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

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The full story is that an NPC tells you about the flower earlier, and he mentions it looks a bit like a penis. It's in the script.

Understatement of the year. Also, who says "go fetch me a penis" to a random stranger, he could just say it looks like a cucumber, sausage, etc.

You really want ghost song to be remember as the alien-penis-flower game, don't you?
 

Unain

Member
Aargh, I hate UV unwrapping when I have to align models (road pieces). For some reason I can never get the textures properly aligned.

Straight roads are fairly easy:
http://i.imgur.com/jRNMiOz.png

Corner pieces are annoying, because the scale for the road-part is different when you unwrap:
http://i.imgur.com/a9Nv9P4.png

So when I import the UV layout into photoshop it's hard to determine the scale difference between both and my road lines are not lining up properly. I need to find a different way to do these textures...
 

ZServ

Member
Has anyone else noticed that on the Humble Bundle page, the Stencyl description shows a very.. familiar project? :)

This week has been very eventful in the world of my sub-par JRPG. Tons of bug fixes, completely reworked a boss from the ground up, remade some assets, imported some new ones.. this next week is looking to be even more exciting.
 

Jobbs

Banned
Understatement of the year. Also, who says "go fetch me a penis" to a random stranger, he could just say it looks like a cucumber, sausage, etc.

You really want ghost song to be remember as the alien-penis-flower game, don't you?

How do you make something look like a penis but only a little?
 

Dynamite Shikoku

Congratulations, you really deserve it!
Aargh, I hate UV unwrapping when I have to align models (road pieces). For some reason I can never get the textures properly aligned.

Straight roads are fairly easy:
http://i.imgur.com/jRNMiOz.png

Corner pieces are annoying, because the scale for the road-part is different when you unwrap:
http://i.imgur.com/a9Nv9P4.png

So when I import the UV layout into photoshop it's hard to determine the scale difference between both and my road lines are not lining up properly. I need to find a different way to do these textures...

Why not just make the roads all in texture? Then you can just put the road texture on any quad
 

Five

Banned
Updated our motion capture solution. I added a second Kinect to get full 360 captures...works flawlessly and produces a much better / almost entirely clean animation file right out of the capture software.

KQ0b.gif

This is far outside of my wheelhouse, being a 2D dev myself, but it looks pretty impressive. That seems like it would be exceptionally helpful.

Has anyone else noticed that on the Humble Bundle page, the Stencyl description shows a very.. familiar project? :)

That makes sense. Congrats, Jobbs, for being the preeminent Stencyl game!
 

Five

Banned
Ah, neat. I hadn't seen that. It appears to be doctored rather than a genuine view of the project, since the art there is from an old mocked up screenshot. :)

Oh, they didn't approach you? That seems odd. Even if they have legal permission (I don't know!), it seems like the proper thing to do.
 

Jobbs

Banned
Oh, they didn't approach you? That seems odd. Even if they have legal permission (I don't know!), it seems like the proper thing to do.

A couple stencyl staff have some versions of my project on hand because they've used it to help me in the past, so they wouldn't have to doctor it, but I'm guessing it doesn't look exciting without being doctored because I spawn all my enemies and the player and stuff through scripting rather than placing them in the editor.
 

Five

Banned
A couple stencyl staff have some versions of my project on hand because they've used it to help me in the past, so they wouldn't have to doctor it, but I'm guessing it doesn't look exciting without being doctored because I spawn all my enemies and the player and stuff through scripted events rather than placing them in the editor.

Sure. I just thought they would have let you know they were doing it.
 

Jobbs

Banned
Sure. I just thought they would have let you know they were doing it.

^ eh, I don't mind. No harm done!

---

I'm evaluating an old and often overlooked weapon you can optionally find in my game: Gel Bombs.

The problem I'm having is that their utility is very... arbitrary right now. They can open breakable walls, but there's a sense of inconsistency because other breakable walls can be broken with other weapons. In other words, gel bombs can break all breakable walls, and regular guns can break some breakable walls. It feels lazy.

YellowHonorableCommongonolek.gif


They can be used in combat, but they're not very effective against enemies currently in the game. They can be used to kill things, but other weapons are just better for this purpose.

