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Vidya, Table Top games, Hopsotch, etc

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Comrade 08/03/2020 (Mon) 09:23:08 No. 3454 [Reply] [Last]
American Foreign Policy Simulator I play it.
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>>3615 I can play if NA.
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vote for this to get into game https://steamcommunity.com/sharedfiles/filedetails/?id=391022382&insideModal=0&requirelogin=1 share anything else that needs to be ingame
>>3790 >it's five years old I mean I voted yes for you bro, but I'm quite doubtful a couple schmucks on our slow-ass board's gonna get that old submission in the game.

Final mission/desperate attack music Comrade 07/14/2020 (Tue) 17:57:01 No. 2891 [Reply] [Last]
Let's hear some of your favorite music for confronting the final army, the last dungeon, your favorite themes for coming through in a pinch.
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https://www.youtube.com/watch?v=xggWJLgN-Es&t Slave Knight Gael from DS3. The perfect send-off for the series, two undead nobodies fighting over nothing in the ashes of the world.
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Socialism with villainous characteristics. Doomsday Device Vanguardism.
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STRIKE! By Voltage game workers Comrade 08/15/2020 (Sat) 20:29:56 No. 3749 [Reply] [Last]
https://www.uniglobalunion.org/news/strike-game-workers-us-results-unprecedented-win?fbclid=IwAR1q7ipBfBXzo0bcxXnWF1nTFNEXneuV0Tc3WVCPog0oHtkY_bmTz7PBJeM <Writers for Lovestruck, a mobile game produced by Voltage Entertainment USA, have won an average 78 per cent pay increase and greater transparency at work after a ground-breaking 21-day strike. It is the first successful game worker strike in the history of the game development industry.
>>3749 Holy fucking based Should have posted this on /leftypol/ tho gamedevs are among the most cucked workers and victories like this should be shown more

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Help finding an obscure game Comrade 08/15/2020 (Sat) 19:38:01 No. 3748 [Reply] [Last]
Recently while watching Zero Punctuation I remembered that yahtzee, during the Drown Out video series with his friend once discussed some sort of an obscure sounding strategy multiplayer game. The main fact I recall about it is that allegedly "all of the people who played it where Slavs or Germans who REALLY loved communism. If I am not mistaken, the game sounded as if it was some sort of tactical multiplayer team game that I think took place in Yugoslavia, as another fact that I recall was that if the same team had a Bosnian and a Serb soldier, they would try to kill each other. Also I think it allowed to really minmax and customize the loadouts of the troops. I never checked the game out and don't recall the name, but these facts about it stuck around. I won't bother finding the video where they discussed it as that would take way too long. Hence I am asking here: anyone got a clue what they where talking about?

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New Russian game about the USSR! Comrade 08/14/2020 (Fri) 15:20:49 No. 3727 [Reply] [Last]
Pls don't be strategy Pls don't be strategy Pls don't be strategy >political sim Well it could be kino like Hidden Agenda
>>3730 I bought the game and beat it. Hidden Agenda is much more realistic, fair, and interesting but you get a really hot secretary in For The People who is really sweet so it's a tough call.

/gamedev/ - Game Development General (SHARE YOUR VIDEOGAME IDEAS ITT) Anonymous Gamer 04/12/2020 (Sun) 23:20:11 No. 295 [Reply] [Last]
So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make. I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on. FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND >Modelling Blender: https://www.blender.org/ >Painting Kritas: https://krita.org/en/ >Game Development Godot: https://godotengine.org/
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>>2262 (me) I guess I do also have some technical questions as to how to write the code it self: It should all be in one single c++ file, only interacting with data files to create a savegame, right? I imagine I would end up using quite a few variables that would have to be shared each time I use a function. So is it better to stick them all as global? Or would that cause the program to slow down too much? What type of compiler is best? Currently I am using codeblocks since that is what is most advanced and still allowed to use during exams, but I heard good things about visual studio, so should I use it instead? And again going back to the previous post, if I am not creating a console application, what am I creating? I see whenever I create programs that there are tens of other types of programs, but I have no experience with those. DirectX sounds familiar, is that what I am supposed to use?
>>2262 use an engine, if you insist on using c++, there's probably some libraries out there for easy ui programming, search the web for them.
>>2265 As far as debug UI, this is all you need: https://github.com/ocornut/imgui Once you want to tackle in-game UI you are probably best off making your own immediate-mode implementation. I don't think I'll ever go to retained-mode UI programming again.
I have this idea for an idle game where you progress mainly/solely when you're not playing it, thinking maybe it could be based off of The Game, or do you think that meme's too old?
https://en.m.wikipedia.org/wiki/Class_Struggle_(board_game) does anyone have the rules for this? I wonder if it can be converted into videogame form.

