[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/jp/ - Otaku Culture


View post   

File: 68 KB, 532x629, 1545148899613.jpg [View same] [iqdb] [saucenao] [google]
45337899 No.45337899 [Reply] [Original]

I want to see /jp/ try to make a Touhou fangame.

>> No.45338092

people that visit /jp/ already have made fangames, there are people making fangames right now in other threads
but I don't know if /jp/ has the energy to make a collaborative game right now.

>> No.45338115

黒麗霊夢 a cute

>> No.45338184
File: 215 KB, 700x700, 1688237186145509.png [View same] [iqdb] [saucenao] [google]
45338184

niggamu...

>> No.45338406
File: 166 KB, 1200x850, F-hxbvVbEAAPNk3.jpg [View same] [iqdb] [saucenao] [google]
45338406

Can we have another Medicine fangame?

>> No.45338696

>>45338406
link

>> No.45339663
File: 201 KB, 585x600, __hakurei_reimu_touhou_drawn_by_kuroshiro_gurei__136f20c87ffab71c6555974ae9cefc31.png [View same] [iqdb] [saucenao] [google]
45339663

>>45338092
Do you know if someone made one with Wakasagihime? I don't know of any fangames where she's significant.
>>45338184
a cute

>> No.45339828

>>45338696
Only when Kanisawa Yuuki draw Medicine NSFW
>>45339663
Waka would be perfect for a swimming-themed fangame, I remember a mobile game about a fish eating the planet and other about a shark though it doesn't fit her personality.

>> No.45339856

>>45338696
>link
https://store.steampowered.com/app/2525120/__Little_Doll_Queen/

>> No.45340008

i thought it was a real game

>> No.45340631

>>45337899
I am currently making a Love Live themed Touhou game

>> No.45340649

>>45338092
Good chance of any thread like that getting shutdown

>> No.45340729
File: 185 KB, 1000x1300, __seiran_otter_spirit_wolf_spirit_and_eagle_spirit_touhou_and_1_more_drawn_by_kaigen_1025__92cdd07c9c899c704452050fbef6e6e7.jpg [View same] [iqdb] [saucenao] [google]
45340729

>>45337899
We unironically need a fangame though. Something Phantasmagoria-styled (pvp 2D bullet hell, none of that 3D garbage) but with actually good netcode and a huge character roster (feel free to expand it and keep it up to date with DLC I'll pay for that shit man), while also being actually balanced. ZUN already proved he's not up to the task with the dumpster fire that was touhou 19, I'd gladly pay for a fangame that just does it better. I'm so bored of playing Touhou 9.

>> No.45340935

I've got a draft for one I'm putting together that's going to be my hobby project for the next few years. Before I start coding anything I want to know exactly what it is I want to make, down to dialogue, mechanics, and core gameplay loop. I've selected Godot as the engine since it does 2D reasonably well and I like the node based approach and making a UI isn't cbt. At its most basic imagine Rune Factory but less on the farming and more on developing your character's strengths, cultivate relationships, and engage in the plot.

>> No.45342820

Several years back, I remember a thread where many of us shared our grievances with fangames we dislike. I mentioned that I hate Touhou Mother, and someone responded with the concept of a Mother inspired Touhou fangame centered around Maribel and Renko traveling between the outside world and Gensokyo. That idea has stuck with me for the past half decade, and every day I wonder if that anon is still around since I'd love to discuss it more.

>> No.45342838

>>45342820
I am this anon.

>> No.45343698

>>45339663
I know of 2 Wakasagihime fan games made by westerners. Both of them jam games, unfortunately, but they may be worth playing if you're fine with short games.

Me and another anon brainstormed an idea for a Yachie jam game a while ago, and our concept would work nicely with crowd sourced art.
It'd be a Kuru Kuru Kururin clone where you control Yachie who has a pair of otters spinning around her. You'd just walk around from start to finish in some abstract spaces with different themes (hell, heaven, human village, etc). We can sprinkle people's sprite art of various characters along the stages, and have parodies of propaganda poster (adapted into Kiketsu family propaganda) shown for level transitions, and throw in whatever arranges people here can produce.
Only thing that'd strictly be needed is a somewhat competent sprite artist to do Yachie, the otters, and potentially the stage hazards. The stage hazards could also be done by another sprite artist, as it wouldn't be too weird to have them in a slightly different style.
I'd do the programming myself.

>> No.45344687
File: 215 KB, 462x564, __cirno_and_fujiwara_no_mokou_touhou_drawn_by_jokanhiyou__6c981193a390f83052c7773c7284dc39.jpg [View same] [iqdb] [saucenao] [google]
45344687

>>45337899
>>45338184
>>45339663
Uhhh, Raymooo...WHY are you a nigger ape? What sort of strange incident is this? Who made you black? We're going to solve this problem and turn you back into a cute pale japanese girl!