EnergeticFakeIndochinesetiger.gif


My objective is to retool this weapon and how it fits into the game either by tweaking what it does utility wise and/or by adding enemies that it intuitively/logically works well against (hopefully in ways more than only "okay, gel bomb does a bunch of extra damage to these dudes just because". That path isn't necessarily bad, but I'd like to go beyond that as well).

For its utility uses, I was considering making it so that ALL breakable walls in the game can only be broken by this -- This would make the gun feel more consistent and useful, however, it would require removing all breakable walls from critical path due to the fact that gel bomb is not required -- I do not want any add on weapon to be required. This is a route under strong consideration.

For combat uses, I was thinking it may be good to up its damage in general, but it becomes sort of a balancing problem because people will just use what does the most damage. Either the gel bomb does more overall damage than alternatives or it doesn't. I suppose I could increase the AOE range, however there aren't a lot of places in the game that would really benefit from this a lot. I could potentially choose or add a "class" of enemies that are just weak to this weapon in general. Another idea would be to make it so the damage of the bombs increase if multiple bombs are placed in a very tight concentration, making them potentially more effective in combat but only if you use them correctly.

I was thinking of adding enemies that have some kind of shielding that the gel bomb is particularly effective at removing -- but, again, unless these enemies are spread out through the game, it becomes incredibly situationally useful.

I'm open to suggestions.
 

ZServ

Member
I'm open to suggestions.

Some concepts off the top of my head:

What if it is more useful in combat, but enemies charge you? Then, make the range limited via an arcing shot, so that it encourages a more "GET SOME LET'S DO THIS" style of play.

Then, you could have breakable walls that while they're still breakable by any weapon, they can't be reached via normal means. Take advantage of the arc shot.


So the upper left would be where players started, Red would be a breakable wall that either requires a trick-jump with normal weapon or the arcing shot on the gel. Not required for use, not required for even breaking the wall, just makes it 10x easier, allowing the player to feel smart for taking a "shortcut" when it may actually be the intended path.
 

Jintor

Member
maybe they chain react with other gel bombs to cause MASSIVE DAMAGE? but enemies that attack with a gel bomb on them shake them off?
 
Maybe the gel doesn't stick to everything, bouncing off some enemies to just fall on the ground, where its concussion does less damage. Maybe aiming for the ground and using it as a prox mine is an ideal strategy for some enemies.
 

Jobbs

Banned
So the upper left would be where players started, Red would be a breakable wall that either requires a trick-jump with normal weapon or the arcing shot on the gel. Not required for use, not required for even breaking the wall, just makes it 10x easier, allowing the player to feel smart for taking a "shortcut" when it may actually be the intended path.

I think I like where you're going with this but I don't understand your diagram XD
 

ZServ

Member
I think I like where you're going with this but I don't understand your diagram XD


A NEW AND MORE SHITTY DIAGRAM!

Assuming you're going for that complex metroid-esque "there are paths within paths within paths" where you go to point a to b to c but then find a shortcut from c to a and from a to f or whatever, this gives you flexibility. You can have two primary ways of dealing with walls hidden in weird spots; do some weird kind of jump skill-shot thing and then work your way back up to it (imagine an imaginary path to the left that connects with the bottom tunnel if you wished to put a collectible there) or use the explosive gel to destroy it and immediately take the path.

Bam, completely optional, functionally superior (but not by much) and you stroke the players ego should they know about the item.

As for combat, maybe a revision. Make it work like the Arkham gel, so it fires in that same arc as suggested above, but it doesn't explode on impact, it's done manually by the player. This also lets the player set "traps" for enemies that patrol, but due to it's limited range isn't super-de-duper powerful. It also lets players use it to destroy hidden walls *above* them by blowing it up mid-air. Hell, maybe you have enemies hidden in some of these "cavities" that spring down like the awful things from Half-Life 2.

Edit: If you do the cavity thing then you can even make it scarier, so if the player sees that "cavity" above them, they wanna know whats up there, so they go underneath it, look up, shoot it with a normal gun. First couple of times, maybe ammo, ooh a nice collectible, etc. But then.. BAM HORROR FROM WITHIN YOU DEAD AS HELL BRO.

