/v/ - Videogames

Vidya without the Gay


New Reply[×]
Name
Sage
Subject
Message
Files Max 5 files47.7MB total
Tegaki
Password
[New Reply]


681af2330e6f7cfcf3b2601af194240c.png
[Hide] (356.4KB, 500x500) Reverse
Ive been working on it since last year and ive almost finished the art and rules and such for 90% of the characters and game. Its the type that could very easily be translated directly into a video game as well. Its going to have based racial subliminal undertones but obviously not that forward or it would get shut down. Its going to be like a weird mixture of yugioh, chess, and D&D if you can imagine that. Also im going to try and keep the rules to 1 or 2 pages only and keep it pretty simple just to not scare people off. So if you have any ideas about anything for what should be in the game and what shouldnt, just let me know.
Replies: >>79 >>140 >>778
>>78 (OP) 
too many of these things with ideas thrown out too early.

show some substance first before you post faggot.

wish you luck anyway o/.
Replies: >>111
>>79
Are you asking me to provide specifics of my game before its released? Why? So I can let randoms steal months of my hard work? No dumbass
1640884469126.jpg
[Hide] (44.2KB, 680x680) Reverse
>>78 (OP) 
Being a board game designer myself, I am sure that you know of this advice already but here it is anyway:

1). Art doesn't matter; Theme doesn't matter. Game mechanics matter... A lot. Nail down your game before you worry about sexy the orcs are or how sleek the spacecraft looks. All of my prototypes began with stuff around my office and can be created by an 8-year old. If you're stressing about how a prototype looks, you are missing the entire point of a prototype. 

2). PLAYERS. ARE. DUMB. They are mega-dumb. They are supremely dumb. No matter how clear your rules are, they can always be clearer. You can always provide more examples.

3). Solo-playtesting is crucial but "blind" playtesting is critical. How many hours (yes, HOURS) have you solo-playtested your game so far? Double that. Simulate two dumb players playing the game. Simulate two brilliant players playing the game. Simulate people of varying degrees of skill playing your game. Take notes. Lots of lots of notes.

Only after you feel that you've ironed out everything, go to the next stage and have your family and/or friends play the game with you. Have them read your rules and every time that they ask for clarification, take notes to improve your rule book to be clearer.

Your friends and family care about you; They won't insult your baby. All this stage does is (hopefully) verify what you've learned in solo-playtesting. If it doesn't (and it likely doesn't), go back and do more solo-playtesting.

Let's pretend that your friend and/or family really enjoy the game. It's time for blind playtesting. This is where you will get crushed. I want you to think about a humiliating moment in your life. A chick publicly refuses to go out with you. A bully publicly beats you up in a schoolyard and takes your lunch money. A boss yells at you in front of your co-workers. Something.

The results from blind playtesting will likely be worse than that. If you're lucky, all that you'll need to do is more rules clarification. If not (and it will likely be NOT), you are about to get humiliatingly crushed. These are people who have no stake in your success. They don't have to look you in the eye. They will either be entertained or not entertained and they don't give two shits about how you feel about it. Professional playtesters will be kinder but random people won't.

4). Let's pretend you sail through blind playtesting (you won't but there's only a 200,000 character limit for a single post). NOW you can worry about theme. NOW you can worry about how skimpy the orc's bikini top is or how awesome the spacecraft looks.

At this point, you have to make a crucial decision about your game: Small-scale or large-scale production. Small-scale is having a small room in your house where you make the game by hand or go through a novelty publisher. Large-scale is an actual game company that publishes other board games besides your own. Each has its advantages and disadvantages.

I'll stop here for now but one final piece of advice: Be prepared for your first 10 games to suck. Suck badly. Suck balls. Suck sweaty, disgusting, icky balls. That's OK. That's part of the learning process.  Board game design is a SKILL, like shooting a 3-pointer in basketball or a home run in baseball. The more you do it, the better you will become. You will go back to earlier designs and just cringe and that's OK because that means that you are learning and getting better.