>> No.45344923
File: 504 KB, 800x800, 1693678826985061.jpg [View same] [iqdb] [saucenao] [google]
45344923

>>45344687
Shut up Pajeetkou

>> No.45345078
File: 1.03 MB, 1200x1600, file.jpg [View same] [iqdb] [saucenao] [google]
45345078

obligatory

>> No.45345100

>>45344923
Would redeem

>> No.45345155
File: 27 KB, 800x520, 1699268826289.png [View same] [iqdb] [saucenao] [google]
45345155

>>45345078

>> No.45345210

That touhou MTA server is probably the closest we'll get

>> No.45345408
File: 412 KB, 700x800, 2d76d87840cfe962c6152c9f711e07d6.jpg [View same] [iqdb] [saucenao] [google]
45345408

>>45344923
Shut up you coal burning bitch. Stupid princess needlessly mocking the Mok. How dare you.

>> No.45347731
File: 920 KB, 1032x774, 1665964544481820.png [View same] [iqdb] [saucenao] [google]
45347731

>>45345078
Probably not the place to ask but does anyone have the full collection of this guy's cosplays? I know there are more, I just haven't saved them.

>> No.45347770

>>45345408
Weren't you told to get out of /jp/ epic maymay greentext newfag?

>> No.45348060

>>45347731
Don't know if thats everything but here is his deviantart

https://www.deviantart.com/naudae/gallery

>> No.45348938

>>45347731
Guy's fucking rocking it.
There's sometimes a fine line between a good cosplay and being a transvestite, but this man is the kind of guy I would ask for an autograph if I ever saw him in public like that.

>> No.45349316

>>45347770
You just can't let this go, can you? I dont even have to try and you gormless cunts come out the woodworks, crying like pussies.

>> No.45349387

>>45347731
Damn he even got Reisen's ear right something that even fanart always get wrong.

>> No.45349492
File: 1.10 MB, 720x960, 1571977653475.png [View same] [iqdb] [saucenao] [google]
45349492

>>45348060
Thanks, he does more cosplays than I thought.

>> No.45349493

>>45349316
Kill yourself faggot, LARPing as an internet tough guy won't get you laid.

>> No.45349572

>>45349316
Also, I didn't even need to think twice to know it was you, typical over swearing and the nonsensical retardation you always spew is a dead give away. Are you sure you're not some teenager who discovered the board and decided to use it? Ever heard of rule 2? you should check it up and follow it.

>> No.45350399

>>45340649
You just make it on /vg/ and call it the /jp/-dev thread.

>> No.45353378
File: 186 KB, 700x700, 1639715951046.png [View same] [iqdb] [saucenao] [google]
45353378

>>45337899
>>45338184
>>45339663

>> No.45353406
File: 745 KB, 800x1119, brownhu.jpg [View same] [iqdb] [saucenao] [google]
45353406

>>45353378
Looks like we are all niggers here

>> No.45354123

>>45349316
>gormless
watch out guys, he's got a thesaurus!

>> No.45354705
File: 117 KB, 850x680, 1492709628730.jpg [View same] [iqdb] [saucenao] [google]
45354705

>>45353406
Always was.

>> No.45354752
File: 2.53 MB, 1936x2220, reimu_n.png [View same] [iqdb] [saucenao] [google]
45354752

>>45353406
sexy NIGGER Reimu...

>> No.45354763

>>45337899
blacks cosplaying japanese characters is disgusting. there's a reason why hardly anyone takes pictures of them at anime cons

>> No.45354797
File: 808 KB, 1606x2161, reimu choco milk.png [View same] [iqdb] [saucenao] [google]
45354797

>>45337899
>>45338184
>>45339663
>>45345155
>>45353378
>>45353406
>>45354752
n

>> No.45356788

>>45340729
would actually really like something like this

>> No.45364510
File: 58 KB, 1482x482, PoDD_clone.png [View same] [iqdb] [saucenao] [google]
45364510

>>45340729
I kinda tried when I read some anon saying that a fan could do it better and I read that Godot 4 made netcode easy.
I made it really haphazardly though and lost motivation though, wasn't sure if Godot is more intended for both players being clients connecting to a server or if I screwed up really bad. Case is, stuff didn't synth well.
I also found around the time I gave up someone already working on a phantasmagoria fangame.
https://youtube.com/watch?v=yN9aBHbz_Hg
>>45340935
Sounds like a comfy game, Rune Factory style feels very fitting to 2hu. I'm not even sure if there's any fangame that has season cycles now that I think about it.
Writing stuff down like specific stuff you want to put in a game and see what your would have to do to make it work helps a lot.
But I think that doing prototypes early also helps you to specify more on what you want exactly to do.
Take my advice with a grain of salt though since I haven't gotten far in making a decent game.

>> No.45364842

>>45364510
I wonder if they could make it like MUGEN where you can make your own characters.

>> No.45368404

>>45338406
I wish she got more attention

>> No.45372631

>>45337899
You mean there hasn't been one yet?