So then the gel gives a safer way to assess the situation. + then you can have pre-destroyed cavities lurking about to make player tension high during platforming bits, just to mess with 'em.
 

-COOLIO-

The Everyman
I'm open to suggestions.

interesting weapon.

maybe you could experiment with the gel gun having a side effect of encumberance? when i look at it in the gif, it seems to me like it should be slowing down enemies, and that would add tower-defense-esque synergy with the explosive property. here's how:

you ------------------ O---O---O---O---O (horde of fast moving enemies)

fire a couple gel shots in their direction and the front runners of the pack will inevitably take the shots and slow down. causing all of the enemies to group together into a slow moving mass:

you ---------OOOOO (horde of slow moving tightly packed enemies covered in gel)

then when the gel detonates, you can get to see them all splat in a cool chain reaction (assuming there's an aoe effect):

you ---- <boom>

edit: i noticed the other half of your conundrum (using it to access new areas), and here's what you could do:

- if you did add encumberance, the gun could slow fast moving objects so you could move past them safely (like propellers).

- it could extinguish fires, so you could access new areas.
 

_machine

Member
Righto, so I have a bit of time on my hands to work on some UI polish and could use some feedback. Here's an earlier concept of the final(-ish) pass on UI polish and it's nearly implemented fully, but as WanderingWind mentioned earlier, do you think the UI should be scaled down a bit and are there any elements you feel should be fine-tuned (ignore some legacy stuff popping behind the new elements)?
 

-COOLIO-

The Everyman
Righto, so I have a bit of time on my hands to work on some UI polish and could use some feedback. Here's an earlier concept of the final(-ish) pass on UI polish and it's nearly implemented fully, but as WanderingWind mentioned earlier, do you think the UI should be scaled down a bit and are there any elements you feel should be fine-tuned (ignore some legacy stuff popping behind the new elements)?

i think the UI (and game) looks pretty great tbh.
 

WanderingWind

Mecklemore Is My Favorite Wrapper
Righto, so I have a bit of time on my hands to work on some UI polish and could use some feedback. Here's an earlier concept of the final(-ish) pass on UI polish and it's nearly implemented fully, but as WanderingWind mentioned earlier, do you think the UI should be scaled down a bit and are there any elements you feel should be fine-tuned (ignore some legacy stuff popping behind the new elements)?

It looks really, really great. I'm excited for your team, tbh. The only thing is that top right box. It keeps pulling my eyes for some reason. I think because that's where mini-maps are usually placed, but they're generally round and togglable. I don't think the UI needs scaling, but maybe (if possible) have that element either togglable or joined with another element? It's just my two cents, but without that there, it'd be perfect. Love the clean look of the mana box and the boldness of the cards, in particular.

You can go ahead and finish the game any day now, kthnx
 

_machine

Member
It looks really, really great. I'm excited for your team, tbh. The only thing is that top right box. It keeps pulling my eyes for some reason. I think because that's where mini-maps are usually placed, but they're generally round and togglable. I don't think the UI needs scaling, but maybe (if possible) have that element either togglable or joined with another element? It's just my two cents, but without that there, it'd be perfect. Love the clean look of the mana box and the boldness of the cards, in particular.

You can go ahead and finish the game any day now, kthnx
Haha thanks, working very, very hard to get it done :)

I kind agree that for the information and it's importance the top right element gives it might take a bit more screen estate than is necessary. I do think it's the natural place for it (especially for people that might have experience from Hearthstone), but I do think it might be worth looking at making it toggleable or optimizing the screen estate. On the positive side it enforces the feel of progression given titles and user portraits, but I haven't even shown them to all you yet :)

New build is packaging, I sure hope this is the one where the MP works fully...

...it works! Visual issues, few gameplay issues and a crash, but it's a huge relief it works properly again.
 
Can we talk about this stuff without people getting so childish
Bruh.

- if you did add encumberance, the gun could slow fast moving objects so you could move past them safely (like propellers).

- it could extinguish fires, so you could access new areas.
My vote.

