not good enough to join them but later e-mailed me asking to discuss how I'd implement a particular gameplay system. I rejected it because it was very obvious they just wanted to try and get some diversity points on their entirely male company. I can't keep my nerves together in interviews so I guess it doesn't help when I have to solve problems on the spot.
>>243626People in gamedev have shit hours, shit pay, and normally really poor company/work culture. This is well known now, yet some of these employers will make you dance like a monkey for a chance to interview, meanwhile their seniors are leaving gamedev for other types of dev jobs to double their salaries. Their expectations are way too high and compensation way too low to treat people like this.
No. 269407
File: 1674076029751.jpg (58.66 KB, 714x960, 116016352_2733801496946052_796…)
i'm so late to this thread but i hope that people are still about for it!
i'm currently between jobs (the gamedev job market sucks atm) so i'm working on a tiny lil PS1 inspired horror atm (very original i know)
are there any groups/discords etc for women in games that aren't super… political? i know that's not the right term but i just wanna find a place to chat about this sorta stuff & bounce off ideas without it getting all messy :')(:'))
No. 285971
Like this nona
>>242920 I'm also making a Ren'Py game, though mine is going to be a dating simulator. It's not meant to be anything too ambitious or complex, just intended as a sort of "practice" project for bigger and better stuff. I chose an adult otome dating sim because all the Japanese R18 otomes, save for a couple of extremely niche doujin games, feature the female protagonist being raped or abused, and the really good ones are all-ages, among other issues I have with them. In other words, I realized that I hate most otome games despite me claiming for years that I love the genre, so I want to bring a bit more variety to it.
I started playing around with Ren'Py when I was a teenager, and tried to make some VNs with very basic features, but never finished a single project. Now that I'm more familiar with programming languages in general, I'm finding it very easy to learn new stuff, and even solve some problems myself with OOP, which I love because it provides efficient and elegant solutions that involve reusable code, instead of having to copy-paste everything and make your code 2 times longer than needed. Python is not as hard as I thought, I'm learning the basic stuff through tutorials and my own experimenting. It's mostly been fun and not as frustrating as expected, learning a bit of programming beforehand really helps. I've made more progress in less than a month than my past self did in years.
This experience has taught me that the key to completing a project is breaking it down into the core mechanics and breaking those down into steps, as well as avoiding feature creep, cutting corners as necessary, and designing a clear, basic idea of what's really essential to focus on from the beginning, setting small goals, etc. It helps that the story isn't important in this genre, it's all about the characters. While I work on the program and its essential features, I'm writing ideas for locations, story, dialogue, character development, events, etc. and creating concept art for when I eventually make the graphics on PC. The only thing I don't think I can handle myself is the music, but if I try composing a track and it doesn't suck, I might make all the soundtrack myself, kek (otherwise I'll just have to find appropriate free music, which is going to be hard because I'm extra picky). Once I finish coding all the features in I can finally start writing and drawing.
I think I might actually finish this game and release it, I'm so excited. Even if it doesn't get a lot of publicity it'd be so fulfilling if only a couple of people liked it. I might release it on itch.io as pay-what-you-want and if all goes well, add new characters and features. But for now, it's only going to last 2 in-game weeks or a month, and have one or two love interests.
After this dating sim, I want to try making a TRPG/SRPG.
>>242944>it was fun as fuck, but it wasn't much animation. More like characters moving/walking and backgrounds scrolling past them, mouth movements and such. Not much, but it was satisfying to see it when the scenes started.Yeah, that's one of the things that keep me motivated too. Seeing your ideas come to life whether it's in the form of animation or as a program that works, it just feels awesome when you see it in action. I remember the first time I added blinking and lip sync to my characters in Ren'Py, it blew my mind, kek. That's why I never get tired of testing my game every time I add something.
>>243248IDK if you're still around or still need an answer, but I believe it's generally recommended to first choose a game engine oriented towards the kind of game you wanna make (better yet, if it has good documentation and an active community), and then learn whatever language it uses. Some game engines even use JavaScript, and others use Python, which is easy to pick up if you already know the former. A lot of engines use C++ and/or C#, but again, only learn a new language if necessary, I don't recommend wasting time learning something you're not gonna use yet vs. learning what you actually need right now.
No. 295954
>>269407Hey, nonna! At least you weren't as late to the thread as me!
