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

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Ito

Member
^ that's pretty good, really, and the funny thing is since I have objectivity on it, both left and right look about the same to me. It's a liiiitle slanted but not bad.

I gave it a shot. Honestly I'm a bit nervous that it could be wrong, since I'm used to checking by flipping, but here's what I sketched.

nomirror.png

Your attempt is way more symmetryc, it almost looks like you mirrored it halfway (maybe because you placed the eye glow in the opposite sides)

Btw, that file size... Are you a bad person Matt?
 

Jobbs

Banned
Your attempt is way more symmetryc, it almost looks like you mirrored it halfway (maybe because you placed the eye glow in the opposite sides)

Btw, that file size... Are you a bad person Matt?

I think you mean dimensions, and yes, I'm evil.

I didn't mirror it halfway, I promise, I just sketched it. XD I have sketched faces many times over the past 8 years -- I used to draw comics-- it's sort of routine. I didn't deliberately place the eyeglow wrong, I think it's just not lined up right.

I did fiddle around a bit to try and get the face shaped right but there were no mirroring shenanigans.
 

Lautaro

Member
Can someone help me checking the grammar of my codex entries? I can give you a key and a thank you in the credits.

I don't need them rewritten and is not much text, just fixed the parts that are not good english, send me a PM if you are interested please.
 

Pehesse

Member
Looks like a fun game! Fun excuse to sketch stuff before bed. Mind if I join in?

236db683-003d-4c93-950e-77dbd39b5eaf.jpg


...oh. There's that dreaded right side slant again. Well, I tried :-D
 

Blizzard

Banned
I don't think the flip-side drawings really look bad unless you're going back and forth between them. In that case, the differences are going to stick out.

I do feel like both Pehesse's and Jobbs' drawings look a tiny bit wall-eyed, like one of the eyes is looking straight and the other is aimed off to the side. That's presumably just my imagination though.

Here, I will join the flipping with some of my art.

flip1dkzu.png
flip209kgi.png

It looks sort of okay.
 

Davision

Neo Member
I meant to ask you, is this shader something that comes with UE4 or did you work it up yourself? There are a few equivalents on the Unity store but their quality pales in comparison. And what's the CPU/GPU cost?

That shader is a post processing material/shader that I made in UE4. I'm not sure about performance cost but it is quite a bit, it is complex post processing shader after all and I currently have to use DOF for blurring which I use for color bleeding and optional colored outlines. But since it is all happening in post processing the actual materials can be simple.
There have been a lot of parameters stacked up over time that I will use then depending on painting/level and its style.

If you are interested in that distortion effect I wrote a bit on it here:
http://www.polycount.com/forum/showpost.php?p=2306288&postcount=4249
It is not perfect though, you can also catch how it is just partially stable in the gif.
 

Jobbs

Banned
Looks like a fun game! Fun excuse to sketch stuff before bed. Mind if I join in?

236db683-003d-4c93-950e-77dbd39b5eaf.jpg


...oh. There's that dreaded right side slant again. Well, I tried :-D

Very nice work.

I think what this exercising is showing is that it's just more fun to draw women.

I don't think the flip-side drawings really look bad unless you're going back and forth between them. In that case, the differences are going to stick out.

It's not necessarily that there should be no differences. Faces generally aren't symmetrical, so it's not a big deal. The reason I recommend using canvas flipping as a drawing aid is because it can help you spot flaws. Actual flaws. Lack of perfect symmetry isn't in itself a flaw. When I was less experienced this used to happen a lot -- I'd draw something, a face, a figure, whatever, and think it looked pretty good - Then I'd flip it and realize it was completely shit.
 

Unain

Member
I seem to have hit some traffic, send help!

B6BfQhS.png



Working on AI is fun stuff in Unreal Engine 4. You can do so much with Behavior Trees.
It's pretty daunting at the start. I've got my BaseAIVehicle working to follow waypoints around the level now. The AI also slows down when approaching corners and speeds up afterwards.
Tomorrow it's time for T-splits and some avoidance AI so that they don't bump into each other when slowing down for a corner.
I might also work on automatically creating these waypoints for my randomly generated city, depending on time. Love holidays, no distractions and full-time game developing!
 

Blizzard

Banned
It's not necessarily that there should be no differences. Faces generally aren't symmetrical, so it's not a big deal. The reason I recommend using canvas flipping as a drawing aid is because it can help you spot flaws. Actual flaws. Lack of perfect symmetry isn't in itself a flaw. When I was less experienced this used to happen a lot -- I'd draw something, a face, a figure, whatever, and think it looked pretty good - Then I'd flip it and realize it was completely shit.
I agree. I even went so far as to make a folder for art creation stuff and start a tips file and put that in as my only tip thus far. I've probably heard it as a suggestion before, but just never written it down.

