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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Do Wii U games need to be rated with USK or something to hit Germany? I haven't really looked in to all the ratings stuff yet as we are still nailing down our final strings and cut scene content first (Which is required for PEGI etc).
Yes, Wii U games need USK ratings in Germany. Those ratings only apply to Germany. As far as I know (but here I'm not completely sure), you also need to get the rating for each platform independently, so if Sony requires USK ratings in Germany, too, then this could be quite expensive.
 

Paz

Member
Yes, Wii U games need USK ratings in Germany. Those ratings only apply to Germany. As far as I know (but here I'm not completely sure), you also need to get the rating for each platform independently, so if Sony requires USK ratings in Germany, too, then this could be quite expensive.

I know XBone requires USK but I think PS4 is just PEGI for an EU release, and I think PEGI/ESRB let you get multiple platforms rated off of sending one version and justifying that no version has significantly different age related content.

This whole ratings thing is a mess, be glad you aren't releasing in Australia and have to deal with the OFLC :(
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I know XBone requires USK but I think PS4 is just PEGI for an EU release, and I think PEGI/ESRB let you get multiple platforms rated off of sending one version and justifying that no version has significantly different age related content.

This whole ratings thing is a mess, be glad you aren't releasing in Australia and have to deal with the OFLC :(
If I wanted to make this my job, I certainly would have to release in Australia, as it is just a hobby, I will only release where I live (Germany) and wherever I can release without additional cost (so for now, the US?). I really hope this IARC thing gets started soon, for my own sake because I could get around the USK fee, and for all of the professional indie's sake because it probably is a huge hassle and a lot of money. In particular in Germany, if you have to pay the full fee, this is a cost that probably takes a sizable amount of units sold unitl you have recouped the cost... It's a bit annoying you can't just say "I release without age rating, just apply the highest available to my game" :/. I'm still wondering about IARC, do you happen to know if religious content is considered problematic there?
 

Paz

Member
I only briefly looked in to IARC before deciding I didn't have the time to bother, it looks like they'll be integrated in to Australia some time next year and then I'll figure it out.

Can't come soon enough really.
 

missile

Member
Ahhhh. Nice! I have never seen that LDA until I just looked it up. Doesn't look too complicated with simple maths and a bit shift? I'm skimming at the moment so I may be mistaken - unless I write the math I'm usually very bad XD
Not really complicated, indeed. But the interesting part of Bresenham's line
algorithm is buried deep down below, i.e. how he eliminated the division.
Thing is, this concept is quite universal. You can stretch lines with it! :)
 

Dynamite Shikoku

Congratulations, you really deserve it!
So it looks like Apple combined their developer programs, so you now don't have to pay extra to release on OSX if you develop for mobile.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Regarding my IARC question, for anyone else who wants to have a glimpse at the questions, Mozilla has some screenshots of the questionnaie with one screenshot seemingly showing all topics that can lead to higher age ratings and another one where you have to detail violence in the game (I assume in case you clicked yes in the step before for the question whether there is violence in the game). Too bad they did not show the detailled page for disrcimination though, because I guess this is the important part for my question wrt religion.
questions.png

additional_info.png
 

anteevy

Member
Already getting great and valuable feedback in my Google Form:

Which sections (if any) did you find too difficult?
-> "Only played 1-1"

What is your general impression of the game?
-> "Boring sorry."

What would you like to see improved?
-> "Make it more interesting"

(the only 3 questions that were answered)

Not sure if trolling, because he/she left an email adress in the form. :D
 

GulAtiCa

Member
Do Wii U games need to be rated with USK or something to hit Germany? I haven't really looked in to all the ratings stuff yet as we are still nailing down our final strings and cut scene content first (Which is required for PEGI etc).

Probably going to try and get Wii U + PS4 + Vita + PC all rated at the same time whenever all the content is in one version, the whole ratings thing seems so annoyingly complex and obtuse with nobody having all the information :/

Yeah. Nintendo requires USK for Germany if you want to release there.

Really hope Nintendo implements that new system soon so we can get rid of these old rating boards..
 
Too bad they did not show the detailled page for disrcimination though, because I guess this is the important part for my question wrt religion.