Maybe "PS1 horror game" isn't as unique or whatever, but trying to find a brand new idea is stupid anyways. I'm super interested in your game! How is work on it going?
>>285971I'm glad you wrote up your experience with Python! I was nervous about learning it, but you made me feel so much better. I'm mostly web/server oriented right now, but I told myself I would start Python this month no matter what. It's supposedly one of the easier languages to learn. Everyone says learning to program in new languages gets easier the more languages you already know, and since I need to learn C++/C# eventually… Python. You should come back and update us on your progress towards releasing your game!
Here's hoping bumping the thread also revives it. Come talk, nonnas! You don't need to be an expert, just have an interest!
No. 296035
>>285971I'm the renpy anon you mentioned and I'm glad there are other women working with renpy and especially making a dating sim, because most of the ones going around are either cringy enby bullshit or straight up moidy porn games.
You also mentioned making music and that's what I would like to start doing too at this point (I'm focusing on completing a demo first, and the only things left to do are a bit of writing and music). What would you recommend to someone who doesn't know how to use "composing" programs? I think I could make a few nice songs but I just don't know what tools to use and how to use them.
No. 296049
>>296035NAYRT but what do you mean by composing programs? If you're talking about DAWs, the only real answer is that you have to pick one unless you can live record some instruments or commission someone. Picking one is entirely dependent on what kind of game you're making. If you're making a cute game, especially a pixel game, you can't go wrong with beepbox/jummbox. Otherwise, your best bet is to fuck around in FL or Ableton. It can look really intimidating at first but it gets easier with time. FL is good for beginners and is good at making songs really quickly, but Ableton is better at making fuller sounding songs, if that makes any difference to you/any other anon.
I don't know much outside of basic music theory but I've practiced in FL for half a year and I'd say I can make some simple, decent songs. If any anon is interested, I'd be down to make soundtracks for you, although I can't guarantee Hans Zimmer quality kek. Also unrelated, but what happened to the female gamedev Discord server? I'd love for that to make a comeback.
No. 296635
>>296620that sounds interesting, can it be for tech/coding as a whole? i would love a
terf-adjacent discord for women into tech and stuff
No. 296719
>>296635Sounds like a great idea! We can have different channels dedicated for tech fields, but in the early stage it's not a necessary.
>>296707I'd probably do like what the LC forums did previously, and just voice activate. I understand your issues, but I really don't want trannies and I can't think of anything else.
Besides, trannies never shut the fuck up about coom shit/trannies shit, most will reveal themselves anyway.
No. 296958
>>296885NTA but would something like a voice call interview/introduction prevent moids from paying random women/getting their female relatives or girlfriends to do the voice verification for them? Some questions I had in mind are
>programming experience/field>reasons for getting into programming/game dev>personal projects (finished, as well as planned)>hobbies (and ask to elaborate about random things)This would probably make it easy to filter out scrotes later on if they somehow managed to get a woman to get voice verified for them.
No. 296967
>>296958NTAYRT but that questionnaire sounds good. How anons have found LC should be added too though, imo. Also I agree with the other anon, voice verification is a must.
I won't be able to start this server but I'd be willing to help moderate it if that's a concern. I hope something actually comes of this, as it'd be great to have a female-only space to discuss programming and games. I'm so sick of males.
No. 296974
>>296958I'm on board with the questions & verification! As long as it doesn't allow beginners/noobs out of it! I'd like it to be for everyone.
Not sure if the questioniare will stir moids away, but it's a nice conversation starter
No. 297026
>>296974AYRT yeah the goal of the introduction is to filter out, not noobs, but moids. Just to make sure what you say when verifying lines up with what you say later in chat (to make sure someone is being honest and not just a moid who gave a script to a woman during the interview, it's pretty hard to fake a backstory on the spot and keep up with it later)
You could even change up the questions a little for everyone so it's even harder for scrotes to lie
No. 304342
>>304281Someone will have to make it and find a way to invite women in
I think the main challenge will be keeping it on topic
No. 304396
>>304341So I really suggest against unreal. Although it usually tends to be more visually stunning than unity, overall, it is much much more buggy than unity. I've done some software development, and I watch a lot of game demos from indie devs… A big problem with unreal is you may have a game using unreal that works fine on your computer, you go to export the game and have someone test it on their computer, and it's a buggy mess, almost unplayable. Unity has a lot more support to prevent and work through these issues. Unreal also seems to cause a lot of frame rate issues, unless you know how to really optimize your games, and you know how some OS works.