>> No.45373995

>>45372631
To be honest, I don't browse this board nearly often enough to know.

>> No.45377262

I've considered making a Youkai dating sim where you get abducted and have to avoid getting eaten by making them fall in love with you. I've also considered making a HOI4 mod. Neither idea has really gone anywhere yet though.

>> No.45377868

>>44995889
>>45140175
>>45317742

>> No.45378252
File: 278 KB, 722x668, __yakumo_yukari_and_morichika_rinnosuke_touhou_drawn_by_delta_pixiv2768620__6b27b3c986d17da0df90860216e2d5c3.png [View same] [iqdb] [saucenao] [google]
45378252

>>45377262
I do have some ideas for such concept.
Low love meter means you are at the verge of dying.
Love meter somewhere in the middle will have the youkai being somewhat nice to you. Maybe see you as a pet and treat you as such.
Then passed the middle but not full yet, they start getting very attached to you. If you are with multiple youkai, they will fight over you.
And of course full is sex.

>> No.45378346

>>45377868
Looks cool, if only I cared about danmaku games...

>> No.45378355

>>45378346
There will be mini-games later on too. Anything you'd like to see in particular?

>> No.45379238

>>45378252
My idea is actually to have two meters. One for affection, which is more or less what you expect, but also one for respect, which is how much they view you as a actual person. So, depending on your choices, you can end up with a Youkai that likes you but still just views you as just a thing to play around with.

It would open up more possible bad endings, as well as encourage the player to not just win all the time by feeding their ego and being nice. You need to stand up for yourself and actually show your Youkai captor that you are their equal if you want a good ending.

>> No.45379408

>>45379238
What would happen if you had zero affection but full respect?

>> No.45379429

>>45379408
Depends on the Youkai. Some of them would probably just kill and eat you anyway, while others would most likely let you go. Meaning you get to live and go free, but also no redeemed Youkai wife.

>> No.45379447

>>45379238
I guess the outcome would depend for each youkai too. I think someone like Yuuka or the oni would like someone who stand their ground while someone like Remillia would get mad unless you bend over for her.

>> No.45379467

>>45379447
Remilia would be a weird case since she probably perfectly understands you are a person, she just doesn't care that much since she got to eat. So, earning her respect would be more about being interesting enough that she can't part with you and would rather keep you around. Either as a pet or a lover.

>> No.45380609

>>45337899
blacks cosplaying japanese characters is hot. there's a reason why almost everyone wants to take pictures with them at anime cons

>> No.45381387

>>45380609
I know you are just flipping another anon’s post for the funnys but the cosplayer in OP has a suspiciously cute face

>> No.45382938

>>45377868
This is insanely sick. I despise HRtP, but I'm very excited to see how this project goes and eagerly await the day I can try it out.

If I may ask some dumb questions, what libraries are you using for the project? Is it based off the original codebase/ReC98 or a clean room implementation? I have a fleeting interest in GBA development but haven't acted on it besides looking at a few wiki pages.

>> No.45383587

>>45348938
Seeing this guy dressed as a 2hu reminds me of those pictures of Haitian/Liberian militiamen wearing wedding dresses and halloween costumes into combat.

>> No.45388393

>>45382938
Thank you. I've been posting updates around here, mostly in the PC-98 threads when those pop up. It will be free and open source once it's ready.
I'm writing it in C using libtonc for standard GBA routines and constants, but I will replace it with my own header once I am further beyond prototyping so as to remove it as the project's single dependency.
The codebase is a completely original rewrite. It would be extraordinarily impractical to port the ReC98's binary decomp source to any other system due to original the game's design being so tightly coupled to the hardware.
I have spoken with nmlgc of the ReC98 project once over email and frequently reference his work to better understand the intricacies of parts of the game like stage layouts, speeds, boss patterns, scoring, etc. It's surprising how undocumented the original is, the ReC98 code and blog are the only way to understand most of the game mechanics.
That being said, my version of the game is not meant to be a pure port but rather my own interpretation of the original and is largely tailored to Game Boy era precedence on game mechanics and art style. I've been trying to refine the rules as I develop them and get more of a feel for how it plays.
I like to imagine someone that plays their GBA during their commute who might have one or maybe two game cartridges with them that they alternate between. The design philosophy is essentially: why should someone pick my game if they're only going to have one or two with them at a time? My goal is for it to come with a variety of satisfying mini-games with high replay value and other extras such as a stage editor.

>> No.45391894

/jp/ has a lot of talented people but they don't collaborate much on projects for the board

>> No.45392525

>>45337899
Would a board game count?

>> No.45394852

>>45391894
Yeah.

Though I am currently running a tabbletop RPG game with one of the players being the guy that is writing the Hakurei Shrine Maiden experience. So, clearly, it's not impossible.

>> No.45401233

>>45337899
But why though?

>> No.45407549

>>>45388393
Thank you for answering my questions in such great detail.