Good luck and if you want more advice, let me know.
Replies: >>163
>>140
I need a 3d modeler badly, where do i go and how much would you pay generally, im considering just making the models out of clay and then having them scanned somewhere if it becomes to much of an issue dealing with other people, and im planning to make the game myself in my room and not go with a publisher, my plan is that once shipped, in the box there should only be a small non foldable cardboard gameboard, plastic miniatures, a rulebook, and a dice or 2 and maybe possibly some type of an cardboard or plastic molded spacer insert to hold everything and to stop it from jiggling and that is all, or maybe i just do a smaller box to not need that?. Where do i go to buy the cardboard for like the box and then the printed paper that goes around it with the cover art and title, or is there a better way to do that, i just dont even know where to start with any of that, but perhaps its to early to talk about those things now when the game isnt even done or play tested yet.
So for the guidebook / rulebook on how to play, I was thinking about just putting like a very basic non detailed instruction for how to play, and then have like an index in the back of the rulebook that goes over all the very explicit rulings and what can and cant be done very specifically and detailed like, or should i just combine these things and have it be a bit messy and overwhelming because of that? If you think about it, most tutorial stages in games only teach the very basic at first so i figure it makes the most sense to do it that way. What do i have to do with the legal side of things, like dont i have to trademark or copyright my rules and the art and all that? Do i have to officially create my own business name and register it somewhere first before doing those things? Where do i go for that, finishing the game should be the priority right now but i just want to know for the future.
Replies: >>178 >>701 >>702
>>163
>its to early to talk about those things now when the game isnt even done or play tested yet.

I understand your eagerness. I was there once, too.

Again, my advice: Playtest the Holy Shit out of your game before you think of manufacturing your game on any level (beyond, obviously, making prototypes).

The prototype for solo-playtesting should be built with nothing more than stuff around your house. Obviously, if you're into board game design, you'll have assembled useful trinkets that can stand in for game pieces and playing cards and the like.

Should you rope in your friends / family for playtesting, you should obviously build a better prototype but it's still just a prototype. Depending upon the situation, have the playing cards be actual playing cards (and not business cards), maybe use playing pieces from a scavenged board game instead of pennies and nickels, etc so forth.

For blind playtesting, NOW you need a decent prototype that begins to look somewhat close to where you want your game to be. It's still not production grade but if it's sci-fi themed, you'll want a sci-fi themed playing board & pieces, etc.

For rulebook design, I always try to be as clear as possible. Remember: Your players are dumb. They are looking at your game for the VERY FIRST time. You, on the other hand, have been playtesting your game for weeks / months / longer to the point of mental nausea. It is easy to fall into a trap of not explaining your game fully.

Without going into too much detail about rulebook design, try this template: Title, One-line summary, List of materials, Paragraph summary, Playthrough Cycle, More Thorough Explanation, Variant Rules.

When it comes to copyrighting things, here's where new BGD (Board Game Designers) have a panic attack (don't worry - I had one, too): Rules are not copyrightable. What is protected is the overall package but not the bits. Take Scrabble for example; How many near-copies are out there?

Your best protection is that most games really don't do well. For every Settlers of Catan, there are an encyclopedia of games that will only sell modestly, at most. It is not in someone's interest to copy a game that just does "OK." Also, remember that your game is based on bits of prior games. No matter how "original" your game is, your game is likely borrowing a rule or a mechanic from a prior game. We all stand on the shoulders of giants and a future generation will stand on ours. That's just how progress works.

When it comes to cardboard and making boxes and 3d Modelers... There are a lot of different ways to go. It all depends on your unique situation. A cop-out answer? Yes but it's also true.

Here are two links to get you started: www.gamecrafter.com & www.bgdf.com. Between those two links, that'll give you some voices to bounce ideas off of.

Need more help. Let me know. Good luck.
fab0b34dc4e76b34029f81a4424eb81ee24f09d30229cb6d2403de69e5cfdc32.PNG
[Hide] (1.9MB, 3094x1744) Reverse
>>163
I am a 3d modeler, I would model for you once your game is at that stage, as long as ourchan is still up I'll find your postings.

pic rel is a WIP of medical ecorche I'm working on.

once you are at that stage, just post again, me or some other anon 3d artist will be willing.
Replies: >>702 >>703
>>163
>>701
as a modeller, I would just need to know what you need/want, for printing yourself, the resin 3dprinters are infinitely better than filament, and then you can paint them if you want. I would just need what the idea is and other relevant information. 

I would save it for last and have the game built up like above anon spoke of and use imagination for the figures till final stages, but hey if you want to pay for x or y now I am happy to oblige. 

I don't sell models so I'd just freeball the prices based on what the effort would take, charging like 20$ an hour for my time or something similar. depends on your scope from warhammer quality to monopoly quality.
Replies: >>703
HeroQuest_Orc_Cleaver_c25.png
[Hide] (158.2KB, 516x516) Reverse
>>701
>>702
>warhammer quality to monopoly quality
what about for something in-between like pic related type of quality? and how long do you think it would take to do 10 different characters like that. uncolored to be clear. Id need you to upload a video of you making one of the figures to prove that youre not just some jeet scamming me by using some ai automatic model maker bs that takes 4 seconds to prompt
Replies: >>718 >>719
>>703
>using HeroQuest as an example
I see you are a man of taste
434eabea7e287d4e7b395955ba5b0af80cf56a2029bf93b46cb57c657e2590fd.PNG
[Hide] (6.6MB, 3035x1708) Reverse
>>703
6 hours for me to make a guy like that.
Replies: >>720
>>719
so lets call it about 100 dollars per character, x 10 is about 1000 total or so, its doable but ill have to sell one of my silver bars to pay for that, let me know whichever messenger you want me to talk to you on further
Replies: >>761
cea5b6b95b1d63915dc13b6408f07cc90bb61ef355762d89edb6c5155bb6e4bc.gif
[Hide] (1.9MB, 800x450) Reverse
>>720
email me:

skeepreepteepa.handgun973@aleeas.com
Replies: >>772
>>761
I got messaged by either a fed, or you are just a condescending prick by your writing style and for calling me "bud" hate that, if It was you, find someone else to model.