Not that unity's perfect but as a tech fag I have some issues with unreal.
No. 305067
>>305060how long will you keep the email open for? I'd really like to join, but I have nothing to contribute right now and I was thinking I'd join later on when I have gained some experience
for now, best of luck to all the nonnies starting your collabs!
No. 311441
>>311289I’m doing that. There’s no industry for game development where I live so it has to be a hobby.
I’m still learning as well so it can’t be a full blown professional thing unless I get super lucky
No. 329956
>>329861Itch does have a female user base as well, or at least people who can appreciate more "feminine" games but it depends on your content I suppose. It's very tranny infested as well so as long as your game isn't offensive to them I think you'll be fine. My own stuff is made from a female perspective (no weird moidy content, female protag, a few cute male characters) and people have enjoyed it well enough. You run the risk of people not trying your game due to disinterest more than people hating on it. But if your visuals are eye-catching then you likely won't get ignored necessarily.
I haven't made my code/files publicly available, nor am I sure if I would want to. I'm not super knowledgeable about computer stuff (I only know enough coding to make a game that runs really) so I'm not sure what the ramifications of that could be. It's probably mostly a big deal if you're worried about people using your work without you authorizing it but I don't expect that's a huge risk.
No. 369124
>>369055There's farming plugins for Rpg Maker MV or MZ yknow
https://galvs-scripts.com/2016/11/20/mv-simple-crops/No plugins for writing romance though
No. 369222
>>369055Damn… RPG Maker sounds way easier for this nonna. Not sure how you'd make a farming sim in Ren'Py.
There was actually a Harvest Moon clone on RPG Maker, called "World's Dawn", but I haven't played it myself. I think it should be possible to decompile it and study it yourself, might be useful if you're proficient in RPG Maker.
>>369085I'd suggest to just copy and mix from stuff you like/find cool and then spice it up with your own sensibilities.
Use AI to fix your grammar or reword sentences, although you'd still have to judge results yourself.
No. 369428
File: 1712710598516.png (7.6 KB, 301x73, LoveInterestLineUpHeroMaker.pn…)
I'm working on a game that's like Princess Maker but instead of princess or scullery maid it's a superheroes or supervillian but you can still end up a whore. I made art of the love interests, each in costume ans civilian mode.
Left to right:
Rich prep school boy Villian civilian, Villian outfit, The Normie, Sidekick satyr, Cripple Sidekick civilian, Good boy Hero civilian, Hero magical boy, Minion civilian from the streets, Minion transformed
No. 369770
File: 1712859997772.gif (2.8 KB, 52x77, Sprites10.gif)
>>369441>>369440>>369437>>369435>>369434Thank you! I actually lost an external hard drive last year that had the game files so I had to remake most everything. Thankfully my sister had some art of the rivals I sent her 3 years ago. But then I found the tutorial script explaining the mechanics and some old draft notes on my Google docs and the art sprites hiding in some folders of my Dropbox.
Pic related is the player character for a "failed chores" animation. It's not a customizable character it's more you have the set character and can customize her future as a hero, villian, or normie.
I'm also going to redesign the rivals.
No. 371529
Finally took the plunge and started putting together a little demo in Ren'Py. It's very short and simple, I just wanted to try to cram as many beginner level features as possible in one project. I'm feeling a little stuck at the moment, though. Is there anything you wish you'd learned earlier about using Ren'Py?
>>371088I can't believe there isn't already something like this, actually. There has to be some way to make a simple framework that would allow users to plug in their roster of fighters, stats, etc. I wonder if RPGMaker itself could be used in this way?
No. 371578
>>371088Ikemen Go
Fighter Maker
>>371529Linear motion battle system and Chrono Engine plugins for RPG Maker MV can both make something similar to a side scrolling fighter but imo it's pretty jank and never feels quite like a polished fighter
But I've also seen one person make a whole platformer/fighter/beat em up? with just RPG Maker VX and custom scripts, vidrel, so maybe with enough dedication it could work out
No. 380541
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I'm in the middle of drawing more sprites for my game, but during a family get together I got into my nephew's pearler beads.
Based on my pace so far the art is going to take forever but if I keep going it'll get done eventually.
No. 380551
>>380541Cute
>>380550I was in the process of learning godot and renpy but school got in the way for a while. Hopefully I'll have more time once finals are done.
