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Game Development Thread - What project are you working on? Why aren't you working on it right now?

While I think this is a great idea most of the time I'm working on a project I can't even mention it outside of my cell.
Except for the last couple of months before we hit Gold I'm always working on an "unannounced project".

Even if I could I wouldn't say because Gaf is Gaf 😄

But I can say the last 10 years I've been a quest designer and a Dev tester 10 years before that.

LOVE my job I'm so lucky 😊
 
Another place to spam my stuff? Hell yeah!

I've been working on a 3D adventure game for a year now. Since all I have is my spare time and I'm a total noob at 3D progress is going slow, but I'm happy with how it's going.


Currently, the game features basic Zelda stuff like buttons, chests, doors and so on. There's also item combining, ledge grabbing and climbing kinda like in Thief or Tomb Raider, and the combat is pretty much like in Dragon's Dogma: you have your normal attacks and strong attacks, but also some attack skills like a round slash or a shield bash among others. You can also finish enemies that are staggered or lying on the ground or grab and throw them around.

Here's some combat footage:



I'm currently focused on creating content for a demo, mostly a few new enemy types and a nice level for players to explore.

If you want you can check it out on X, I post a lot of stuff there:



Been sick those past few day so I've been mostly shitposting lol, but I hope to pick up the pace during next week.
 
I'm gonna try to post about my game as much as I can while keeping my work life and shitposting life separate :pie_open_mouth: since I want to make money from it.

I can talk about the programming, since people won't see that, and anyways it's my real passion :] . Programmer first, game developer second. I'd happily work on someone else's game if I got to do the programming the way I want to.

I tried working in various engines and I didn't care for it. Then I tried C++, and it was too restrictive (the restrictions make sense for large companies, but I'm just one person!). Now I'm working in C, which is a beautifully minimalist language that allows you a lot of control, set between the two juggernauts of C++ and x86-64 Assembly.

Right now I'm using Visual Studio with WSL2 GCC, but I've been looking into Clion and Mingw for some point down the road. For art I'm developing my own tools with a bit of work with Gimp to get me started.

I'll try to remember to post some edited screenshots and stuff every so often.

What tools are you using for Project Goblin? Looks cool TintoConCasera TintoConCasera
 
uncreativename uncreativename why do you want to keep it a secret? Many devs used to post on 4chan, like the dude who made Minecraft or the other dude that made Stardew Valley. What I mean is that nobody is going to care if you post here on GAF lol, if that's what you mean.

At least tell us stuff about the game. What is it about?

On my side I'm using Godot as the engine. I work as IT dev but I don't know anything about making my own engine so I'm sticking with that one, and so far so good. The 3D models I've done with Blender, and the scenario is made with Trenchbroom which is a very cool tool to make brush-based maps, very Quakey. I also use Audacity to make SFX by mixing other sounds together or just adjusting the pitch, tempo and so on. It's fun lol.
 
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I'll think about it :pie_open_mouth: . Maybe what I'll do is if I earn a bunch of money I'll be like



In the meantime though, you're right, I can totally tell you what it's about. Let's call it Civilization cus that's what I'd call it if it wouldn't get me sued lol.

So I've played a looot of Total War and Crusader Kings, and over time I got more and more ideas of what I'd do differently if I were making one of these games, and over the years my ideas got more and more ambitious.

Civilization is a third person open world simulation game that spans an entire spherical planet randomly generated using a selection of models, whose outer crust is fully customisable. Unlike other building/crafting games, Civilization will have a social aspect, with entire populations of NPCs who are on an equal footing with the player and form their own settlements and societies with dynamic languages. Civilization will also have peer-to-peer multiplayer, with the ability for players to connect with friends via either Steam matchmaking, their own matchmaking servers, or directly peer to peer with port forwarding. Civilization begins in an approximation of the year 10,000 BC and continues to an appromixation of the present day, although if players want they;'ll also be able to start at certain later points. The Neolithic to the end of the Bronze Age will be included with the base game, with later Eras to be released as DLC.

So basically, it's an everything game :pie_open_mouth: . That's a lot, but I have a roadmap to gradually build up to it. I'll share more soon :]
 
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Another place to spam my stuff? Hell yeah!

I've been working on a 3D adventure game for a year now. Since all I have is my spare time and I'm a total noob at 3D progress is going slow, but I'm happy with how it's going.


Currently, the game features basic Zelda stuff like buttons, chests, doors and so on. There's also item combining, ledge grabbing and climbing kinda like in Thief or Tomb Raider, and the combat is pretty much like in Dragon's Dogma: you have your normal attacks and strong attacks, but also some attack skills like a round slash or a shield bash among others. You can also finish enemies that are staggered or lying on the ground or grab and throw them around.