Righto, so I have a bit of time on my hands to work on some UI polish and could use some feedback. Here's an earlier concept of the final(-ish) pass on UI polish and it's nearly implemented fully, but as WanderingWind mentioned earlier, do you think the UI should be scaled down a bit and are there any elements you feel should be fine-tuned (ignore some legacy stuff popping behind the new elements)?
I think it looks good, tbh.
 

Parham

Banned
Hey that looks really good! A bit floaty but you can probably fix that by playing around with the frames.

Are you using Kinect 1 or 2? With which software?

He's using Kinect 1 with iPi Recorder. There isn't any way to use multiple Kinect 2 sensors for a single capture quite yet. That said, the output of two Kinect 1 cameras or 4+ PS Move cameras is solid. If you strap PlayStation Move controllers or Wii remotes to your hands and head, you can even capture hand and head articulation and process that along with the rest of your body capture. It's pretty nifty.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Wife and kid are going away to her mum's house on Saturday for a month. I'll miss them, but it will give me so much time to get the final parts of this game done. Have to do sfx and music for the game itself, and then make trailer, icon, screenshots etc. Hope to get it released late August or early September
 

Niwa

Member
Could somebody help me maybe? ;(

So I was asking in the official Unrealengine Forum for some help as I couldn't even finish the simple animation tutorial and asked this:

I started the Tutorial 'How to setup Character Movement with Blueprints' and followed everything nice and tidy, at the end of the tutorial i was like "yeah now i can start this thing and everything will work!"

Well no, it doesn't work. The walking Animation doesn't work and nothing else does. This is the Error that comes up after quitting the Play Mode:

attachment.php


which leads to this:

attachment.php


which looks exactly like step 15 of this.

What did I do wrooooongggg :c

Thanks a bunch in advance!


Somebody got a clue what went wrong? :c
 

Jobbs

Banned
Wife and kid are going away to her mum's house on Saturday for a month. I'll miss them, but it will give me so much time to get the final parts of this game done. Have to do sfx and music for the game itself, and then make trailer, icon, screenshots etc. Hope to get it released late August or early September

Nude game dev
 

Unain

Member
Why not just make the roads all in texture? Then you can just put the road texture on any quad

Yep, that's what I am doing already. The problem is the alignment of UVs, but I thought about it some more before going to bed and I've just implemented a solution.

In Blender there is an option to UV Unwrap by projection. So I put the view in orthographic and go into top-down view.
UV Mapping -> Project From View (Bounds), this gives me a 1024x1024 UV map of the top.
I scale this by 0.5 and put it in one of the corners (I've got only 4 road types so thats 512x512 per type).
Then I import each UV Map into one photoshop file and draw the lines on 256x256 (middle of the road).

The curbs for some reason still don't align, but at this point I don't care. It looks fine ingame.

In Photoshop (with UV Map lines):
vn9tbcl.png


Ingame:
x6nL5Wg.png


Now to start doing some proper texturing.
 

Unain

Member
Could somebody help me maybe? ;(

So I was asking in the official Unrealengine Forum for some help as I couldn't even finish the simple animation tutorial and asked this:


Somebody got a clue what went wrong? :c

According to the errors, it looks like something went wrong with step 13 and 14. You might need to take another look at your State Machine graph.
 

gooey

Neo Member
Got a couple of weeks off work soon.

Going to try not to stare at a screen too much, as that's what I do all day
as a web developer, but wanna finish a small project for fun.

Anyone got any recommendations for small/fun projects?

Might just continue on my first-person-randomly-generated-dungeon-crawler thing... :D
 

Jobbs

Banned
A NEW AND MORE SHITTY DIAGRAM!

okay, NOW I understand it. It's food for thought, I mean, since you can aim diagonally I'm not sure that this could be done in such a way that only the gel could hit it, but I can experiment. Also liked your other idea about the overhead thingies.

interesting weapon.

The slow down stuff is a good idea, and an idea I had, but it'd also take a lot of work to make sure all the enemies react correctly.

OT3 subtitle?

