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

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Mikado

Member
Maya 2015 [...] keeps crashing when I try to use quad draw in the perspective window.

Can't remember if M2015 was fully switched over the the Viewport 2.0 renderer but if so you can try changing the viewport renderer from Viewport 2.0 to Legacy. That fixes a host of issues with Quad Draw in M2016, including bad sorting of quaddraw wireframes.
 
Speaking of programmer's needing art I ended up posting online about paying someone to put together a "real" model to test my systems on compared to my objects made up of default cubes in Unity. Don't want to keep working on building things that might not work with an actual character model. Surprised that once I told most folk what I was looking for (no texture/low-poly) they would suggest I do it myself and sent some great tutorials/resources.

cA5xv1o.png


Still needs to be rigged but I'm hoping that for testing things like rotation, animation and everything else it will work out. Once I get further along to in development I'll probably end up paying for something of a higher quality - have to get to that point first though!

 

Dynamite Shikoku

Congratulations, you really deserve it!
I think it's pretty valuable for indie programmers to learn how to do their own artwork if they're really strapped for funds. There are a lot of great books and "how to" videos out there for drawing and animation. I'm personally going through this learning process very, very slowly. For now, all my stuff is ugly is sin, too. But at least the price is right (free).

I don't think I could ever learn to draw. I'm so horrificly bad at drawing people laugh every time I try to draw even the simplest thing. My handwriting is also ugly as sin. I wonder if they are related.
 
I don't think I could ever learn to draw. I'm so horrificly bad at drawing people laugh every time I try to draw even the simplest thing. My handwriting is also ugly as sin. I wonder if they are related.
Probably not. I can't draw but my handwriting looks better. Also when I try to draw its always curved lines and wanting everything to be symmetrical.
 

Minamu

Member
Can't remember if M2015 was fully switched over the the Viewport 2.0 renderer but if so you can try changing the viewport renderer from Viewport 2.0 to Legacy. That fixes a host of issues with Quad Draw in M2016, including bad sorting of quaddraw wireframes.
I'll check tomorrow, but I think I'm already in Legacy mode. Don't think I even could change that to anything else without it reverting back to Legacy immediately xD Maybe I should just get M2016 right away instead? :) Didn't know that existed.
 

Popstar

Member
I found Maya 2015 to be pretty buggy. I actually reverted back to 2013. I've heard 2016 is a lot better but haven't tried it yet.
 

Mikado

Member
I'll check tomorrow, but I think I'm already in Legacy mode. Don't think I even could change that to anything else without it reverting back to Legacy immediately xD Maybe I should just get M2016 right away instead? :) Didn't know that existed.

Thinking back, I think maya 2016 might be the first one that defaults to Viewport 2, since it temporarily broke rendering of our legacy-draw custom plugins hah. Other than that it's pretty good except for the fact that quad draw still gets stupid slow when trying to do retopo with dense meshes.

If you're on the subscription, there's no reason not to grab & install 2016 as well. Maybe it will work better? Sounds like you're rocking an older card so that might be a problem - though I have a 5870 on my home machine and it works ok.

Also it's not unheard of for Maya preference files to become Haunted. You could try deleting/moving it and seeing if it fixes your issue (while simultaneously causing the issue of having to redo all your preferences).
 

titch

Member
I'm only on chapter 6 so I can't speak too much on it, but I definitely like it so far. I'm not that knowledgeable on drawing books in general or anything, but from what I heard, this book has a lot more actual reading than your average drawing book because it talks a lot about the psychology and science around drawing as well as doing exercises. Some people don't like it because they say a lot of it is "pseudo-sciencey." I haven't really seen anyone deny that claim, but the vast majority of people find it very helpful nonetheless and is generally held in high regards.

Cheers - looks like its probably worth picking up - had a read at the authors wiki page and it gave me a bit more of an idea about the book.

Our game has launched on Steam! http://store.steampowered.com/app/384280

Hopefully the launch goes smoothly, did some pretty intense bug checking last couple weeks...

Hope the launch goes really well - great art style - another title on my w/l!!!!
 

Minamu

Member
I found Maya 2015 to be pretty buggy. I actually reverted back to 2013. I've heard 2016 is a lot better but haven't tried it yet.
I see, thanks :)

Thinking back, I think maya 2016 might be the first one that defaults to Viewport 2, since it temporarily broke rendering of our legacy-draw custom plugins hah. Other than that it's pretty good except for the fact that quad draw still gets stupid slow when trying to do retopo with dense meshes.

If you're on the subscription, there's no reason not to grab & install 2016 as well. Maybe it will work better? Sounds like you're rocking an older card so that might be a problem - though I have a 5870 on my home machine and it works ok.