However, I don't think the images posted look as awful as suggested flipped, only strange when one looks back and forth.
 

Noogy

Member
That must be it. I still freak out when I flip what I'm drawing xD

This is always a good exercise, it's one I used to give to my students. Looking at your artwork flipped always helps pinpoint construction issues. I'm still surprised to this day to find the mistakes I made before checking a flipped version.
 
My simple geometry wars-alike is now in beta :)

all the main gameplay stuff is done and functioning it just prettying up a hell of a lot and expanding on slightly.

If you'd like - you can try it here: www.arkrp.com/GameDevStuff/AphexBetaV1.7z

Lots of placeholder art and sound mind but the core gameplay is pretty much ready, minus some balancing and polish
 

Bloodember

Member
Does anyone on here using Soomla in app purchasing in Unity for android? I'm about to pull my hair out, I can't find how to do a few things, or I'm just overlooking it.
 

Pehesse

Member
Very nice work.

I think what this exercising is showing is that it's just more fun to draw women.

Thanks!
And agreed, there's definitely some of that going on :-D

It's not necessarily that there should be no differences. Faces generally aren't symmetrical, so it's not a big deal. The reason I recommend using canvas flipping as a drawing aid is because it can help you spot flaws. Actual flaws. Lack of perfect symmetry isn't in itself a flaw. When I was less experienced this used to happen a lot -- I'd draw something, a face, a figure, whatever, and think it looked pretty good - Then I'd flip it and realize it was completely shit.

Absolutely. Can't be said enough. It's not about symmetry, but rather proportions, construction, and eye slant/biais (if you're looking at your drawing surface at an angle, for instance).
 

Feep

Banned
My simple geometry wars-alike is now in beta :)

all the main gameplay stuff is done and functioning it just prettying up a hell of a lot and expanding on slightly.

If you'd like - you can try it here: www.arkrp.com/GameDevStuff/AphexBetaV1.7z

Lots of placeholder art and sound mind but the core gameplay is pretty much ready, minus some balancing and polish
I played it, and it has numerous "kinetic" problems...there's no sense of power to the shots, almost nothing has sound effects. The blowing up of the cells is nice, but why is everything oddly grainy and weird except the UI? In addition, *something* needs to happen when you get hit, even if it's only blinking red or something.

The music is aces, though. ^^
 

pixelpai

Neo Member
Hey Indie GAFers,

cards on the table: I'm a lurker with some posts interspersed here and there, mostly to admire Jobbs work and I know it is somehow frowned upon and has been discussed on some earlier pages to only post to do "promotional" stuff, but:

My game - PixelBoom! - is finally done and will be released worldwide this Thursday. I did post some infos about it a few month back, but in short: It is a picross-like puzzle game only for iPads.

Here are some screenshots:


And I have also prepared a release trailer, which you may watch here:
PixelBoom! Release Trailer

Also if someone is interested: The mandatory twitter page

I am planning to extend the game with further updates and here is an idea, i always had in my mind:

Why not do some cross promotion with other Indies out there. The idea is to let Indies design a level for PixelBoom! which will be provided in a free future update of the game. After the player has beaten such a level, a notification will pop up, showing some addional infos about the "sponsor" of the level. Something like this:


What do you think about this. Is someone interested in this kind of cross-promotion?
 

DigiMish

Member
My simple geometry wars-alike is now in beta :)

all the main gameplay stuff is done and functioning it just prettying up a hell of a lot and expanding on slightly.

If you'd like - you can try it here: www.arkrp.com/GameDevStuff/AphexBetaV1.7z

Lots of placeholder art and sound mind but the core gameplay is pretty much ready, minus some balancing and polish

Adding some inertia to the player character will go a long way. What I mean by that is the character not stopping instantly when I stop pressing a direction button, but instead continuing in its forward vector, but slowing down.

Also, what's up with the blurry/grainy thing - is it a stylistic choice or a filter?
 
I played it, and it has numerous "kinetic" problems...there's no sense of power to the shots, almost nothing has sound effects. The blowing up of the cells is nice, but why is everything oddly grainy and weird except the UI? In addition, *something* needs to happen when you get hit, even if it's only blinking red or something.

The music is aces, though. ^^

As I said - all the visuals are entirely placeholder or missing currently :) the power of the shots is an interesting one though, I'll see what I can do about that.