Agreed

-----------------------

Regarding bombs, I already made a few changes -- I made teh explosions a bit more forceful/damaging, and I also made the fuses longer, and now they blow up if you shoot your regular cannon.

http://www.gfycat.com/ThatEveryIndochinesetiger

It's actually useful in combat now, especially where there are groups.

http://www.gfycat.com/PersonalMessyCaecilian
 

_machine

Member
Such a great feeling having most of the things working after a rut of a major component being broken for weeks. Even better that we didn't even run into any major networking specific issues, just some effects not being replicated properly and more importantly we had some epic matches here with people that hadn't played the game and it was a ton of fun. It feels great that it's no longer "we need this to work" but rather "improving this little thing will make it feel a lot better".

So to celebrate here's a shot of the game and one of the outside environments:
 

WanderingWind

Mecklemore Is My Favorite Wrapper
Such a great feeling having most of the things working after a rut of a major component being broken for weeks. Even better that we didn't even run into any major networking specific issues, just some effects not being replicated properly and more importantly we had some epic matches here with people that hadn't played the game and it was a ton of fun. It feels great that it's no longer "we need this to work" but rather "improving this little thing will make it feel a lot better".

So to celebrate here's a shot of the game and one of the outside environments:

What is the name, btw?
 

_machine

Member
Ah, I was sure I'd repeated it to death, but it's Ancestory. I'm not sure if I ever posted the final version, but here's a little video over a month back: https://www.youtube.com/watch?v=-r7NmHtBoqs

Also as an FYI for those that are using or considering using cloth physics and/or wind simulation in UE4, they're pretty much broken in 4.8 and will be fixed with 4.9. Hopefully the 4.9 lands well before launch as we're using some Apex cloth stuff in the main menu.
 

kiguel182

Member
Another (small) update:

I decided to put all the levels I have so far on a single image to try and organize and create some sense of flow and man, what a mess. I should've done this from the start and now I realize I'll have to make a bunch of changes to already designed levels while also creating the new ones.

I can also throw some away eventually but since I'm still trying to just make a prototype and test I'm trying not to overthink everything. But yeah, some adjustments will have to be made.

I should also post a gif of one of the levels eventually before I have the first set for test ready.
 

Jumplion

Member
MAN I've been quiet for a while. Been working on schoolwork, small group project, and generally trying (and failing) to keep myself working and not lazy/hopelessly depressed at my empty existential and emotive existence. I've taken to having naps during the afternoon, it's quite lovely.

Right now on a small project that we're almost good to have a stable, decently playable build with. Hopefully I'll get the thumbsup to showoff to you people later on. Nothing too impressive, but it's something we're hoping will become substantial by the end of the summer.

Other than that, I'm patiently waiting for another project I've done to go full shipment on, though that's more board game related so I'll keep that to a minimum here. (Still super excited, in full living spambot mode for it pretty much).
 

Ito

Member
Today I uploaded some gifs of my game to imgur, and I'm surprised at how many views and comments they got once published to the community. So I'm totally going to publish everything I upload there for exposure.

Some of the comments were rude (and compared the shape of things in my game to certain parts of the male anatomy, which I believe has become quite popular here), but there were also a bunch of nice people interested in knowing more about the project, and saying kind things about my work (which is also very important :D).

Just felt like sharing it because it really surprised me (I thought imgur was little else than a image hosting service).

And no, they're not paying me for writting this.
 
Would anyone be down for running through some greyboxing of any levels in the future? No enemies, just greybox. I want to get an idea of flow, size, time, scope, etc from others. Probably not for a few weeks but I am getting new stuff ready and old levels revamped and will be greyboxing most of them.

Today I uploaded some gifs of my game to imgur, and I'm surprised at how many views and comments they got once published to the community. So I'm totally going to publish everything I upload there for exposure.

Some of the comments were rude (and compared the shape of things in my game to certain parts of the male anatomy, which I believe has become quite popular here), but there were also a bunch of nice people interested in knowing more about the project, and saying kind things about my work (which is also very important :D).

Just felt like sharing it because it really surprised me (I thought imgur was little else than a image hosting service).

So what are you pulling down from them, after ta...

And no, they're not paying me for writting this.

:O

XD

good to hear. Nice to see some traction and fuck the haters - PENIS FOR ALL!

Fake edit: That didn't sound right.
 
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