Also it's not unheard of for Maya preference files to become Haunted. You could try deleting/moving it and seeing if it fixes your issue (while simultaneously causing the issue of having to redo all your preferences).
Yeah I've got a really old hd4870 Radeon card :/ Where are these pref files? :) And what preferences do they control? Only thing I've changed is turning on autosave xD

Edit: I've tried deleting my preferences, but I don't think I have any. Also tried deleting each object's history, I'm already in legacy mode and tried changing that to no avail, and I also tried exporting and importing my objects into a new scene and nothing worked. Even in a new blank scene, it crashes every time :/
 

SeanNoonan

Member
Jebus, aren't menus just the dullest part of gamedev?

I'm almost done rewriting the menu for the Jack B. Nimble 4.0 update. Should have some gifs for screenshot saturday unless I decide to go our to something ;D
 

borborygmus

Member
Jebus, aren't menus just the dullest part of gamedev?

I'm almost done rewriting the menu for the Jack B. Nimble 4.0 update. Should have some gifs for screenshot saturday unless I decide to go our to something ;D

Yeah, hooking up menus to the various game functions is incredibly obnoxious. If your game instance isn't already a totally self contained module (and it should be!), it helps to refactor it that way.
 
UE4 is so overwhelming. Was checking it out yesterday.

Do you mean interface-wise or just the engine as a whole?

UE4's interface is such a cakewalk compared to UE3 or UDK. The interface in UDK made my head hurt, total cluttered mess. But UE4's just makes perfect sense to me.

Jebus, aren't menus just the dullest part of gamedev?

I actually like doing menus, though I do still put them off towards the end. With a title menu you get a chance to be really creative. I think back to games like Banjo Kazooie where the main menu is not just a boring mess of buttons, but instead it's the inside of Banjo's house and every menu option moves you around the house. Coming up with stuff like that is really fun to me.
 
Jebus, aren't menus just the dullest part of gamedev?

I'm almost done rewriting the menu for the Jack B. Nimble 4.0 update. Should have some gifs for screenshot saturday unless I decide to go our to something ;D
Menus would be like the month before release for me hahahaha. Unless I just want a change of pace for a bit - but they are extremely rote.
 
Do you mean interface-wise or just the engine as a whole?

UE4's interface is such a cakewalk compared to UE3 or UDK. The interface in UDK made my head hurt, total cluttered mess. But UE4's just makes perfect sense to me.



I actually like doing menus, though I do still put them off towards the end. With a title menu you get a chance to be really creative. I think back to games like Banjo Kazooie where the main menu is not just a boring mess of buttons, but instead it's the inside of Banjo's house and every menu option moves you around the house. Coming up with stuff like that is really fun to me.

lol. i can't compare to past stuff.
 

SeanNoonan

Member
Menus would be like the month before release for me hahahaha. Unless I just want a change of pace for a bit - but they are extremely rote.
Yeah, it's just I need a better wrapper for the levels What's currently there in the current iOS release is very hacked and very bespoke; not even slightly extendable.


Also, side note, has anyone with a game on the appstore moved country and managed to change their address in iTunes Connect? I can't find anywhere to do it and Q&A online seems to suggest emailing for a change of address request!? What in the actual fuck?
 

Peltz

Member
I don't think so. Unless of course you literally mean before you've even prototyped the game at all :D

Yea. I do mean that. I just find that it helps to have the structure in place of menus prior to designing the game. I generally use the same basic template/menu/level loader for every project I start.
 
I wonder how much correlation there is between programmers finding menus boring, and their menus being boring. The only menus that have really caught my eye are Destiny's and pretty much anything touched by the guys behind Persona/Catherine (Team P?).
 
Still messing around with lighting. Not sure if I should continue with working on the visuals or if I should focus on making more enemies right now.

I'd do whatever keeps you motivated (unless you have an issue blocking you that you're just avoiding). As for the lighting, I know you're still working on it, but it's too dark/obscured.

What came to mind as something you might want to consider is how Killer is Dead handles it. It's nighttime, but everything is clearly defined. (Note: if you're going for a more obscured look, I still feel like there's improvements to be made).

killer-is-dead-mondo.jpg
 
Hey indie devs is this the place to also ask questions about current game engine architectures?

Because i want to make a The Settlers(1,2,3 and 4) clone, will probably never
publish it but doing it for the new technical challenge and curiosity as a big gamer.
 

anteevy

Member
Jebus, aren't menus just the dullest part of gamedev?