>It will be free and open source once it's ready.
Mad respect, especially considering you plan on effectively writing it from scratch in the future. I foresee this being informative and educational for other developers, on top of any direct applications of your code.

I totally agree with reapproaching how the game is designed and retrofitting it to the hardware and standards of the time. I find the original unbelievably clunky, poorly designed, and just plain unfun. Given what you've shown so far, I trust you to find a good balance between faithfulness and renewed polish. I'm afraid I can't say for sure if I'll enjoy it since my distaste for the original is partially attributable to its core gameplay, but I certainly look forward to giving your interpretation a shot; perhaps it may even give me something new to appreciate about the weakest official Touhou work.

Your remarks on how undocumented the original is sort of makes me wonder what your project it would have been like had Rec98 never existed.

>> No.45411555

>>45394852
Well, it's not impossible certainly. Perhaps a smaller collaborative project could be a way to generate interest in other activities. What was even the last thing /jp/ collaborated in?
A good project would be something in which a lot of people could collaborate at least a little bit. Well, even if it doesn't happen I'm glad that people here that are working in games regularly share their updates here.

>> No.45411660

Knock it off you spade!

>> No.45421339

>>45401233
Weird sense of connection when you experience a piece of work by someone who potentially saw your shitposts.

>> No.45423993

>>45411555
>What was even the last thing /jp/ collaborated in?
The Hakurei Shrine Experience?

>> No.45429020

>>45423993
Oh, I'm sorry, I am not following that. What is it about?

>> No.45429149
File: 308 KB, 800x600, 1658782545499294.jpg [View same] [iqdb] [saucenao] [google]
45429149

>>45429020
QRD:
It's a spin off of a reboot of a fanfic. The OG fanfic was someone writing a Reimu abuse story where she abused her husband Anon and that story finished. The reboot took that from the daughter's POV and ran with it, this is called the Hana story. The writefag for that went on vacation and someone came up with a prompt that Yukari made good on her 'prepare for unforeseen consequences' promise made in the Hana story and put the husband into a brothel where he got raped by girls wearing a mockery of Reimu's outfit, all for the sake of getting him and Reimu back together of course. At this point it was still in the Reimu threads, but from then on became a thread on its own similar to the Kirisame Magic Shop thread and turned into a big collab project where anyone could contribute a piece from someone's perspective. Anyway, the Hana writefag came back and since the HSE plot was still ongoing he decided to hold off on continuing the Hana story until this reached its conclusion since he and others were wanting to know where things went and how it ended. Right now though it's in the wrapping up stage and tidying up existing plots because adding new ones would complicate and drag things out more than it already was. I have to catch up on the end of last thread and this new one, but it's still ongoing and "probably" going to get a conclusion(s) soon. It really only makes sense reading the threads from the beginning, it's just a mess of chronological order since different writefags are writing the same character at different points in time.

>> No.45429299

>>45429149
Too add on, I believe the hanawritefag was the one that made the Yukari rape rondo as a joke and he actively contributed to the project itself

>> No.45429628

>>45337899
i'm on it anon, give me a couple of months

>> No.45430881

Not a game that /jp/ made but picked up, but what ever happened to Shanghai.EXE?
Last I remembered it was on version 0.56?

>> No.45430970

I have no idea how to develop a game or how to actually create original music, but I've always thought I'd like to make a cool 2D Touhou boxing game where characters' sprites get increasingly more physically beat up and bloody as they take damage and they all have special unique perks and power ups they can use in combat, and they fight for different belts or some shit. No plot, simply just touhous beating each other up in the ring.

>> No.45431138
File: 722 KB, 1280x720, Akyuu punch out.jpg [View same] [iqdb] [saucenao] [google]
45431138

>>45430970
I'd play Akyuu's Punch Out!!

Glass Joe = Luna Child
Disco Kid = Iku
Piston Honda = Aya
Aran Ryan = Seija
Great Tiger = Shou Toramaru
Bald Bull = EX Keine
Mr Sandman = Doremy
Mike Tyson = Yuugi

DK = Giant Suika

>> No.45438565
File: 84 KB, 448x512, give up.png [View same] [iqdb] [saucenao] [google]
45438565

I wish more anons would show off their WIP fangames so I could have a bigger collection of abandoned ones

>> No.45440795

>>45347731
He's got nice legs

>> No.45441620
File: 236 KB, 1536x900, this is seriously all i have to show.png [View same] [iqdb] [saucenao] [google]
45441620

>>45438565
Here's an awful "prototype" (if it can even be called that) of a "Zelda 2-like" sidescroller I worked on for a couple days last year. Several things I swear worked the last time I touched this don't function anymore. I even made a public Git repo for it. Just for you.
https://gitgud.io/3hu1/zelda2hu

I'm still a beginner, but I'd like to think I've gotten much better at gamedev since then. Maybe one day I'll revisit this idea, since I can't think of any spiritual successors to Zelda 2 and think the concept has a lot of potential. Certainly not building off this project, though--holy crap it's so bad.