I just checked my Google Play Services content rating page to see if I could get you more info, but Discrimination isn't even a category there outside of a single entry in the Language section.

l742WTl.png


EDIT:
If you're German, it's possibly a territory specific rating; Germany has very explicit laws about the portrayal of "dehumanising elements" within videogames.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Thanks for the help :). I guess, if Nintendo will be ready with IARC in time for me, I'll just pick "often" wrt discriminatory language even though that's probably exaggerating, but being too strict with yourself in your answers should be fine, I guess? Religiously themed conflict does not seem to lead to a complete ban, because otherwise they would probably have to go more into detail here.
 
being too strict with yourself in your answers should be fine, I guess?

I dunno, I had a child friendly game where you play a cartoon witch who shoots cartoon bats jump to being an Adult Only rating in australia because I ticked a box saying bats are 2spooky4me.
I decided to uncheck that box and it dropped back down to a 7+ everywhere.
 

Blizzard

Banned
The new screen looks like it would be easier to use and clearer, to me.

What drag and drop bug is in UE4, for future reference?
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I dunno, I had a child friendly game where you play a cartoon witch who shoots cartoon bats jump to being an Adult Only rating in australia because I ticked a box saying bats are 2spooky4me.
I decided to uncheck that box and it dropped back down to a 7+ everywhere.

This seems drastic oO. Anyway, I'd be fine with an 18+ rating, the amount of kids playing SRPGs is probably low anyway. As long as the game does not get banned from the eShop everything is fine.
 
This seems drastic oO. Anyway, I'd be fine with an 18+ rating, the amount of kids playing SRPGs is probably low anyway. As long as the game does not get banned from the eShop everything is fine.

Yeah, Pug Bowling by a friend of mine got a "PEGI18 - Extreme Violence" rating and it makes absolutely no sense, especially when CS-esque shooters get a PEGI12 rating.

It's the problem with a one-size-fits-all checkbox solution; there's no real context behind it.

I found a non-developer link to googles content rating help doc if thats of use to you.
 

-COOLIO-

The Everyman
Hey guys, lets talk company names.

If you're naming your company X, what's your favourite way to end it?

...games, studio, company, gameworks, entertainment, co, or... just x?
 

Blizzard

Banned
Hey guys, lets talk company names.

If you're naming your company X, what's your favourite way to end it?

...games, studio, company, gameworks, entertainment, co, or... just x?
", LLC" (since I think some variant of that was a legal requirement)

But for the fictitious name, I ended in "Software".
 

D4Danger

Unconfirmed Member
Hi! Full disclosure: I'm helping out the devs of this game :)
w8AWy3t.jpg

Home Improvisation: It's a game about assembling modular furniture without instructions. It's super whacky and fun and launched on Steam Early Access today!

It's 2-8 players co-op and has a bunch of customization options like colorizing your creations. Check it out!
iPXFfkf.gif
ma4Nsd6.gif
kOIXDzV.gif

http://store.steampowered.com/app/357670/

just watched the Giant Bomb QL on this. I knew I saw it in here somewhere.

as someone in the comments said "This seems like the Vinniest of video game."

http://www.giantbomb.com/videos/unfinished-home-improvisation-06-02-2015/2300-10225/
 
The new screen looks like it would be easier to use and clearer, to me.

What drag and drop bug is in UE4, for future reference?

Thanks! The built-in Unreal function makes the game crash if you're playing in fullscreen, for that reason we had to remove the fullscreen option for our alpha, but it's something that has been addressed in the 4.8 update of the engine, which shouldn't be too far from release.
 
So our pixelartist was bored and made this. Motherfucker is fast as hell lol
tumblr_npozqfwc9h1rt6u7do1_1280.gif


Im amazingly lucky of having him as a friend and making this quality in so little time for our game.
 

_machine

Member
Thanks! The built-in Unreal function makes the game crash if you're playing in fullscreen, for that reason we had to remove the fullscreen option for our alpha, but it's something that has been addressed in the 4.8 update of the engine, which shouldn't be too far from release.
Should be coming this week actually; we're really looking forward to the improved foliage tools (the current UI is properly PITA) and GPU particle collisions.
 

GulAtiCa

Member
^^^ That is awesome.

Yes! Finally got word that my game's patch is finally going live Thursday. ZaciSa's Last Stand. You can see all the stuff I added here.

