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FtAz4Q
No.1325
"Desi horror game when? Now."
We’re starting a game project based on Indian themes and aesthetics. Join in if you’re into pixel art, 3D, gamedev, or just vibing with the ideas.
Current Concepts
Two directions being explored:
> JRPG-style game
> Pixel art, desi town setting (temples, schools, markets)
> Dialogue-driven with urban legends and boss fights
> Enemies based on folk horror (Bhootni, Pishāch, Karna Pishāchini)
Or
> First-Person Psychological Horror (like PT)
> You're stuck in a loop that subtly changes
> Haunted house, whispering walls, lights flickering
> Escape by breaking rituals and uncovering family secrets
Themes
> Indian horror that’s more unsettling than jumpscare
> Mirror Bhootni that won’t leave
> Pishāch that mimics loved ones
> Karna Pishāchini offering power for a price
> Ancestral curses and haunted surnames
> Fear rooted in belief, superstition, and memory
>Time loops
>Rapist bhootni
Anons that showed some interest
> Pixel art anon
> Motivanon
> Tamil flag anon
> 3D bros and writefags
> Idea guys
Wanna Help?
> Got creepy ideas? Post them.
> Can draw or write? Let’s go.
> Know Unity or Godot? Even better.
> Just wanna vibe and throw inputs? Welcome.


Khx3GN
No.1326
>>1325(OP)
creating such a huge game is pretty difficult specially if someone starting out
my advice would be start small
just try to make without any game engine
and just open gl can teach a lot


ncrCHj
No.1327
>>1326
Anaans mentioned that the 3D game is easier, maybe that?
We shouldn't languish in one spot for too long, best to keep moving

iLHdQU
No.1328
Post WIPs here. If we had more people posting then it would be more productive.
tcs/ql
No.1343
>>1335
N1oEoJ
No.1344
>>1325(OP)
i would suggest instead of trying to appeal to "desis", it could have desi elements but the target audience should be american gamers. those are the only people that can appreciate something good, instead of chimping out at the mention of their religion.
>>1327
i think 3D will be a lot more difficult, if we are actually trying to make something with a good story.
i personally would recommend something like FAITH: THE UNHOLY TRINITY. it's a story based horror game, mechanics like Undertale, and it was MASSIVELY successful. check it out, it can give you some good ideas. it's story is amazing. i never played the game myself, but it watched Markiplier's walkthrough of it. it's amazing.
lAOT0k
No.1345
>>1325(OP)
hey, newanan here with some open source experience
make an irc/matrix channel and communicate there because things will get lost here quickly
coders are your first priority. ideas come quickly, implementing them takes a lot of time
create/get someone to create a new github account as well as a repo for this game
allow only trusted people to have access to this account
why github
> newanans have a low barrier of contribution
> new github account keeps it anonymous
how will anans contribute
> github pull requests
> patches through email/irc/matrix for anonymous contributions


ncrCHj
No.1346
>>1344
>desi elements but appeal to westoids
fair enough, because I am yet to see a good "RPG with Indian characteristics"; all of the ones made so far die in development or are (to put it lightly) fag shit
>just copy this game
no innovation habbens in lundia


1ArWUe
No.1347
>>1325(OP)
That thumbnail is absolute kino sirs. You made it or AI slop?


ncrCHj
No.1348
>>1347
reeks of AIslop. It's gotten much better, but the pixels aren't even and some of the tells are still there


1ArWUe
No.1349
>>1348
okay yeah it is AIslop, though not bad. I was mostly judging based on thumbnail.


ncrCHj
No.1350
yaar, let's lock down a core mechanic by the end of this week, so we can move on to actually making the game
so far we have
>puzzle game
>>arrange items to cast spells, use these to solve puzzles, limited time before bhootni rapes you
>>loop that changes subtly, break the loop to escape
>FPS
>RPG
>>JRPG
when development starts we'll also get an idea of how many are willing to contribute
>>1349
>though not bad
trve, it used to be a lot worse, even recently. If you constrained it to a proper grid somehow, it might actually pass.
!lmOJk15ILR6OW/a
F8jTJF
No.1351
>>1326
I have a basic top down game already written, following some YouTube tutorials, working out on basic functionality now.
>>1327
I'd have said the same a few years ago.
Good luck to anybody trying.
I am going without a game engine.
>>1328
I'll post some pics and videos soon.
>>1335
Yaar Arman Ali
>>1344
Well, good ideas.
I'm not appealing to anybody. I just want to do something fun with ananas friends.
>Undertale
I like that.
I'll check out Faith: The Unholy Trinity
>>1345
>new github account
We can but well
I'm afraid of what they did with sulli bulli deals app.
I'll think about this again after implementing more stuff.
>>1347
AI slop
>>1348
>>1349
Even the main post was 50% written by ChatGPT.
I asked it to summarise it in this format.
>>1350
I'll list the features I have done so far off the top of my head.
>Grid based maps
>Two layered maps
>Grid based 4 directional movement (thank you Pizza legends guy)
>NPCs
>Set idle behaviour for NPCs (eg: walk around, march, stand, turn)
>Basic event system for cut scenes
>Pokemon style old JRPG esque dialogue
>Dialogue with choice
>Custom variables and flags to trigger NPCs
>Jumping and marching emotes for NPCs
>Utility functions for spawning, deleting, moving, etc.
>Helper functions for NPC behaviour, UI, item behaviour etc.
>Can change maps
WIP:
>Inventory + Item system
A whole project by itself tbh.
>Party system
Had many issues, another project in itself.
Might drop it for a while after fixing some bugs.
To do:
>Display custom image in cutscene
>Remove the said image
>Add option to show names of NPC?
>Add NPC portrait?
>Fix bugs in cutscenes triggered by inventory/item systems
>Animated objects in scene that aren't NPCs (such as aquarium, TV screen, etc)
>Bubble emotes
Planned:
>Pathfinding system for NPC AI
>Goal based NPC behaviour?
>Basic state machine behaviour?
>User friendly editor for maps, NPC and cutscenes
2/CWa+
No.1352
>>1351
I LOVE TOP DOWN SEX QITH CHILDREN