>> No.45441689

>>45430881
The person working on it still updates the git repo. The Cancelversary is on the 17th, so maybe he'll make a thread.

>> No.45442121

>>45438565
Hah you fool! For every unfinished WIP I post I have at least other 5 abandoned projects ;_;
>>45441620
Zelda2 clone is certainly something I didn't expect.
> Several things I swear worked the last time I touched this don't function anymore.
If you mean attacking I think you must have renamed the CollisionShape2d to SwordCollision in the editor but forgotten to change it in the code.Happens a lot

>> No.45443104
File: 38 KB, 690x372, export variable nodes.png [View same] [iqdb] [saucenao] [google]
45443104

>>45442121
>I think you must have renamed the CollisionShape2d to SwordCollision in the editor but forgotten to change it in the code.

Ahaha, I make that mistake all the time too. But I believe I commented those parts out because I switched over to using AnimationPlayer to handle attacks, so I probably messed up the animations. Thanks for looking out for me.

To reference other nodes in the hierarchy, the approach I typically take now is to make them export variables (use type hints if you're using GDScript) and assign them in the inspector. I recall this to be resistant against name changes, but I'm not 100% sure.

Also, with get_node, scene unique names (the % thing) let you write $%NodeName instead of $PathToNode/NodeName. It doesn't auto update on name changes, but it makes referencing nested child nodes very easy when you don't want to futz with assigning export variables through the editor.

>> No.45443960

>>45438565
This anon speaks the truth.

>> No.45444371

>>45441620
Neat. I love Zelda 2.
Who'd be the main character? Momiji? She's the only sword+shield 2hu I can think of.

>> No.45445377

>>45444371
Youmu was the main character: my working title for the project was Youmu Goes to Hell. The concept for the plot was a retelling of sorts of PCB's backstory, in which Youmu goes on a journey throughout Gensokyo to steal the essence of spring. As the title implies, at some point she winds up in Hell.

Yeah, Zelda 2 is really good and much better designed than people often give it credit for. Playing it for the first time last year was what drove me to make the project: my entire playthrough, I was wondering why Nintendo (or anyone else for that matter) never revisited the style of gameplay.

You bring up an interesting point with Momiji. That's true, there really are no other shield characters, and shieldplay is as integral to Zelda 2's gameplay as swordplay. I didn't put much thought into that lol, but I recall thinking "shielding" could visually be represented similarly to how Youmu blocks in the fighting games, while mechanically being closer to Zelda 2.
You're right, Momiji would be a good fit for this type of game. I'm personally not too big on her, but considering how underdeveloped she is in canon, she could stand to benefit from more attention.

>> No.45445539

>>45443104
Ah silly me ignoring the animatorPlayer since I'm used to state machines in code.

The problem was that when several animationTree.travel("animation") execute in a single process loop the latest one gets executed, so you have to make conditions for only one of those functions to be called.
So in your case "IdleRight" gets played almost all the time.
Just putting everything in an else after the attack check makes the player already attack for example.

You can check easily which animations get really executed with the animationTree signal animation_finished and which get called with animation_started.

Also, thx for the node tips I tend to rely too little on the editor sometimes and just went with the "Just don't rename stuff" strategy.

>>45444371
>>45445377
Momi indeed fits link since they have about the same amount of lines.
But for the shield Youmu also has the smaller sword and dagger sword combinations were used irl(for duels) where the dagger was mostly defensive iirc.

>> No.45445643

>45441620
I get the sense from reading your post that you have no intention of completing this project and have already abandoned it but are posting for (you)s. Your motivation to complete a game can't be driven by attention because when the going gets rough (and the attention isn't there) you'll find a way to quit. Real game devs suffer in silence and are driven by the fun of development. Don't share stuff unless you are committed to git_committing.

>> No.45445722

>>45429149
Requesting a link to the original Reimu abuse story and the Hana story. I've only read the drunk Reimu abuse one and I loved it.

>> No.45446875

>>45445722
Reimu Abuse: https://archiveofourown.org/works/43718466/chapters/109935363

Hana Story: https://archiveofourown.org/works/52050766/chapters/131634781

>> No.45447150

>>45446875
Hana's has not been finished yet right?

>> No.45447189

>>45447150
It's on hiatus until HSE wraps up.

>> No.45448442

>>45447189
Will never be finished then.

>> No.45449514

>>45445539
Thank you for the advice and for the real-world combat context. I also use the FSM pattern nowadays, but I hadn't considered using signals for testing like that. I appreciate your patience and willingness to advise someone with much less knowledge than you.
And there's nothing wrong with wanting to accomplish things by code rather than in the editor. I find I over-rely on the editor, which makes it harder to figure out when I've forgotten to connect signals, for example.

>>45445643
You're right. I just thought that showcasing a long abandoned project would be a funny way to reply to that specific post, and I was very close to not posting it at all. Being able to discuss something I came up with (however undercooked) got to my head, and I needed to hear your reminder that motivation is very fickle.
The next time I share something, it will be with actual purpose and confidence.