Here's some combat footage:



I'm currently focused on creating content for a demo, mostly a few new enemy types and a nice level for players to explore.

If you want you can check it out on X, I post a lot of stuff there:



Been sick those past few day so I've been mostly shitposting lol, but I hope to pick up the pace during next week.

I laughed out loud when you knocked the first guy off the walkway. I like the look of this game.
 
uncreativename uncreativename damn dude that sounds like a lot! Careful with "scope creep", sometimes it's worth it to cut some corners and save on sanity.

But the game idea sounds cool for sure! Hoping to see some of it soon, even if it's edited or whatever. :goog_relieved:

I laughed out loud when you knocked the first guy off the walkway. I like the look of this game.
Hahaha yeah people loved the sounds for the dumb goblins. I hope they aren't too cute nor anything, game's about killing them in droves after all. :lollipop_content:
 
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Another place to spam my stuff? Hell yeah!

I've been working on a 3D adventure game for a year now. Since all I have is my spare time and I'm a total noob at 3D progress is going slow, but I'm happy with how it's going.


Currently, the game features basic Zelda stuff like buttons, chests, doors and so on. There's also item combining, ledge grabbing and climbing kinda like in Thief or Tomb Raider, and the combat is pretty much like in Dragon's Dogma: you have your normal attacks and strong attacks, but also some attack skills like a round slash or a shield bash among others. You can also finish enemies that are staggered or lying on the ground or grab and throw them around.

Here's some combat footage:



I'm currently focused on creating content for a demo, mostly a few new enemy types and a nice level for players to explore.

If you want you can check it out on X, I post a lot of stuff there:



Been sick those past few day so I've been mostly shitposting lol, but I hope to pick up the pace during next week.

Okay the crying goblin death sold the game for me 😁👌🔥
Great stuff, seems like you have all good mechanics place. Sweeping multi enemy attacks, fire grease on blade, trowing enemies. 👌
 
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Okay the crying goblin death sold the game for me 😁👌🔥
Great stuff, seems like you have all good mechanics place. Sweeping multi enemy attacks, fire grease on blade, trowing enemies. 👌
Haha thanks man! Yeah all the mechanics are finally there. Right now I'm focused on making content for a demo: a level, more items, more enemies... I just got done working on this ancient-looking armor for the skeleton men:

zAg623I5sZAGTHqL.png
 
Haha thanks man! Yeah all the mechanics are finally there. Right now I'm focused on making content for a demo: a level, more items, more enemies... I just got done working on this ancient-looking armor for the skeleton men:

zAg623I5sZAGTHqL.png
You've got talent! Looks like it plays a bit like souls like. What are you making it in? Unreal or Unity or Godot? Or coded from the ground up?


I fiddle with Unity, basically took the 2D platformer template and added iPad pencil art and animations, then fleshed it out with C# scripts for more mechanics. Super janky but I don't care I need to feed my creative chaotic mind with something.
 
You've got talent! Looks like it plays a bit like souls like. What are you making it in? Unreal or Unity or Godot? Or coded from the ground up?
haha thanks man! The game's made in Godot. Actually more than souls games I'm looking at both Zelda and Dragon's Dogma for the gameplay, but yeah that skeleton sure has some souls vibes to it. :lollipop_content:

I fiddle with Unity, basically took the 2D platformer template and added iPad pencil art and animations, then fleshed it out with C# scripts for more mechanics. Super janky but I don't care I need to feed my creative chaotic mind with something.

This rings a bell! Have you posted it before here on GAF? In any case it looks cool man. Wish I had the talent to draw like that!

And yeah I get what you mean with the creative mind lol. I already almost "project-hopped" from the current one to make a dungeon crawler :goog_relieved:



Making games is just too damn fun.
 
haha thanks man! The game's made in Godot. Actually more than souls games I'm looking at both Zelda and Dragon's Dogma for the gameplay, but yeah that skeleton sure has some souls vibes to it. :lollipop_content:


This rings a bell! Have you posted it before here on GAF? In any case it looks cool man. Wish I had the talent to draw like that!

And yeah I get what you mean with the creative mind lol. I already almost "project-hopped" from the current one to make a dungeon crawler :goog_relieved:



Making games is just too damn fun.

Oh wow ladders was a good and unique idea!👌 I love dungeon crawlers, grew up playing Dungeon Masters, Eye of the Beholder and Bard's Tale, not Mario, Zelda and Sonic.