probably(100%) a fed, but also the message contained retardation that contradicted something I explicitly states in my above posts.

at least put some effort in, I guess the stereotypes are true about the glow sticks.
Replies: >>773
1616385582251.png
[Hide] (923.1KB, 1011x1088) Reverse
>>772
What the hell are you unironically schizophrenic? Yes im trying to honeypot you into making me models for my trash game. Get the fuck out of my thread you paranoid freak.
Replies: >>775
istockphoto-538459862-612x612.jpg
[Hide] (39KB, 612x408) Reverse
>God fucking damn it we almost had him!!!
>>773
feel free to post the email you sent me. 

I'm never taking my meds.
Replies: >>776
>>775
No, youve wasted enough of my time, if my email was so out of line then you can post it yourself, I dont care. This will be my last reply to your autism.
shalom.jpg
[Hide] (40.1KB, 642x960) Reverse
>>78 (OP) 
>could very easily be translated directly into a video game as well.
there's a bubble forming in the industry from a wave of people using AI and things, there's so many games coming out right now it's not even funny
idk what my point was besides market flooding, just wouldn't expect a game to make any money without some accidental viralism or intense marketing in the near future if not right now
idk how the board game industry is but can only imagine that being riskier because manufacturing costs

TLDR do it for love
Replies: >>780
>>778
Bro im broke and jobless, im doing it for the money, putting based subliminal undertones in it is just a bonus to do my part to  uplift whites and put jews and blacks down though on the cosmic scale.
>riskier because manufacturing costs
ive also thought about this, which is why im thinking about doing both, problem is i have no idea how to code and id imagine hiring someone to code all that PLUS make the models in the game would just simply be out of my 1 - 3k budget
Replies: >>781 >>785
>>780
I hate to be the bearer of bad news for you then
>I have no idea how to code or model, have a $3k budget, and am doing it for the money
this is likely like 50%+ of the games coming out right now to sit in some min 2 hour long game loop (to discourage refunds) early access state for 10 years
based elements can help but you're looking at a like 80 degree angle steep climb
LLMs can help but are lost for a lot of troubleshooting so most stuff is plagued with little bugs that add up quick and are unlikely to ever get satisfactorily fixed

the only thing I have any experience in doing is audio design/music so I couldn't really even help with what you need
I don't want to kill your buzz too hard so I will say if you manage to luck out and get some attention with some based element(s) you could probably at least get enough early access attention/sales to hire some more competent people to help tighten it up and shape it, so it's not completely hopeless
you've not really elaborated on anything though so I can't really speculate too much more

good luck though
Replies: >>784
>if you manage to luck out and get some attention with some based element(s)
you know, the zeitgeist has shifted from what it had been, and it's like the perfect timing to go hard with something with balls, take a dice roll

it's likely to shift again back the other way when Trump's term is over (maybe even before) so it's probably a limited window, too
Replies: >>784
>>782
I cant elaborate on specific mechanics or game design or the rules that much just to protect the ideas, I can say a few of the general ideas from the game at most, all i can say is it has a draft system similar to league of legends but different, a game board like chess but with obstacles, and rolling for damage like dnd, and theres a unique lore connection between the characters in the game and the player himself that ive never seen any other game do as far as i know even though this is more for nerdy autists who are into that sortof stuff, plus the based undertones that alot of nu fantasy shit doesnt have or even inverts it like WoW does
>>783
True
>>780
I can program your game for $1000 but I'm not spending my time going back and forth as you change around the mechanics. Give me your email and I'll hit you up. Cheers, anon.
Replies: >>786
>>785
To a certain extent what youre saying is understandable because if its such a big change then the code would have to be re done completely and it would bug out other parts of the code so i get it but when I would draw for people on fiverr i would go back and forth with the client as much as they wanted to, so i cant imagine making a whole ass game without atleast some level of back and forth, thanks for the offer though.
Replies: >>791
>>786
I've done art as well. Art is different, usually I set a # of edits on art pieces and that's that. You can also keep the basic structure of the comm with art or only make minor changes. At $1000 and working to a design doc, I'm discouraging someone saying "Oh can you completely redo X I've changed my mind and want Y instead." Best of luck to you. If you can find a lower bidder, do it.
Replies: >>792
1620256778540.png
[Hide] (559.2KB, 699x518) Reverse
>>791
Fair enough
Guess im learning 3d modeling myself then, i start today, hopefully i dont ragequit
Replies: >>828
>>820
Good luck! Better buy a 3d scanner than make 3d models of things you want, thats what most AAA companies do today. None of the uniforms in BF1 were hand modeled, they were all 3d scanned.
Replies: >>837 >>839
>>828
bf1 uses largely photogrammetry for it's art style purposes.