I spent so much time since Nov working on this patch. So excited to finally have it releasing.
 

bkw

Member
Made Celia Breathing animation:
Tried to make her eye moves. However, doesn't look good on the animation, since the animations its a loop lol
Nice and subtle. I haven't checked any references, but I wonder if people move their eyes that slowly and smoothly if they're not tracking something. Don't eyes dart around more? Maybe keep the eyes still and put in a blink instead?
 

mStudios

Member
Nice and subtle. I haven't checked any references, but I wonder if people move their eyes that slowly and smoothly if they're not tracking something. Don't eyes dart around more? Maybe keep the eyes still and put in a blink instead?

Thanks!
Well, the eye moving is not part of the animation at all. I made it to control the eye through coding(Which Live2D SDK allows to do so), in case she needs to move her head (which I haven't done that animation yet). I also need to do eye blinking, I've been forgetting!
 

Five

Banned
Tried to make her eye moves. However, doesn't look good on the animation, since the animations its a loop lol

It looks like you're only using two key frames. I'd change it up a little if I were you.

First of all, the eye movement shouldn't be on the timeframe as the breathing even if the loop length is the same. Otherwise it's a little too obvious. This is a moot point if you're doing dynamic eye movement, but just in case you're not, I'd recommend either offsetting the keyframes by a half measure or making it so that they eyes quickly dart instead of smoothly interpolating.

The other thing that helps with resting animations is a double bounce where one of the bounces is larger than the other.

Some graphs to help illustrate what I'm talking about:

Y4g4zTn.png
 

RhysD85

Member
After a year of on and off development (day job and night dev takes its toll :( ) Fort Meow has a release date of 25 June! Coming to Steam and iPad :D More information here - http://www.fortmeow.com

This thread in particular has helped a bunch with inspiration and encouragement, especially when the end seemed so far away. So thank you!
 

taku

Member
After a year of on and off development (day job and night dev takes its toll :( ) Fort Meow has a release date of 25 June! Coming to Steam and iPad :D More information here - http://www.fortmeow.com

This thread in particular has helped a bunch with inspiration and encouragement, especially when the end seemed so far away. So thank you!
That logo looks top notch. Congratulations and good luck!
It is lovely to see more non-violent games out there as I feel they are rather few and far between.
 

RhysD85

Member
That logo looks top notch. Congratulations and good luck!
It is lovely to see more non-violent games out there as I feel they are rather few and far between.

Thanks for the kind words :) Hopefully it will appeal to people after a non-violent experience, especially people who like playing games with their kids from time to time.
 

bkw

Member
Sorry if I've asked this before (I feel like I have...)

I'm trying to mask an area of my gameplay off in Unity, but I can't figure it out. I have a rocket ship on a background that I want to appear inside a "box" or a window, and then have it "take off" so it disappears as it moves outside of the mask/window area. How would I approach this? Stencil buffer? Render textures? Something else?

I'd generally have to dabble with shader right? I don't have too much experience with shaders.
 
I have a question for everyone:

If you are presented with a myriad of weaponry, are you the type to find one you really like and use it 90% of the time or are you the type that will use them all equally?

I'm going over boss weapons at the moment. Part of me likes having multiple weapons available to the player but the other part of me thinks the concept is an exercise in nothing more than switching to the best weapon and hitting the same button again to produce the same end result (usually).

Would you prefer one-off powerups that make you feel strong or the always available weapon swap with balanced weapons that aren't OP?
 

Blizzard

Banned
Sorry if I've asked this before (I feel like I have...)

I'm trying to mask an area of my gameplay off in Unity, but I can't figure it out. I have a rocket ship on a background that I want to appear inside a "box" or a window, and then have it "take off" so it disappears as it moves outside of the mask/window area. How would I approach this? Stencil buffer? Render textures? Something else?

I'd generally have to dabble with shader right? I don't have too much experience with shaders.
I'm not familiar with Unity, especially not 2D in Unity.

However, if you're doing 2D could you just make the "window" object and put it in front of all other objects on your "stage" or whatever it's called? Then everything would be seen through the hole.
 

bkw

Member
I'm not familiar with Unity, especially not 2D in Unity.

However, if you're doing 2D could you just make the "window" object and put it in front of all other objects on your "stage" or whatever it's called? Then everything would be seen through the hole.
I just don't know how to properly make the window object.
 
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