!lmOJk15ILR6OW/a

UUF2JX
No.1353

!lmOJk15ILR6OW/a

UUF2JX
No.1354
Tried to lazily "fix" the OP image if anybody cares.


ncrCHj
No.1355
>>1351
oooo, based. doubted anyone was actually doing anything.
How are you on the art front? Here are the tiles I used for in the last thread, all 24x24.
If you need more, just let me know. I'll try my best


ncrCHj
No.1356
>>1355
example use case, consider it free use to all anons. they were only rough but it may help

!lmOJk15ILR6OW/a

UUF2JX
No.1361
>>1356
>>1355
That's pretty good anon.
I would tone down on the contrast of those assets though.
imo, only characters should have high contrast, and things such as floor tiles should be low contrast and stand out from the character.
Right now I am on 16x16 because the tutorial I was using was developing using this style.
I will have to refactor and write code to use other tile sizes.
I haven't made any art assets so far.
Just mechanics using assets from the tutorial.
This is the one I was using btw:
(Stopped after combat because I got bored, although I should continue from other parts)
https://www.youtube.com/playlist?list=PLcjhmZ8oLT0r9dSiIK6RB_PuBWlG1KSq_
tbh, I have not found a better tutorial for this type of game using what I know (Vanilla Javascript)


ncrCHj
No.1363
>>1361
>tone down on the contrast
My palettes are mostly bright, cheerful colours; it's how I usually draw. What you say makes sense, though. I'll look into toning them down. Might be a good idea to reduce the colour count as well.
>16x16
Fair enough. Powers of two are standard. But 24x is a real sweet spot in terms of detail vs. time investment.
>refactor code
I hope it's just changing constants and not a big issue?
>haven't made art assets
I was expecting AI genned assets, kek.
Tutorial link 404s. Can you repost it?


ncrCHj
No.1364
>>1363
nevermind, it didn't pick up the _ at the end

!lmOJk15ILR6OW/a

UUF2JX
No.1365
>>1363
>Can you repost it?
Manually copy it
https://www.youtube.com/playlist?list=PLcjhmZ8oLT0r9dSiIK6RB_PuBWlG1KSq_
I agree that 24px is a good sweet spot.
>Refactor
It's a big issue because there are many magic numbers such as 16, and 8 and -16 everywhere that I need to account for.

!lmOJk15ILR6OW/a

UUF2JX
No.1366
>>1351
Update:
>Inventory + Item system
Basic functionality achieved. Looking good.
>Party system
Achieved basic functionality, can have an NPC follow you.
>Introduced and Fixed so many bugs
Also done:
>Display custom image in cutscene
>Remove the said image
To do next update:
>Non-NPC animated Game objects
- Eg: Fish in aquarium, or TV screen
>Dialogue box
- Add option to show name
- Add optinoal portrait
To do later:
>NPC interactions
-Bubble emotes
-Pathfinding AI
To do later later:
>Party system
- Expand
- GUI
- Changing order
- A screen to select or dismiss followers
- Talk with followers etc.
>Quality of life
-SAVE SYSTEM
-Save and load games
To do later later later:
>Quality of life
-User friendly editor for maps
-Edit custom NPC
-Cutscene editor
-AI Agent to help make games faster with this system
>NPC interactions
-Daily routines
-Goals and priorities (Eg: Go eat, take a shit, talk with x, kill goblin)
-AI State machine? Perhaps not?
I will be busy these two weeks I guess. I need to finish something.
Might drop in screenshots or video in some 3 to 7 days once I have good assets and some good gameplay or story to show.

!lmOJk15ILR6OW/a

UUF2JX
No.1386
Added touch controls for mobile.
Still using Drew Conley's assets.