Game Developers of Kiwi Farms

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I had the idea of a train themed horror game. Thought it might be simple enough. Just have a train that follows a path. Things quickly get confusing when it comes to things like getting train cars to follow correctly (in a way that doesn't break when the train goes backwards). Not even trying to make a simulation of it. Not sure if I should dedicate time to making it work.
be lazy and make one model with a set amount of skeleton attachments rather than leaving them separate and uniting them under one physics rule with inheritance, then it's a matter of rolling out how the other cabooses will attach themselves on the main train model but you might need to make a reverse animation for them if you go with different styles or just use one caboose's animations, then reuse the first model to roll out different engine styles and you only need to move the attachments to the new one if that is what you are planning for.

or pick the main actor speed in reverse and tweak it with some extra speed for the actor attached to it + extra value per actor attached, that way they won't ragdoll.mp3 when you reverse.

there are many ways to skin a cat.
Tfw reading the documentation but still end up reinventing certain things my own way out of a compulsion to trim the fat
that is why modern engines have profiling so you don't need to reinvent stuff and check out what is being used that is currently bloating.
i swear some people forget the profiling tab, is it the impostor syndrome?

always remember that players don't care how you game is made, only that it doesn't blue screen their pc and is fun (for them, not you).
 
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The Zoomer will be completely ignorant of what came before him and think he's invented rotoscoping.

That's not rotoscoping, rotoscoping is tracing out video frames to make a more fluid-looking animation. Jordan Mechner did it with Karateka back in 1984 and later did it with a bigger budget for The Last Express.

Pre-rendered 3D models as low resolution pixel art is nothing new, we've been doing it since Donkey Kong Country on the fucking SNES. (Possibly earlier but I'm too retarded to look)

Donkey Kong Country wasn't deliberately low-resolution pixel art, it's just what the SNES could deal with. Both it and Myst released a year earlier were showy pieces designed to make consumers feel like their machines were actually capable of rendering "3D" games on the fly when it was all just a bit of high-end developing on the developer side and some computer trickery.
 
That's not rotoscoping, rotoscoping is tracing out video frames to make a more fluid-looking animation. Jordan Mechner did it with Karateka back in 1984 and later did it with a bigger budget for The Last Express.
That's exactly what he's doing.

The only difference being is the frames are generated in Blender and instead of using an actor he made a 3d model.
 
Snoot.webp
 
https://www.reddit.com/r/gamedev/co...mweb3xcss&utm_term=1&utm_content=share_button
Former Dayz dev in hot water with Unity. Unity claims the studio isn't paying enough and threatens to revoke all studios Unity licenses.
Legit this shit terrifies me. Not just unity, but any digital software can just update their license. Adobe does it too.

So you bought a license and don't want to approve new TnA? Too bad! You can't use your product which you pay for!

Oh the TnA says all the work you uploaded to your private cloud is theirs! Don't like it? Discard 2y of work on a project and start fresh! No you can't access the cloud to backup your data, all 10Tb of it!

And these programs are industry standard, required for most jobs. Ai doesn't care if you know Godot or Inkscape. No Photoshop? Skip.

And they know it. That's why Adobe can charge $$$. God forbid you piss a tranny in charge and it decides to revoke all your licenses...
 
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Not that I wish to defend Unity. But with a lot of licencing you have to be so careful about which machines they are attached to especially when it comes to work/personal devices.
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Really IT should be setting it all up for them and that's why they get shitty if you install software on their machines. Using a work email to register personal versions of software doesn't look good.

Anecdotally I have a business version of 365 which is attached to a Microsoft account registered with a personal email - I have no end of problems, constantly being kicked out and have to log back in and reverifying.

You need to keep business and personal separate for you own sanity and to cover yourself if a company's product licencing start asking questions/drawing the wrong conclusion.
 
I'm currently developing a game inspired by CyClones. I figured a slower paced game is what's good for everyone's sanity.