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Atomic Heart Comrade 08/12/2020 (Wed) 20:31:31 No. 3676 [Reply] [Last]
You know I'm surprised that there hasn't been a thread for this upcoming game yet, but the latest gameplay trailer has came out and good fucking god, it looks fun as fuck https://www.youtube.com/watch?v=kxdWSyoBcH0
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>>3688 What's wrong with it?
>supposed to be futuristic USSR >other than statue of Lenin and a bunch of posters looks like generic modern burger sci-fi Pretty sad tbh
Wait I just realized, this game seems to simply be an edgy re-imagining of that one episode of Nu Pogadi! where they go to the polytechnic institute https://www.youtube.com/watch?v=ncHd3sxpEbo
>>3690 Looks more like a soviet Bioshock to me.
>>3711 Kek

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How to make a good FPS Comrade 07/31/2020 (Fri) 00:59:54 No. 3393 [Reply] [Last]
What qualities make an FPS game good? I'm doing this so others can reference, and out of my own curiosity, here's what I know so far: Make the weapons unique and serve different functions, make enemies aggresive and varied, levels shouldn't be corridors, anything else?
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It completely depends on the type of FPS. Arena, tacical, sim, and other variations of FPS all have different needs.
>>3576 K, it is a sci-fi game where you fight aliens, there are 6 weapons, it is meant to control like doom or marathon or something and have sprite artwork, several enemies, big towering beasts that'll either charge you or mount gun turrets, alien bugs with guns, an oversized spider with a continueous laser rifle and the ability to mount passengers, an alien in a pressure suit that explodes when killed (occaisionally exploited, or wears heavy armor, the less armored guys attack from a distance and spread apart, also man weapons, feeble aliens w/ energy shields and exoskeletons, used as skirmishers, and big psionic aliens with cool abilities. your weapons in the order you get them are: an oversized taser with a scope and a charge up function, the normal shots do no damage but will garuntee a stun, and if enough of the land at once, they will blow up an enemy ignoring armor, charging it up will release an arc of electricty; a five shot pistol, accurate, dual-wieldable, it's the magnum from half-life; a plasma flame thrower with a secondary ability to charge up a little ball that acts like a grenade and leaves behind a fire; an assault rifle with an underslung shot gun; a shotgun minigun that winds up before firing and has an underslung rocket launcher, a four round missile launcher that needs to manually lock onto targets, will fire as many rockets as there are locked targets. please criticise and explain how one would theoretically make a good game out of this
>>3393 the gunplay is one of the most important https://www.youtube.com/watch?v=8geGHbWIMXA
>>3423 I made a large autistic post about this in the Halo thread: >>3585 But if there's one single piece of advice I can emphasize, it's that the game should have an automap function, so levels can be fearlessly designed with complexity and freedom justifying that. >>3426 Unless, of course, the player journeys to some kind of gimmicky madness, like the descent into hell in Doom, or inside the protag's nightmares in Marathon Infinity. Even then, somewhere more "normal" to compare it with is helpful in accentuating the weirdness of weird levels. >>3579 Your design's varied weapons and foes seem like the best area to add depth to its combat would be special interactions between enemies/weapons, and different damage types. Have some enemies be bullet resistant, fireproof/flammable, electrically insulated/vulnerable, etc. Have different "phases"/"modes" for tougher enemies to encourage weapon combos, like electrocuting an enemy to disable their shields, or using bullets to crack heavy sealed armor then ignite their ammo with flames, or the old standby of regenerating enemies that need to be hit with high explosives to be permakilled. Maybe add group dynamics so some enemies could blow out fires or supercharge each other. And maybe environmental features, so electricity would be more effective against foes in water, flame would ignite some scenery, etc.
>>3717 the idea behind the taser was that it would ignore armor and auto stun, unless you charged it, then it's subject to the same rules as anything else, each shot would do 10 (adjust later) "damage" which doesn't mean anything, a stunned enemy isn't anymore easier to kill than others, but if say, you shot an enemy with 100 health 10 time with the taser in quick succesion, they would explode. Your ideas on the more interactions are interesting and I will write some shit down, I had a feeling shields would stop tasers, maybe the taser and flamer (energy weapons) strip that shit down pretty quick like in halo. your comment on igniting ammo and enemies is a good idea, maybe armored grunts need to have their armor breached to prompt the use of a flamer on them, making big booms, I'd always envisioned them as slow shock troops that would march at you with flamers and plasma cannons and have no regard for personal space, so that would be a good counter. Regnerating enemies doesn't gel with the setting, but maybe it would be good to hear other ways explosives could distinguish themselves aside from splash damage. srsly, thanks man, those are good ideas I hadn't thought of

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Who here /krigang/? Shaytan 08/12/2020 (Wed) 15:45:11 No. 3673 [Reply] [Last]
I remember playing this as a kid, and thought the lore and ambience was just fucking lush. Also helped I live next to one of the cultures that heavily inspired it's aesthetic. I feel the first one would make a good movie, but know it'd get botched. So perhaps it's best left as a dream. Ki ora.

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Comrade 08/11/2020 (Tue) 07:46:14 No. 3648 [Reply] [Last]
>tfw arachno-communist commune friends
>>3648 spider game?
>>3656 It do be havin spiders


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