Yeah I've posted something before, it's nothing special but I've been fiddling with it for a long time. Might've said it before then but it started as an animation experiment, I used new moves to learn how to animate. I have a crazy amount of frames, all full size iPad drawings so I can zoom and stuff without it getting pixelated. I'll see if I can record a closer video.

Currently trying to get a routine working where a mushroom enemy goes from idle animation, to approach player angry, to attack and spit bullets. I have the basics working but I suck at coding and have so much duplicate code that it mess up a lot other things. Inactivated in that video, I just have rolling rock enemies there rolling a path back and forth.
 
Another place to spam my stuff? Hell yeah!

I've been working on a 3D adventure game for a year now. Since all I have is my spare time and I'm a total noob at 3D progress is going slow, but I'm happy with how it's going.


Currently, the game features basic Zelda stuff like buttons, chests, doors and so on. There's also item combining, ledge grabbing and climbing kinda like in Thief or Tomb Raider, and the combat is pretty much like in Dragon's Dogma: you have your normal attacks and strong attacks, but also some attack skills like a round slash or a shield bash among others. You can also finish enemies that are staggered or lying on the ground or grab and throw them around.

Here's some combat footage:



I'm currently focused on creating content for a demo, mostly a few new enemy types and a nice level for players to explore.

If you want you can check it out on X, I post a lot of stuff there:



Been sick those past few day so I've been mostly shitposting lol, but I hope to pick up the pace during next week.

How come i missed this, looks dope sir!
 
Im currently spending all my free time to develop a God of War/Resident Evil 4 gameplay-like with Mario platforming 3D metroidvania in Godot 4. The player is finished with more than 50 animations, the story is done, the tone is set, the graphic style decided. All the gameplay mechanics and movements are decided. The metroidvania system is close to being done and is all on wheels. I been developing this game for a long time but decided to migrate from Construct to Unity and now to Godot.
 
How come i missed this, looks dope sir!
Thanks! Means a lot. :lollipop_content:

Oh wow ladders was a good and unique idea!👌 I love dungeon crawlers, grew up playing Dungeon Masters, Eye of the Beholder and Bard's Tale, not Mario, Zelda and Sonic.
Haha nice! I haven't really played that many, but would love to make one kinda like SMT Strange Journey but with the visual style of Shining The Holy Ark. Love those games!

Yeah I've posted something before, it's nothing special but I've been fiddling with it for a long time. Might've said it before then but it started as an animation experiment, I used new moves to learn how to animate. I have a crazy amount of frames, all full size iPad drawings so I can zoom and stuff without it getting pixelated. I'll see if I can record a closer video.
Yes please! To be honest, I'm not able to see the video you posted and thought it was just a screenshot lol. If I click on the imgur link all I see is a grey screen. Imgur is kinda shit, I prefer imgbb for images and catbox for sharing videos, the later being free with no bullshit and allowing uploads up to 200MB

Currently trying to get a routine working where a mushroom enemy goes from idle animation, to approach player angry, to attack and spit bullets. I have the basics working but I suck at coding and have so much duplicate code that it mess up a lot other things. Inactivated in that video, I just have rolling rock enemies there rolling a path back and forth.
Sounds amazing man. A well designed metroidvania is always fun and you seem to have that part well under control. Can't wait to see it in action.
 
Another place to spam my stuff? Hell yeah!

I've been working on a 3D adventure game for a year now. Since all I have is my spare time and I'm a total noob at 3D progress is going slow, but I'm happy with how it's going.


Currently, the game features basic Zelda stuff like buttons, chests, doors and so on. There's also item combining, ledge grabbing and climbing kinda like in Thief or Tomb Raider, and the combat is pretty much like in Dragon's Dogma: you have your normal attacks and strong attacks, but also some attack skills like a round slash or a shield bash among others. You can also finish enemies that are staggered or lying on the ground or grab and throw them around.

Here's some combat footage:



I'm currently focused on creating content for a demo, mostly a few new enemy types and a nice level for players to explore.

If you want you can check it out on X, I post a lot of stuff there:



Been sick those past few day so I've been mostly shitposting lol, but I hope to pick up the pace during next week.


Stop bullying the goblins :(
 
I'm working on the official sequel to Attack of the PETSCII Robots by The 8-Bit Guy. The game is titled Revenge of the PETSCII Robots. David Murray (The 8-Bit Guy) gave me permission after I started remaking the original game for modern machines. His game has been ported onto many other machines, but my game will not run on anything expect modern PCs, Android, and probably Linux. I'm developing it with GameMaker. David was very limited by the machines his game ran on (Commodore PET and many others) so my sequel is able to include some ideas his game was not able to.