I'm almost done rewriting the menu for the Jack B. Nimble 4.0 update. Should have some gifs for screenshot saturday unless I decide to go our to something ;D
Yeah. It took me over two weeks to get my menus running last month. Wasn't the most fun part of the game's development. To make it easier to add new screens later on that fit with the current layout, I wrote something like a generic menu system in UE4 (also handling gamepad/keyboard input, button selection etc.) before creating the actual screens. Works better than expected, so at least I'm happy with the result. :D
 
pbcqsc6.png


Finally completed the -very- simple Wii U (Eshop - US for now) game I was working on.

Objective is to destroy all the targets in each level/world as fast as possible. (record locally saved)

There's so much more features I'd like/planned to implement but unfortunately so little time. (damn full time job)

Features:
- 720p 60fps
- Off-TV
- Gyro aiming (Metroid Blast-ish)
- 10 levels/worlds

Direct-feed gameplay video: https://www.youtube.com/watch?v=R35uWvL5R40
 

mooooose

Member
Hey guys! I'm working on my first prototype in Unity. So far, this is what I have:

It's a local multiplayer twin stick shooter. You have 2 minutes to kill your opponents. Whoever has the most kills, wins. Each life is 1000 HP.

Your shots are slow and weak, but as they ricochet off the walls they gain both speed and power.

Players have three modes:
  • Default: Low rate of fire and normal speed.
  • Attack: High rate of fire and high speed.
  • Defense: No attacking, fast speed, and a large radius which sucks up shots onto a stack. The last shot you sucked up, will be the first you shoot. That means those perilous high velocity shots become yours.

Attack and Defense mode come at a cost. They fill up your "burnout" meter (not visible right now, and the reason for this long post lol), and when the meter is full, it must cool down to 0 before either mode can be used again.

So far, the game has been pretty fun to play locally. I had been using Unity's UI components but when I refactored my code and made players into prefabs, I started looking for a better solution.

But I'm lost. The game is difficult enough, so keeping track of UI on the side is ridiculous. So I was wondering if anyone has any visual reccomendations for what I should be trying to achieve, and/or some advice on implementation?

There should be some way to indicate health (I was thinking of flashing players between their color and white) and the "burnout" meter, which should be some sort of normal meter that fills and unfills.

Here's a screenshot. If anyone has any gameplay suggestions too, I'd be all ears. Thanks for reading!!
 

Jumplion

Member
Got a chance to sit down and hash out the dynamic splitscreen camera thing I was asking about a bit ago, pretty happy for a first pass. I'l add more flashy things to it later down the line, but for now it works;


Pay no attention to the Robot boy tutorial asset I'm using right now, and the squiggles in the background that are supposed to represent a city.

Hey guys! I'm working on my first prototype in Unity. So far, this is what I have:

It's a local multiplayer twin stick shooter. You have 2 minutes to kill your opponents. Whoever has the most kills, wins. Each life is 1000 HP.

Your shots are slow and weak, but as they ricochet off the walls they gain both speed and power.

Players have three modes:
  • Default: Low rate of fire and normal speed.
  • Attack: High rate of fire and high speed.
  • Defense: No attacking, fast speed, and a large radius which sucks up shots onto a stack. The last shot you sucked up, will be the first you shoot. That means those perilous high velocity shots become yours.

Attack and Defense mode come at a cost. They fill up your "burnout" meter (not visible right now, and the reason for this long post lol), and when the meter is full, it must cool down to 0 before either mode can be used again.

So far, the game has been pretty fun to play locally. I had been using Unity's UI components but when I refactored my code and made players into prefabs, I started looking for a better solution.

But I'm lost. The game is difficult enough, so keeping track of UI on the side is ridiculous. So I was wondering if anyone has any visual reccomendations for what I should be trying to achieve, and/or some advice on implementation?

There should be some way to indicate health (I was thinking of flashing players between their color and white) and the "burnout" meter, which should be some sort of normal meter that fills and unfills.

If you "burnout" on Defense, can you still use attack and vice versa? Or if you "burnout" you're stuck at the default mode or you can't fire at all or anything like that? If it's the first one, that could be tricky to indicate visually. If it's one of the latter two, that'd be easier.

The best visual indicator I can think of is when the player "burns out", they have a grayed out/smokey particle effect to them. Flashing them could also work, or temporarily turning them into, say, yellow/purple. Maybe have them noticeably slow down when burned out so as to make it a risk to use those modes. If they're using a controller, them vibrating the controller could be a nice feature to if that's possible.

For other features, whenever there's a color-intense game, I always, always look for ways to make it more accessible to colorblind people. It's great when I see the options. The absolute best would be to let the players customize the color of their avatar, special effects, etc... which can be a bit tricky but in my mind are worth everything to implement.
 