FMV scenes from a janky CD-ROM drive needs to be brought back to make games great again. I don't want to see recognizable celebs in stunning HD anymore, I want the grit from 1x stuttering and not even d-list actors too unstable to get any real work putting on a show for me.
 
I'm currently developing a game inspired by CyClones. I figured a slower paced game is what's good for everyone's sanity.

The cursor control is like a combination of ones of System Shock and Golden Eye (never played both). Simple but unusual part of game mechanics.
 
Well friends I spent some time getting my Huion H610 Pro working nicely in Gimp.

If you fall into this niche pop this into an .ini to save yourself a few hours:


INI:
[Graphics_Tablet]
K0MainKey=90
K0Ctrl=1
K0Alt=0
K0Shift=0
K0Name=-893392444
K1MainKey=69
K1Ctrl=0
K1Alt=0
K1Shift=1
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K2Ctrl=0
K2Alt=0
K2Shift=0
K2Name=-893392180
K3MainKey=107
K3Ctrl=0
K3Alt=0
K3Shift=0
K3Name=-893392048
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K4Ctrl=0
K4Alt=0
K4Shift=0
K4Name=-893391916
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K6Ctrl=0
K6Alt=0
K6Shift=1
K6Name=-893391652
K7MainKey=32
K7Ctrl=0
K7Alt=0
K7Shift=0
K7Name=-893391520
S0MainKey=65
S0Ctrl=0
S0Alt=0
S0Shift=0
S0Name=-893391372
S1MainKey=66
S1Ctrl=0
S1Alt=0
S1Shift=0
S1Name=-893391240
S2MainKey=67
S2Ctrl=0
S2Alt=0
S2Shift=0
S2Name=-893391108
S3MainKey=68
S3Ctrl=0
S3Alt=0
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S3Name=-893390976
S4MainKey=69
S4Ctrl=0
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S6Ctrl=0
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S6Name=-893390580
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S7Ctrl=0
S7Alt=0
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S7Name=-893390448
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S8Ctrl=0
S8Alt=0
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S8Name=-893390316
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S9Alt=0
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S13MainKey=187
S13Ctrl=1
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S13Name=-893389656
S14MainKey=189
S14Ctrl=1
S14Alt=0
S14Shift=0
S14Name=-893389524
S15MainKey=65
S15Ctrl=1
S15Alt=1
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S15Name=-893389392
P0MainKey=69
P0Ctrl=0
P0Alt=0
P0Shift=0
P0Name=-893639852
P1MainKey=0
P1Ctrl=0
P1Alt=0
P1Shift=0
P1Name=-893639720
P0PenButton=3
P1PenButton=2
WorkAreaRatio_Left=0.000000
WorkAreaRatio_Right=1.000000
WorkAreaRatio_Top=0.000000
WorkAreaRatio_Bottom=1.000000
DisableSoftKey=0
SimlateMouse=1
LeftHand=0
DisableExpressKey=0
PressureSensitive=-2
ScreenSel=0
SupportINKDisalbe=1
Debug=0
DeviceType=HNDT_T_8K_16SK
 
FMV scenes from a janky CD-ROM drive needs to be brought back to make games great again. I don't want to see recognizable celebs in stunning HD anymore, I want the grit from 1x stuttering and not even d-list actors too unstable to get any real work putting on a show for me.
That was tried before. Wavey Tube Man Chronicles, and some game about a spinning limo did it, but "ironically". Then there was pretensious crap like "Her Story".

Contradiction: Spot the Liar is a sincere attempt at a modern take on a FMV game. Supposedly parts of Inscryption are FMV as well.


I shouldn't complain. I want to do it for my horror games as video tapes. Kind of like the Bright Falls segments in Alan Wake.
 
Looks like there's a sale on for 5,000 materials for $4 or 1,000 for $1.33. (note: there's a referral code for the youtuber who made me aware of it).

I Just purchased and checked out the materials briefly - some of the wooden and floor tiles are pretty decent.

It comes with relax GPL license so they can be used in commercial projects and setup to work with Blender out of the box with displacements, asset categories and noding.

If you take into account how long it would take to make one of them it's a great deal!



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