No. 382796
>>382598Start with a simple visual novel in any engine. If you really get stuck make your trial game an adaptation of a public domain book or play.
Just make Romeo and Juliet as a visual novel in Ren'py or RPG Maker or Visual Novel Maker so you can wet your feet and then think bigger and focus on having fun with art first.
No. 384037
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There's two game jams, otome and josei and I'm going to make a basic demo of the closet mechanic for it.
I'm going to have it be how the player chooses their outfit for each daily task they schedule out. In the game jam version it's just a
>choose outfit for date
Game with some fluff before and after.
The final game will also have a different date thing but that's a ways away. The final game is a princess maker with superheroes, but the closet dress up game won't have any mention because that's a little too much for essentially a tech demo.
No. 384079
>>382598My best tips are
>start with the game/story you can afford to make the most mistakes onIf you start with your dream game for your first project and it ends up trash, you'll be demotivated to finish any other game in the future
>start with easy, low-end programs like godot, RPG maker or renpyLightweight programs with lots of tutorials and plugins will help speed things up when you don't really know your way around coding. Avoid unity and unreal engine for first-time projects. Unity is good with lots of tutorials, but as an artist too, I didn't want to have to code that much. For unreal, it's really easy to use, not a lot of tutorials though, and the amount of space it takes up is crazy. Will also give you the "look of a cheap AAA game" whether you want it or not
>itch.io game jams will help you build connections and make actual gamesThey will help you get connections with other indies and will give you experience in working on a game in a group. You'll also be able to realize what you really like to do when working on a game, or find people who will literally code your game for you. I've met coders, musicians, voice acting companies, etc. all through game jams on itch.
>accept criticismI was upset because I didn't want anyone to play my game because I knew it was trash kek but you'll have to live with the fact that your first game likely wont be an indie hit. If it makes you feel better, I found out my first game got uploaded to the VNDB and it had been secured in history as mid.
No. 387779
File: 1717086688361.png (904.11 KB, 6000x902, Xx8RrI.png)
How do you nonas feel about this developer? She makes small free RPG maker horror games and I just found her randomly by watching gameplay videos. I think the art style is cute and the writing while simple can be pretty heart warming, but some character designs are very strange and the gender special tranny stuff are pretty annoying, like her game "My Neighbor Enide" had a character become a TIM and that genuinely was the scariest part of the game kek. I don't really talk much about gameplay because it's very simple visual novel kinda thing with minimal inputs besides walking.
No. 430393
File: 1731005759060.png (281.56 KB, 308x459, 1000009893.png)
>my game is literally as simple as
>click button to increase variable, check if higher or lower, repeat
And it's still too complex for me to code.
I'm ashamed but will be going back to rpg maker (mv) and live with the slight lag in having a bunch of events onscreen at once
No. 431532
File: 1731367728644.jpg (920.65 KB, 1080x810, 1000056752.jpg)
what should i use to make one of those click the character do things to them make them horny games? no idea where to start, i messed with renpy a little bit years ago and it didn't seem to hard but im not sure if it's the best option for what im trying to make.
No. 431671
File: 1731433973871.jpg (Spoiler Image,207.99 KB, 993x702, tumblr_07790ede9b42433bd7255ca…)
>>431532If you mean a simple game like picrel you'll just have to figure out how to make the main sprite change after a specific button is clicked/clicked enough times. If you're not good with python I'd recommend trying gamemaker instead of renpy. It's free and its language is pretty simple, you can even do visual coding using building blocks if you don't want to type. Just do one of their shorter tutorials (like the "make your first platformer in 15 minutes" one) to quickly get a grasp of the basic functions, everything else can be googled because someone will have had the same problem before.
No. 431694
>>431671LMAO yup that's exactly what i was playing for some inspiration. i guess i'll stick with renpy then, if it's too difficult i'll try gamemaker, ty!
>>431593good luck to both of us,
nonnie.
No. 431817
>>431796For my shitty point and click I use transparent buttons over the sprites or backgrounds, then make the next sprite appear/play/disappear as needed. It works pretty well.
>>431532The worst part for me wouldn't be coding but doing all the animations. I don't think more static images would work for this type of game.
No. 432248
File: 1731607800313.gif (67.56 KB, 200x112, 200w.gif)
>trying to juggle learning pixel art and learning godot at the same time
GREAT NOW I HAVE TO LEARN TO TIME MANAGE AS WELL