>> No.45450839

I want to make a rules lite tabletop game about gangs of faries. Idk who would play it, but I like both these things a lot and I want to combine them.

>> No.45450882
File: 189 KB, 700x1006, 1408351429460.jpg [View same] [iqdb] [saucenao] [google]
45450882

I have nothing to show for it for now so feel free to take this just as a rambling list of ideas, but for a while now, I've been dreaming of making a Touhou themed touge racing game. My issue so far with getting started on it has been a lack of assets, since I can't model, nor draw very well. Car models are a simple enough problem, but commissioning modelers for a whole three original stages based off both real world roads and Gensokyo sound a bit ehhh... expensive. I kinda suck at programming as well, but I'd get by somehow, probably. Parts of the gameplay I have figured out by now. Most notably, the driving model, which would be a somewhat realistic, but an easy to drive one. To put it simply. If nothing else, I would like to make a game that feels nice to drive. I would like to push for making the joys of racing as accessible as I can, by way of good car handling. If that makes any sense.
The scenario of my game would be in the form of an incident, where Reimu (or Marisa) wakes up one day to a Gensokyo obsessed with (un)organised street racing. Even cars, mountain roads, and even petrol stations -- the whole lot, have been conjured into Gensokyo. With none but Reimu herself questioning the sudden shift in reality, she feels yet again obliged to investigate another incident. Of course, all while partaking in some racing of her own. Beating team after team of your favourite 2hus until she gets her answers.
Another cool idea I've had for this game to set it apart a bit more from the rest is through power ups. The many abilities the Touhou cast have lend themselves very well to being used in touge battles actually. For example: Sakuya could stop time to mess with your car mid-race, or put obstacles in your way, Yukari could use gaps to switch between different courses mid-race, or also, gap obstacles into your path, Cirno could freeze the road during a rain battle (and subsequently fly off the cliff by her own demise), the list goes on and on. I think this idea is brilliant in of itself. Now implementing this, and a competent racing AI, however, seems a bit rough indeed (all this on a narrow touge no less). However, as long as I believe, and find some talented helping hands, I'm sure things will work out.
I really doubt this project will go anywhere, but hey, if it does, I'll be sure to let the like six people cared know.

>> No.45451949

>>45450839
>a rules lite tabletop game
how far removed is that from playing pretend?

>> No.45452041

>>45451949
In my experience its mostly just a threadbare combat system with weapons and misc items. Maybe a gimmick extra system or two thats to do with worldbuilding.

>> No.45455986
File: 63 KB, 960x540, ZUN_thenetstar.jpg [View same] [iqdb] [saucenao] [google]
45455986

I don't like how ZUN threatened the folks at moriyashrine for having download links to the older Touhou games. Some of the work done by members in that community are the reason Touhou got popular in the west. They provided translated copies of Touhou back when there was no way for westerners to purchase it. ZUN was aware of them for the longest time but only got mad once he started putting his game on steam. His way of thanking those guys for building his community in the west was "fuck off".

I also don't like how ZUN got pissy with those guys who tried to crowd fund a Touhou Smash game. Those guys were annoying as fuck but I'm being objective. They noticed that ZUN allowed a chinese game to get crowd funded so they made the assumption it was fine. And there was nothing in ZUN's license that forbid crowd funding. ZUN shouldn't be micromanaging his IP and creating winners and losers. He should allow true freedom such as the case with the GNU GPL. This is why I don't recommend making a 2hu game.

>> No.45456307

>>45455986
Did they even ask him permission or just assumed? Its his series and characters after all, you should make sure he is ok when you are going to try to profit off his work.

>> No.45456348

>>45456307
It is true that when you assume you make an ass out of u and me but they saw that ZUN was okay with a Chinese crowd funded game so it's only natural you would assume he's okay with crowd funding.
>you should make sure he is ok when you are going to try to profit off his work.
ZUN has no problem with people profiting off his work provided you publish your game in traditional doujin places. For instance, the thousands of doujin circles selling Touhou music at comiket don't have to get approval from him. It just feels arbitrary that he forbids crowd funding perhaps due to the bad reputation its gotten.

>> No.45456352

>>45455986
I'd be happy to pay if he bothered to make English translations. Surely he makes enough to commission translators.

>> No.45456907

>>45455986
If there's one thing that made me feel genuine contempt for ZUN it's that he went out of his way to specifically include his abandonware PC-98 games in the DMCAing.

>> No.45457484

>>45449514
Glad I could help. Had a bit of fun honestly.
>I find I over-rely on the editor,
I think that if you make a game whatever works is fine as long as you get the wanted result and don't make a big mess you don't want to deal with of your project.