Adding some inertia to the player character will go a long way. What I mean by that is the character not stopping instantly when I stop pressing a direction button, but instead continuing in its forward vector, but slowing down.

Also, what's up with the blurry/grainy thing - is it a stylistic choice or a filter?

Blur is from the art I am using until I make some, it should disappear after that.

Inertia is true though, I originally had it so you kept drifting in the direction but it ended up with people trying to turn away from an enemy and still drifting into them. Perhaps I need to try and find a middle ground where you float a little more but still have enough control
 

Ito

Member
It's very cool seeing the different art styles over here. It would be awesome to have seen some more, but thanks to those who posted their sketches :)
 

Pehesse

Member
Let's make in an #attentiongrabmonday instead then?

Been toying with that axegirl fantasy lately, there's actually some game design starting to shape up around that simple desire... which might or might not involve young not-Raiyaki here. This is completely derivative, granted, but... we need more axegirls! (or rather, pointy hammer girls here)

ebd7e459-16f1-4b1e-b8af-45daebad4d11.jpg


Must... finish... current game... first
#mustscriptbutImboredmonday
 

Jobbs

Banned
Let's make in an #attentiongrabmonday instead then?

Been toying with that axegirl fantasy lately, there's actually some game design starting to shape up around that simple desire... which might or might not involve young not-Raiyaki here. This is completely derivative, granted, but... we need more axegirls! (or rather, pointy hammer girls here)

ebd7e459-16f1-4b1e-b8af-45daebad4d11.jpg


Must... finish... current game... first
#mustscriptbutImboredmonday

The designs are cool, so, like, what kind of game do you envision this as being?

I can relate to feeling itchy to start something new, the fact that I have no choice makes it easier to stay on course. :) If I had no obligations I'd quite possibly have floated around between various projects multiple times by now.
 

Ito

Member
#passiveaggressivemonday

I'm still unable to be deliberately passive-aggressive in your language xD

Let's make in an #attentiongrabmonday instead then?

Been toying with that axegirl fantasy lately, there's actually some game design starting to shape up around that simple desire... which might or might not involve young not-Raiyaki here. This is completely derivative, granted, but... we need more axegirls! (or rather, pointy hammer girls here)

ebd7e459-16f1-4b1e-b8af-45daebad4d11.jpg


Must... finish... current game... first
#mustscriptbutImboredmonday

Very cool sketches. I light the one to the right more, she looks more balanced (not a big fan of jumbo-sized weapons).

I'd be very interested in seeing how you would do a 2d sidescroller with you wonderful animation skills.
 

Raide

Member
Just got my tablet. This is goin to take a while to adjust to. Just playing with the settings that match how I would normally try to draw. Fun so far!
 
Just got my tablet. This is goin to take a while to adjust to. Just playing with the settings that match how I would normally try to draw. Fun so far!
I've been lagging the past few pages due to things so forgive me if you've mentioned it - what kind of tablet?
 

Raide

Member
I've been lagging the past few pages due to things so forgive me if you've mentioned it - what kind of tablet?

Picked up one of the Intuos S pads. I am a pure beginner, so I did not want to go crazy early on. :D

I have always loved sketching ideas, even if my art ability is pretty low. I thought of the idea after watching Jobbs stream-sketch. :D
 
How easy is steams stuff to integrate? Hoping to add achievements and friends list stuff to my game eventually but worried it might be too difficult for me alone

Well, I use Construct 2 and Greenworks plug-in, the catch however is I had to do some file changing since the current incarnations of engine and plug-in are incompatible. So I've rolled back to r190, Node Webkit 10.5, and Greenworks 3.0. You still have to export your game and tweak some files to get it to play however. It was a process that took me weeks to finally nail down since I'm not too programmer savvy.

For achievements they give you a small tuturial on code, but the greenworks plug in for C2 allows you to just name the achievement, and you fill out the AP! textbox letter for letter and it pulls it from your game. For a game made purely on coding, I'd imagine you take the code sample Steam offers you and add it to your build before uploading. Not sure how Unity or Game Maker handles steamworks stuff.

Steam has all the tools you should need once you get approved past Greenlight.

This looks crazy! Any videos of it yet?

http://steamcommunity.com/sharedfiles/filedetails/?id=274636766

I think one of the videos is a tad dated since the Casino act was formerly a Carnival act, and had too many colors which seemed to be a big complaint in the comments.
 

Pehesse

Member
The designs are cool, so, like, what kind of game do you envision this as being?

I can relate to feeling itchy to start something new, the fact that I have no choice makes it easier to stay on course. :) If I had no obligations I'd quite possibly have floated around between various projects multiple times by now.