This project's development has been going on for far too long. I took too many breaks in the past but I have been working on it regularly since late June 2025. I have my development records here: GitHub Developer Log with the most recent update for Revenge of the PETSCII Robots being January 2026. These logs aren't very interesting, and not all of them have even been uploaded, but they help me keep track and keep motivated so I can finally get this project finished.

Here's a recent screenshot:

MtQeNAT2zk9dQwZS.png


It's got that weird Ultima VI perspective like the first game. The player character is in the center of the screen. Your goal is to kill all of the robots in each level and then you can leave. David stated that his game is not supposed to be an action game and you cannot win by going in shooting. I plan to do the same, but with more complex methods. For example, he told me he had wanted to do more environmental interactions for defeating enemies but wasn't able to because of hardware limitations.

The original game only had three robot types: Hoverbot, Rollerbot, Evilbot. Hoverbot just moved back and forth. Rollerbot moved and shot at you as it passed you. Evilbot chased you down. I added two more types: Moverbot and Laserbot. Moverbot is in the top center, and looks like the robot on the cover art of the first game. It always bothered me that he didn't exist in-game. He can push objects around and can break down walls to chase you. Laserbot stands still and shoots a laser out of his big eye as his head rotates around looking for intruders. I'm currently combat testing them. This morning I was working out some long-standing path-finding issues. Rollerbot is probably the closest to being finished and Evilbot hasn't had any work done at all. He doesn't even have a new sprite.

I'll post any big updates here. If you want to watch videos of the game in action (in various states), you can go to my YouTube channel. The most recent video about the game is a year old now. I started writing a script for a new one but who knows when that will come out.

YouTube Link
 
Struggled today with simple mechanic. Enemies attack when player jumps near them. First my simple vector math was slightly wrong but I was blind to my error for long. Still lots of corner cases to work with it. It's bit frustrating because it's pretty simple mechanic, but i spent too long on it.
 
F Godot, back to Unity
Damn! What happened?

Struggled today with simple mechanic. Enemies attack when player jumps near them. First my simple vector math was slightly wrong but I was blind to my error for long. Still lots of corner cases to work with it. It's bit frustrating because it's pretty simple mechanic, but i spent too long on it.
Sometimes the simplest stuff can take the longest. Good luck with it man!
 
F Godot, back to Unity
I 'm trying to get into Godot, but looks like I'm gonna have to stay with Gamemaker because learning how to create games again is hard and frustrating for me, feels like a waste of precious time.

My mech game Navpoint Beta is finally finished. So good to get a game off your mind and have more capacity for fresh gaming endeavours.
FltsUR.gif
 
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I 'm trying to get into Godot, but looks like I'm gonna have to stay with Gamemaker because learning how to create games again is hard and frustrating for me, feels like a waste of precious time.

My mech game Navpoint Beta is finally finished. So good to get a game off your mind and have more capacity for fresh gaming endeavours.
mech-knees.png

I started with GameSalad/Construct/GameMaker and i highly encourage you to move to Unity (or...). At first Unity is more difficult, but as you learn more and get that most of the logic of C# code (Unity interface is cake) relies on variables (float, bool,...) and you just have to reference those variables it becomes easier and easier with time

Or you can move to Unreal Engine, no code needed there.
 
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I found the definitive Make Elden Ring in Unity 151 episodes long tutorial with a person who explains things really well, slowly and carefully plus GDScript is just frustrating compared to C#.
I am fairly proficient in unity at least when it comes to implementing basic mechanics, but i have considered watching that series as sort of background info on how other people approach problems.
 
I found the definitive Make Elden Ring in Unity 151 episodes long tutorial with a person who explains things really well
Hey mind sharing it please? I don't use Unity but I'm curious to check that tutorial out.

I 'm trying to get into Godot, but looks like I'm gonna have to stay with Gamemaker because learning how to create games again is hard and frustrating for me, feels like a waste of precious time.

My mech game Navpoint Beta is finally finished. So good to get a game off your mind and have more capacity for fresh gaming endeavours.
FltsUR.gif
Damn, congrats on releasing a game man! Not many make it to that point. :goog_relieved:

Also, as someone who used to make stuff with GameMaker I'd say Godot might be worth it. I think the usability of it's IDE is way ahead of GM's.
 
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I am fairly proficient in unity at least when it comes to implementing basic mechanics, but i have considered watching that series as sort of background info on how other people approach problems.

This guys does really teach along his tutorials, and has some really interesting Netcode usage. Definitely worth a watch
 
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