>> No.45458264

>>45455986
I think it's his annoying copyright person that did it rather than himself, not sure though

>> No.45459396 [DELETED] 
File: 306 KB, 1366x768, Screenshot_2023-11-29_09-07-30.png [View same] [iqdb] [saucenao] [google]
45459396

uoohhh dani is zhuge liang and looks down on china trash

>> No.45471863

>>45456352
Understandable, but he probably doesn't want to commit to an official translator after decades of people relying on fanmade patches.

>> No.45471938

>>45337899
Oh god… she’s a little bit cute…

>> No.45472953

>>45450882
This sounds fun, reminds me of drift duels I had with anons in MTA
>>>/wsg/5371411

>> No.45478022

One annoyance of the gameplay of the mainline games, and I guess more generally of SHMUPs, is the linear and particle style of the "attack." Hitbox and bullets with a collision with your hitbox to mark a one-out death.

What I'd like to see is something where the cards take the positioning of yourself on the map relative to your opponent and any helpers/elements they may be utilizing, and use that as their unique "map" through which the card, a unique entity in the space, navigates and interacts with others by inducing waves, clouds, and other indefinite, relative disturbances.
These disturbances carry varying negative/positive weight that, as one gets closer to the disturbance, one is more likely to get "hit" with that weight per unit of time/tick/etc.
The "Pichun" death occurs when one receives a weight that puts one above or below their positive/negative weight tolerance. The player's task is to skillfully navigate the cards in such a way that their opponent's tolerance is reached before their own.
The tolerance to positive/negative charge could be variable and lead to unique fights, and the maps could have different physics and "texture" in which the cards navigate, per theme of the stage/boss.

Minesweeper meets bullet hell meets a midwit interpretation of quantum states. The main character would be Ittake and they would be a ballerina, just so I could call it Ittake's Tutu Tango.

>> No.45479581

>>45478022
Little Doll Queen has something a bit like this, where a meter builds up while you stay in a cloud, and you die when the meter gets full.
It can work, but I don't think you should make it too complicated, because you don't want the player to not know what killed them.
At the end of the day, many genres of games are kept simple to appeal to us normal human beans, who cannot solve PDEs in their head in real time, doc.

>> No.45479628

>>45479581
>It can work, but I don't think you should make it too complicated, because you don't want the player to not know what killed them.
I mentioned quantum states because the visualization in my mind would be akin to an electron cloud, and techniques like intentional dithering, aliasing, good old transparency, etc.

Literally displaying the fuzzy logic as varying fuzziness in optical presentation, such that as a card plays through the environment you could the waves of varying intensity/shape emanate through the map and visually predict the courses.

I imagine just as hard would be running probability calculations on whatever is an actual unit of space in the map (if there even would be one) and then drawing the frame with visual effects without inducing a huge bottleneck.

>> No.45483847

>>45337899
I want to cum inside this savage nigress just so my latinoGOD sperm can rape and maul her defenseless and uncivilized nigress egg

>> No.45485987
File: 557 KB, 200x200, perlin-noise-loop.gif [View same] [iqdb] [saucenao] [google]
45485987

>>45479628
Maybe the easiest would be to make danmaku with oversized bullets and each bullet that overlaps with the player increasing the charge/poison bar.
Then I guess some nice visual filter on top or maybe it would be best to directly code some "noise generator" and add non random stuff on it.
It's an interesting idea though guess it would be a less random and maybe more colorful version of picrel.
>>45479581
As long as visual feedback is good and the patterns themselves not too difficult it might be not that hard to get into.

>> No.45486574

>>45485987
>It's an interesting idea though guess it would be a less random and maybe more colorful version of picrel.
Exactly, with the player and opponent(s) serving as poles/points, the card as a force emanating waves which are catalyzed/dampened by the current balance of positive/negative "noise" of the map. One common form would likely be something like the "spaceships" from Conway's Game of Life.

Like if there was card that flowed through the negative like gunpowder once it hit a strong-enough concentration of negativity, you would want to try to position yourself such that your movements keep your locality as positive as possible. This mechanic is a constant ying-and-yang balancing act that makes it much easier to minimize attacks through strategical dynamic movements before and during the card than trying to dodge once it is activated and flowing through the map. This would also penalize "cheap" or unguarded position that may be convenient for bullet-dodging by having the map literally turn against you before the card is cast.

Bullets would still be present among waves, but thinking of the kind of card ideas this design would open up, I'd probably prefer bullets as being the product of interactions between characters, the cards, and the environment, rather than a product of the card itself.
Think of an explosion - sometimes it's the shock of an explosion or the raw energy will be the main source of harm, but once you get some distance projectiles become the main threat. Bullets would be more like that.

>> No.45487332
File: 84 KB, 1360x930, moriya drift.jpg [View same] [iqdb] [saucenao] [google]
45487332

>>45450882
>I've been dreaming of making a Touhou themed touge racing game. My issue so far with getting started on it has been a lack of assets, since I can't model, nor draw very well. Car models are a simple enough problem, but commissioning modelers for a whole three original stages based off both real world roads and Gensokyo sound a bit ehhh... expensive. I kinda suck at programming as well

There's still hope, you can't make a game from zero yet but you could start by modding GTA SA, there's already plenty of custom drift cars, Touhou character models and real life touge mods for it, like how this anon's video shows >>45472953
The only thing you'd have to do is make the scripts for your storyline and abilities.