stylized games like marvel rivals and overwatch do it by hand, and new god of war is largely sculpting, final fantasy 16 was mostly hand done.
Replies: >>838 >>841
>>837
diablo 4 was also nearly entirely done by traditional manual techniques. 3d scanning is really slick, probably not best choice for op's situation.
Replies: >>839
>>828
>>838
Im hiring a german bro to make the models, i tried and i sucked at making them, hes already done with 2 and a half of the models, at this rate they will be done in probably 2 or 3 more weeks
Replies: >>842 >>847
>>837
>bf1 uses largely photogrammetry
Yes, thats why i mentioned it, should have added the word photogrammetry. Pretty cool tech either way.

>stylized games like marvel rivals and overwatch do it by hand
Most games should be doing things by hand because its better to have a unique style then to chase realism, BF1 required realism for what it was going for. 

>and new god of war is largely sculpting
Yeah that too. Well when they 3D scan, they always touch it up, gotta unfuck those faces/vertices/edges and UVs.

>final fantasy 16 was mostly hand done.
Not all of it for sure, faces were scanned and some other things too, right?
>>839
What are you making models for?
Replies: >>846
>>842
to 3d print for the game duh!
IMG_1299.jpeg
[Hide] (65.1KB, 700x635) Reverse
>>839
Show pls >:3
Replies: >>851
Screenshot_2025-05-27_214403.png
[Hide] (41.6KB, 498x259) Reverse
>>847
This will be pretty much all i show for now, i shrunk the image and covered their names, 6 more models to go, ive already paid him 100 for each, hes fast, only takes about a day and a half for each one. Right now im working on the cover art for the box
new BLOGPOST for you niggers, i bought the domain name for the game for a year for only 15 dollars ish, sent in my paper verification to be able to get a trademark today to. cant say what the name of the game is yet until i pay to trademark it. And the german has finished 6 of the 10 models, hes getting angry with me because i ask for 1 or 2 changes at a time and that fucks with the mesh or something
1volchudo_-_Copy.png
[Hide] (178.3KB, 2454x1454) Reverse
alright i got the trademarks for a video game and board game so i can say the name of the game now and literally all the models are done, i play tested the game a bit and that already brought up so much more than i thought and i still have a bit of tweaking on the rules because of that, you can follow my new page here it if literally anyone out there is still interested lmao https://x.com/VassalWarsGame
and if i get 10 followers ill release more art and other stuff on there to so follow please! ive already invested almost 2k into this and thats only the fuckin beginning o_o
pic related is a chud sword master in my game
Replies: >>909
>>908
I dont have a twittwr account anon :v
& youre confusing me, is this game a physical board game or are you making this in unity?
Replies: >>910
>>909
make one then nigga, dont you wana see my art for the jew and the nigger character? kek and probably both, i bought both trademarks just incase, its going to be a board game for sure though
Replies: >>911
>>910
Just poast here. why not. If you really want people to follow you stuff on social media, the last place to advertise it is the ourchan /v/ board lol. I mean, look at how dead my frenly frog thread is.
Replies: >>913
Oh, so it's not an old SSI style hex and chit wargame intended for operational level fighting, preferably in the modern 5g warfare paradigm, to be used as a training aide? Oh.
Replies: >>913
0c349ac2709218c6beaccb39c17aed63.jpg
[Hide] (41.8KB, 708x708) Reverse
>>911
>>912
Replies: >>914
a304e7ccaa79931048ee778ee9f990fd014fa9309ac2305027152d098de87f43.jpg
[Hide] (19.3KB, 238x300) Reverse
>>913
I would buy a modernized, simplified version of this. Maybe I might consider buying your miniatures game but realism is more interesting to me
Replies: >>916
if i can't play a wizard gnome in it idc
Replies: >>916
>>914
sorry there is nothin realistic about my game tho, unless you count the racial stereotypes as realistic i guess
>>915
kek well, theres a battlemage loli, does that count? other than that there is an undead wizard but not a gnome
[New Reply]
47 replies | 15 files | 31 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

- news - rules - faq - contact -
- telegram - simplex - irc -
jschan 1.7.3