I'm still unable to be deliberately passive-aggressive in your language xD

Very cool sketches. I light the one to the right more, she looks more balanced (not a big fan of jumbo-sized weapons).

I'd be very interested in seeing how you would do a 2d sidescroller with you wonderful animation skills.

Right side sketch, noted :-D Though actually, both sketches are for the same character, just different forms. The jumbo sized weapons would be combinations/transformations of her normal sized ones/apparel in her other form.

In broad strokes: the game would be a (wordless?) action-platformer, with emphasis on iterative level design.

There'd be two main style of play: one acrobatic (right sketch) with a focus on platforming, the other with a focus on combat moves.
Some rooms would require use of one specific form, while most would allow for a more freeform kind of problem solving, tracking which of the forms you use more, and adapting some of the levels to your playstyle, either positively or negatively (positevely meaning, for instance, getting more platforming challenges if you favor platforming, whereas negatively would mean getting the opposite of your preferred playstyle).

I'd like to try and make it a platforming and combat style closer to the original megaman/castlevania, meaning no RPG elements and no stats, possibly not even powerups for metroidvania style upgrades. I'm not sure whether or not all of the moves would be required or not from the start, or if I might create a metroidvania feeling through discovery of your latent abilities - all of them available from the start, just unknown to the player unless they experiment around.
There *would* be some hub-style levels, with passages that open up and others that require backtracking/revisiting, but more to give a feeling of evolution to a place (ie: a place getting progressively torn down, revealing new access and travel points, not necessarily because you have new powers to access them, but because of stuff you did elsewhere).

That's about it for the main broad ideas - the tl:dr would be:
-platform/action game
-main character has two forms, one for each main axle of the game
-focus on destructible 2D environments for level design evolution
-challenges adapt to your preferred playstyle/form
-no RPG stats, xp, money or upgrades
-no complex story requiring WORDS!

Though this might change entirely as I daydream about it more :-D Right now it's still mostly wants and woulds. But yeah, might be what's coming after Honey, if the will is still there! You heard it here first, folks :-D
 

Jobbs

Banned
I'd play it.

I've been thinking about "metroidvania" lately and I'm tired of certain of its trappings. Specifically, the overly arbitrary "key power" and "hole for key power" design process. It felt organic in some games but it's hard to do games in this specific genre anymore that don't either feel forced or just like complete retreads. How many times can you get the jump power to get up here or the power that lets you break this block or the power that lets you dash across this chasm or whatever? How is it even possible for someone to keep making games in this genre and not just be doing the same thing over and over?

In the future I think the only way to evolve is to stop worrying about powers as keys that unlock things and worry more about a natural, dynamic world to explore, that may have soft barriers (a soft barrier would be, for example -- maybe with more powers you'd have an easier time getting here, but you can get here anyway) but few hard barriers and hopefully none that feel overly forced.
 

Pehesse

Member
I'd play it.

I've been thinking about "metroidvania" lately and I'm tired of certain of its trappings. Specifically, the overly arbitrary "key power" and "hole for key power" design process. It felt organic in some games but it's hard to do games in this specific genre anymore that don't either feel forced or just like complete retreads. How many times can you get the jump power to get up here or the power that lets you break this block or the power that lets you dash across this chasm or whatever? How is it even possible for someone to keep making games in this genre and not just be doing the same thing over and over?

In the future I think the only way to evolve is to stop worrying about powers as keys that unlock things and worry more about a natural, dynamic world to explore, that may have soft barriers (a soft barrier would be, for example -- maybe with more powers you'd have an easier time getting here, but you can get here anyway) but few hard barriers and hopefully none that feel overly forced.

Yup, exactly. Don't have much to add to that.

It's some of those exact same concerns that led to the ideas above, namely the iterative level design through progressive destruction. I find that an interesting way to create new passageways in an already explored environment, while adding progressive story to a single given place.

I'll admit, I've dreamed about a Castlevania game where the castle would progressively fall on your head for quite a while, now :-D
 

Ito

Member
I agree with your opinions here. The whole "find the blue upgrade that allows you to break the blue blocks" thing is getting stale.

I'm leaning more and more towards some sort of open world where limitations are presented as very difficult challenges instead of invisible walls.

For example, this guy:

4yUS36B.gif


You can find him very early in the game. He's strong, he has 1800 HP (with your initial stats you'll deal him 5-10 damage points each time you hit it), and he uses his only arm to block most of your attacks. Also he deals around 35-40 damage, so 3 hits and you're done for.

rRcP8ST.jpg


The small platform over him, which leads to an upgrade, can be accessed if you jump on his head.

kM2S36I.jpg


However, you're not able to jump that high at the moment, so if you want to get that upgrade so badly, you'll have to spend 5 intense minutes fighting him.