>> No.45487540
File: 327 KB, 777x500, 7cccf745c9404bf0284edc2fe2af9842.jpg [View same] [iqdb] [saucenao] [google]
45487540

>>45487332
>modding GTA SA
This is something I did consider a long time ago. I'm actually very familiar with the game, for various reasons. In the end, I wasn't satisfied with SA's vehicle physics (although very good for a non racing game), and I found modding the game to be somewhat clunky. There's definitely potential for a more simple version of the game I wish to create, however, it's not something I would be satisfied with. With the freedom that starting from scratch would allow, I think I could achieve something much more impressive. Both in terms of gameplay, and visuals. Thank you for the reminder though. I may after all end up changing my mind, in case I really can't procure any assets of my own. But for now, I'm trying to conjure up something of my own. Just enough for a demo. Which hopefully will drive someone or something to offer me funding for a full game w

>> No.45489505

>>45487540
Just an advice, but you shouldn't let the lack of assets stop you from working on basic features. For example touge track models are available online, you can use them until you make something on your own, so you should focus on original features like vehicle mechanicles, character abilities or whatever. Also, always write down all ideas that come to your mind, but at the same time don't try to document every single thing before working on them, because some of the best ideas come as a result of improvisation or during the playtesting.

>> No.45497238

>>45337899
cute

>> No.45497400

>>45337899
Uhh why is Reimu a *looks around* *whispers* colored person??

>> No.45497716
File: 965 KB, 1080x1010, basketballhu.jpg [View same] [iqdb] [saucenao] [google]
45497716

>>45497400
That might explain why she is the best at basketball...
But seriously a Touhou themed basketball game sounds like a fun idea. All the wacky things you can do with the abilities of each 'hu.
My melanin levels increased so much from typing this. You can now say brown hands typed this very post.

>> No.45497810
File: 557 KB, 600x800, 3.png [View same] [iqdb] [saucenao] [google]
45497810

>> No.45497819
File: 1.07 MB, 848x1200, f75a24a7a9bd7977ec57fa01ba5910ce.png [View same] [iqdb] [saucenao] [google]
45497819

>> No.45497822
File: 805 KB, 1334x1112, fc86a925cec844e2601b51a11f147315.png [View same] [iqdb] [saucenao] [google]
45497822

>> No.45497851
File: 306 KB, 800x690, f6e8bf2dc9719c5ce738b95e2aa8d972.jpg [View same] [iqdb] [saucenao] [google]
45497851

>> No.45497853
File: 237 KB, 1600x1800, e90ce73965dd05b6bd22d0f84e425564.jpg [View same] [iqdb] [saucenao] [google]
45497853

>> No.45505656

>>45337899
A collective /jp/ fan game is impossible to arrange. Anons will spend the entire time arguing over ideas without contributing. Just make your own game and then share with /jp/ when you are done

>> No.45508222

>>45486574
Have you tried making something like this? If not I might try it after making a normal danmaku game... Which might take a while.
>>45505656
Has any anonymous board ever done that? Without moving to a chat app or something like that I mean.

>> No.45508398

>>45508222
>Have you tried making something like this?
Nope, though the motivation is a bit there.
Is there any material or good guys for writing a game engine?

I'd be interesting in trying to design a concurrent engine where the objects that would allows waves to have dedicated threads as they would exist in a potentially computationally-expensive state between instantiation and termination, especially when "colliding" with other waves (which may create enjoyable effects like danmaku or cancelling each other out).

>Without moving to a chat app or something like that I mean.
Only when 1guy is mostly calling the shots, doesn't do anything to get banhammered, and has tough enough skin to ignore crab-buckets.
This place is better served as the watering hole for such things.

>> No.45508702

>>45431138
nah. should be nothing but fairies with reimu as the final boss.

>> No.45508720

>>45508222
probably could do it if someone with good organizational skills managed a google drive well enough. thread would basically become gamedev general till it was complete tho.

>> No.45509863

>>45505656
I think about the only thing you could really get from a thread collab are dialogue writers since characters are well known and everyone has a favorite, even then the following around the project needs to cultivate people willing to contribute. You absolutely need a "lead dev" to organize where the game goes, otherwise you'll get feature-creep hell and nightmare merges. This comes with the issue of getting people on board since very few people care about your idea farther than "that sounds neat" and obviously no one wants to commit themselves to projects they don't like without compensation.

>> No.45521524

2hu idle game never

>> No.45526392

>>45337899
i thought it was a real game

>> No.45533482

>>45337899
sexy niggamu

>>
Name
E-mail
Subject
Comment
Action