Lautaro

Member
Hey indie devs is this the place to also ask questions about current game engine architectures?

Because i want to make a The Settlers(1,2,3 and 4) clone, will probably never
publish it but doing it for the new technical challenge and curiosity as a big gamer.

I'm not sure what you mean by engine architectures but if you are starting in gamedev you should try several free engines, see the one you like more and start making tutorials and small games until you feel confident enough to make such a huge project like a Settlers clone.

So this "technical challenge" would be investing a few years of your life.
 

KevinCow

Banned
So I've got the core gameplay of my game mostly finished, I think. And that's good.

But... after all the hours I've spent on it, I don't have any idea if it's actually fun. I've lost all objectivity when it comes to my game because I've played it so much. I guess I need playtesters to decide that, but 1) It's not nearly ready to be playtested, and 2) I don't have any money to pay playtesters in the first place.

I just don't want to wind up with a game that's awful. That would suck for both me and my artist, who's probably put more time into the project than I have at this point. How do I know that I'm not wasting my time?
 
So I've got the core gameplay of my game mostly finished, I think. And that's good.

But... after all the hours I've spent on it, I don't have any idea if it's actually fun. I've lost all objectivity when it comes to my game because I've played it so much. I guess I need playtesters to decide that, but 1) It's not nearly ready to be playtested, and 2) I don't have any money to pay playtesters in the first place.

I just don't want to wind up with a game that's awful. That would suck for both me and my artist, who's probably put more time into the project than I have at this point. How do I know that I'm not wasting my time?

You can have some of us playtest it. I'm willing to play it for a short time and give feedback in return for the same whenever I get around to having a playable prototype of my game.
 

mooooose

Member
If you "burnout" on Defense, can you still use attack and vice versa? Or if you "burnout" you're stuck at the default mode or you can't fire at all or anything like that? If it's the first one, that could be tricky to indicate visually. If it's one of the latter two, that'd be easier.

The best visual indicator I can think of is when the player "burns out", they have a grayed out/smokey particle effect to them. Flashing them could also work, or temporarily turning them into, say, yellow/purple. Maybe have them noticeably slow down when burned out so as to make it a risk to use those modes. If they're using a controller, them vibrating the controller could be a nice feature to if that's possible.

For other features, whenever there's a color-intense game, I always, always look for ways to make it more accessible to colorblind people. It's great when I see the options. The absolute best would be to let the players customize the color of their avatar, special effects, etc... which can be a bit tricky but in my mind are worth everything to implement.

Hey dude! Thanks for the advice. I really like your burnout idea for a visual indication.

If you burnout, you're stuck in the default mode. You can attack, but your rate of fire is very slow and you travel slower.

And yeah, definitely a good idea! Right now I have rotating color palettes, like in Splatoon, but this is just programmer art for now. I'd like something equally colorful in the end though. Good idea on the color blind, I'll definitely keep that in mind.

Still kinda stumped on how to handle health and the meter itself... anyone have ideas?

Does anyone know a way to do a "clock" like meter in Unity? Like a circle that fills clockwise?

yGOr3.png
 

bkw

Member
So I've got the core gameplay of my game mostly finished, I think. And that's good.

But... after all the hours I've spent on it, I don't have any idea if it's actually fun. I've lost all objectivity when it comes to my game because I've played it so much. I guess I need playtesters to decide that, but 1) It's not nearly ready to be playtested, and 2) I don't have any money to pay playtesters in the first place.

I just don't want to wind up with a game that's awful. That would suck for both me and my artist, who's probably put more time into the project than I have at this point. How do I know that I'm not wasting my time?
Do you have a local meet up for indie game developers? There's one in my city that was invaluable when it came to this stuff. Fellow devs are great since they can see beyond the not so pretty work in progress stuff. If not, try sharing it with the online dev communities.
 

KevinCow

Banned
Still kinda stumped on how to handle health and the meter itself... anyone have ideas?

Does anyone know a way to do a "clock" like meter in Unity? Like a circle that fills clockwise?

yGOr3.png

http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html

I just finished doing this for my health bar the other day, and this link helped... kinda. It also took a lot, a LOT of screwing around.

Basically, you want something that transitions the meter from opaque (empty) to transparent (full) - like this:

5sMhtuo.png


Then you apply a material to it. I just created a new material and used the same image as the material's image, though I don't think that matters. What does matter is the Shader you use. I used Unlit/Transparent Cutout, which seems to work well enough.

Then when you slide the alpha cutoff for the shader from 0 to 1, it should fill up your meter. And you can change this value in code.