Since he's trapped inside the wall, he won't chase you if you decide to leave after engaging him. He was designed with this disadvantage in mind, making the player think "meh I can do this better, it'll be easier".
 

Peltz

Member
I'd play it.

I've been thinking about "metroidvania" lately and I'm tired of certain of its trappings. Specifically, the overly arbitrary "key power" and "hole for key power" design process. It felt organic in some games but it's hard to do games in this specific genre anymore that don't either feel forced or just like complete retreads. How many times can you get the jump power to get up here or the power that lets you break this block or the power that lets you dash across this chasm or whatever? How is it even possible for someone to keep making games in this genre and not just be doing the same thing over and over?

In the future I think the only way to evolve is to stop worrying about powers as keys that unlock things and worry more about a natural, dynamic world to explore, that may have soft barriers (a soft barrier would be, for example -- maybe with more powers you'd have an easier time getting here, but you can get here anyway) but few hard barriers and hopefully none that feel overly forced.

Check out Fez. It was sort of a Metroidvania with no combat or platforming challenge. The world was largely open from the start, but then more stuff opened up after you beat the game because it gave you one key post-game ability which made it possible to solve more puzzles.

Unlocking things also came from translating the text, deciphering symbols and taking cues from the environment. It's a really cool alternative to the structure of "missles open red doors, bombs open green doors, etc".
 

Jintor

Member
#attentiongrabmonday?

Spent the last few days mucking around learning to animate. This isn't strictly speaking gamedev because if anything it's just for a hypothetical fangame of something else I would make, but it's fun thinking in fighting game terms. I'm a bit proud considering I've never really animated before, but these are obviously super rough

 

Moosichu

Member
#attentiongrabmonday?

Spent the last few days mucking around learning to animate. This isn't strictly speaking gamedev because if anything it's just for a hypothetical fangame of something else I would make, but it's fun thinking in fighting game terms. I'm a bit proud considering I've never really animated before, but these are obviously super rough

Oooooooh. That looks awesome. What tools do you use? :)
 

Jintor

Member
just photoshop and my sketchbook and tonnes of youtube references (those kicks are all taekwando kicks I learned when I was younger, but with more video referencing).

if i knew how to rig 3d models so i could do KOF style sprites i'd do that lol
 

_machine

Member
We did get some silhouettes for a new characted done today, but I didn't get them yet. Here's our new logo though, whatcha think?

ancestory_logo_smalljjowh.png


Next few days are going be a bit hectic with polishing our demo build for CoxCon, creating new video to show at other events like GDC and Assembly as well as prepare for those trips. Luckily last weekend was a relaxing one as we spent it with most of the team playing our own games, a "quick" game of Civ V amongst others at a cottage (swimming, sauna and barbecue included).
 

Pehesse

Member
just photoshop and my sketchbook and tonnes of youtube references (those kicks are all taekwando kicks I learned when I was younger, but with more video referencing).

if i knew how to rig 3d models so i could do KOF style sprites i'd do that lol

I'd say you're using are all the tools you really need :-D Good job! I especially like that first crouch move.

It's not KOF-style exactly, but you might have fun rotoscoping? Don't need to use 3D models for that, and it can still make for some pretty good results.

We did get some silhouettes for a new characted done today, but I didn't get them yet. Here's our new logo though, whatcha think?

ancestory_logo_smalljjowh.png


Next few days are going be a bit hectic with polishing our demo build for CoxCon, creating new video to show at other events like GDC and Assembly as well as prepare for those trips. Luckily last weekend was a relaxing one as we spent it with most of the team playing our own games, a "quick" game of Civ V amongst others at a cottage (swimming, sauna and barbecue included).

I'll admit I don't remember the old logo, but this one looks nice to me! Maybe repost the previous version, for comparison's sake?
 

_machine

Member
I'll admit I don't remember the old logo, but this one looks nice to me! Maybe repost the previous version, for comparison's sake?
Thanks! Our freelancer graphic designer is still working on a version with a suitable background, but it'll take a while until we get it implemented anywhere. Here's the old one for reference:
logo2j1sv9.png
 
Question for all of you:

Is you game running at 720p or 1080p?

I'm targeting 1080p (although it's being designed to be as resolution-independent as possible). I targeted 720p last time and learned to never, ever do that again, especially if you plan on bringing something to PC.
 
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