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Making my own version of GTA - 'The Glib (working title)'

A topic by Jungwoo Yom created Oct 26, 2021 Views: 815 Replies: 9
Viewing posts 1 to 8
(16 edits)

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#1. Orientation

In The Beginning...

As a big fan of GTA, especially GTA 3, I always wanted to make my own GTA. I tried a few times before, but failed everytime because I had lost motivation and I didn't really had that much skills to make such a complicated game like GTA. But finally, I decided to make it for real this time. Although I still consider myself as a beginner, I have a bit more confidence than six years ago because I released five games on Google Play Store and itch.io, participated in the development of other games, and learned a lot of things about game design.

Not just a copy of GTA

I'd like to say what I am going to make is not just a copy of GTA. There are plenty of GTA copy games in the market, which often doesn't have their own characteristics. My GTA is inspired by films like The Social Network by David Fincher rather than commercial action films. The Social Network is a film that dialogue plays a significant role in the progress of the story. But while most dialouge driven films are slow and steady, The Social Network is really intense and fast. Some people say that this film is an action film without violence. The Glib, my version of GTA, is heavily inspired by this film. Unlike most games that has dialogue, which are mostly just pressing space after reading texts, my aim is to make talking in the game more interactive and extreme. I'll explain more about this topic later. In conclusion, this game is of course inspired by GTA, but its gameplay will be very different.

Goals

  • Missions that can be solved in multiple creative ways.
  • Cold, foggy vibe inspired by GTA 3's Liberty City and real life New York.
  • Unique dialogue system.
  • Deep nonverbal storytelling via its level design.
  • Minimalism

Support me!

I'd be really appreciated if you could financially support me! It would help me making more games and letting my games noticed by more people. But mostly, I'd be so touched by your kindness :)

(2 edits)

#2. Traffic System

I've been working on traffic system for last few days!

In GTA 3, almost every missions and game design are related to cars and combat. In my version of GTA, everything is related to cars and talking. I'll explain this more someday.

Have a great day and follow me if you want to play this when it's out :)

(2 edits) (+1)

#3. Tower cranes!

Although there hasn't been much progress since the last devlog, I thought I should write something anyway. Today's topic is tower cranes! Back in 2015, when I played GTA 3 for the first time, the vibe the city has fascinated me. Especially, the atmosphere around harbor area was amazing. There are two tower cranes in the harbor, which is for moving containers, and these tower cranes somehow impressed me a lot. That was the moment I decided to make my own GTA.
Of course I didn't had that much skills (almost no skill) to make such game. After six years of game development study, I released five games. So I thought this might be the best time to create my own GTA!

So I am happy about making my own GTA and placing some tower cranes in the map :) This area is going to be a key location throughout the game.

Next topic will be vehicle system! Please look forward to it :)

If you're interested in this project, please consider supporting me :D


(+1)

the atmosphere of this game is looking awesome! Also those crane 3D models look great.

I’m really intrigued by your emphasis on dialogue. I have always been a fan of rpg’s and when I played gta I thought it was missed potential for more interactive dialogue. I’m looking forward to seeing how the Glib comes together!

(+1)

Thank you so much! :) It was always a sad thing to know that there are not many games out there that have interactive dialogue system. I'll do my best on the project! Thanks again :D

(2 edits)

#4. Vehicle system

Today I worked on vehicle system! Although driving in this game isn't that important since the map is really small, vehicles will still have a lot of roles. I'll explain this later :)

Vehicle system I made is not sophisticated, and it's intended. I wanted driving in this game to be easy :)

(2 edits)

#5. Shadows

Although I was satisfied with the atmosphere of the city I created, there was one problem. Since I removed sun light source to avoid its awkward look with cloudy weather, no shadows are being drawn. It's okay in most situations because in real life, shadows are not casted in cloudy weather. However, even in cloudy weather, shadows will be casted under spaces like the gap between road and the car.


Without any shadows, cars look like they're floating. To fix this, I decided to use blob shadows, which is often used for cartoonish characters. This method was also used in GTA 3.

First result wasn't that bad.

However, the shadow's shape is almost circle, which doesn't fit the shape of cars. I decided to make rectangle shadow image to make it look more natural.

With rectangle shadow, It looks way more clean! Now cars don't look like they are floating above the ground :) This feature also makes the overall graphics elements way more coherent.

Thanks for reading! and I'd be appreciated if you could support me through https://ko-fi.com/jungwooyom36248

Stay tuned for next devlog!

(3 edits)

#6. Some improvements

For previous few days, I couldn't work on the game properly because of an exam. Still, I improved traffic system. In the video below, you can see the orange van rushing without thinking about traffic lights and other cars. This will be a feature in the final game. To make this work properly, I improved vehicle physics a lot.

You may not see big differences, but this improvement will certainly make this game less janky.


Also, I change the model of the skyscraper. Now, it resembles One World Trade Center in New York.


View from the skyscraper :)

Thanks for reading! and I'd be appreciated if you could support me through https://ko-fi.com/jungwooyom36248

#7. Speaking of puzzles...

There has been a lot of progress in development of the game, but I'd like to save these for next devlog. Today, I am going to talk about some important design changes in this game.

In short, I think this game will be puzzle game. Recently, I am enjoying variety of puzzle games like The Witness, Portal, Stephen's Sausage Roll. and TIS-100. This led me to think about puzzle designs, and I ended up with making my first puzzle game called Nine of Wands. I uploaded devlogs of this game for a few months last summer, so some of you might heard of it. I am pretty happy with the result, since its mechanic and design was praised by players and featured on an magazine. But I cannot say I am fully satisfied with it, since its gameplay was very linear and too simple.

So I wanted to explore puzzle design more deeply this time. But not harming originally goals I promised you in the first log. Puzzles in The Glib(Working title) will be able to be solved with countless ways. Vehicles and traffic are part of the puzzle design, and you can use them creatively to solve puzzles. There is one core mechanic that unifies all elements of the city, but I'll talk about this later!

There some sad news too. I decided to remove dialogue system from my game, for it interrupting the core mechanic of the game. However, this system may be used in my future games! So stay tuned :))

Thanks for reading! If you're interested in this project, consider joining my mailing list! I'll occasionally send you important information about the project :) https://yjwno0.wixsite.com/mailinglist

#8. Multiplayer!

I decided to turn this project into multiplayer game. Check the video above :)