Hopefully this helps.

You can have some of us playtest it. I'm willing to play it for a short time and give feedback in return for the same whenever I get around to having a playable prototype of my game.

That would be nice. Like I said, though, it's nowhere near ready for playtesting. Maybe in a couple of weeks I'll have a completed level to show off.

Do you have a local meet up for indie game developers? There's one in my city that was invaluable when it came to this stuff. Fellow devs are great since they can see beyond the not so pretty work in progress stuff. If not, try sharing it with the online dev communities.

Good idea. There actually is an indie dev meetup group that I go to sometimes. Haven't been in a few months, though. I'll have to go next month.
 
I'm not sure what you mean by engine architectures but if you are starting in gamedev you should try several free engines, see the one you like more and start making tutorials and small games until you feel confident enough to make such a huge project like a Settlers clone.

So this "technical challenge" would be investing a few years of your life.

With Engine architecture i mean stuff like is the entity component system still the architecture to use or did that changed.

I know it will take a few years that's why i'm not sure i will ever publish it.
I'm a programmer by job, but more in the mobile and enterprise space it comes with
different kinds of challenges then game development. So i hope to carry some of the stuff
from game engines back into my work and vice versa.
 
Does anyone know a way to do a "clock" like meter in Unity? Like a circle that fills clockwise?

You can do this directly with the UI Image component. Use a full circle image (on top of a different-colored background), set the fill type to Radial and twiddle with the fill amount.
 
As a freelance artist, I usually ask $30/hr. Sometimes I can be negotiated down. Some artists will go a lot cheaper, and many ask for a lot more than that. There's no one price that artists go for.

If you're looking for artists, you might have to test out a few by giving them a small assignment and seeing both how well they did it and how fast it was made. Some artists have better technique, but are slower, so you'll get less art in the same time span and pay more relatively per hour.

I've never paid for art, mind you. I've just been the hired artist dozens if not hundreds of times.

I'd really like to work with one of my friends in the future, but her art for an individual character is... literally triple digits. It kills me. They get work, and that's great, but I'm not going to be the asshole that goes "look, I want to work with you, but you keep telling me every other artist is going to charge me what you do when I know for a fact they'll charge two to five times less".

I got art for Army for $20/character, and even in that case, Amber (our art director for that game) told me later that she should have charged me $45.

I'm also not stupid and I understand the difference in quality between different pieces, but I just guess I wanted reassurance that I wasn't an asshole (even if I have not talked to her about art for a future project yet).
 
I'd really like to work with one of my friends in the future, but her art for an individual character is... literally triple digits. It kills me. They get work, and that's great, but I'm not going to be the asshole that goes "look, I want to work with you, but you keep telling me every other artist is going to charge me what you do when I know for a fact they'll charge two to five times less".

I got art for Army for $20/character, and even in that case, Amber (our art director for that game) told me later that she should have charged me $45.

I'm also not stupid and I understand the difference in quality between different pieces, but I just guess I wanted reassurance that I wasn't an asshole (even if I have not talked to her about art for a future project yet).

You'll have to show me (remind me?) what the characters for Army look like. At that rate, it sounds like the artist was knocking one out every hour or half hour. But a good character portrait usually takes three to ten hours, unless it's a simple art style. There's lots of refinement that takes a portrait from good to great.

In any case, if you think you can keep finding artists to go for lower prices, more power to you. If an individual thinks the job is worth it, it's not my business to get in the way of that.
 
You'll have to show me (remind me?) what the characters for Army look like. At that rate, it sounds like the artist was knocking one out every hour or half hour. But a good character portrait usually takes three to ten hours, unless it's a simple art style. There's lots of refinement that takes a portrait from good to great.

AMBERSTUFF_zps4251dee9.jpg


Army was weird because I probably still would have ended up with Amber even if we were not so low on funds (and I was way wiser to the dev world), but I most likely would have looked more. I honestly would have vetted more. I worked with Amber on many pitches for DC that never even got to the point of an actual pitch. So bringing her on was a way to finally work with her. She did 68 characters for us.
 
AMBERSTUFF_zps4251dee9.jpg


Army was weird because I probably still would have ended up with Amber even if we were not so low on funds (and I was way wiser to the dev world), but I most likely would have looked more. I honestly would have vetted more. I worked with Amber on many pitches for DC that never even got to the point of an actual pitch. So bringing her on was a way to finally work with her. She did 68 characters for us.

I saw the link to your other friend's work in the PM. It's honestly a lot better than this. Not that I think this is bad by any stretch, just that the other art is a whole lot better. That's why she can charge so much more.
 
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