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

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I suppose my goal is fourfold:

1) I want to have fun making the game, which I am.

2) I want to be able to put on my resume that I completed and released a game and did all of the programming.

3) I want people to actually play my game and hopefully enjoy it.

4) I'd like to make at least a little bit of money. It looks like I'm going to have to put some money into this project for tools, music, sounds, and a second artist, so I'd like to at least make that back, plus some to pay my primary artist who's been working hard for free so far, plus some for me.


It's probably too late to change the type of game I'm making, so I'm kinda stuck with making the kind of game I wanted to make, as opposed to the kind of game I thought would sell. I guess I can just hope that it turns out to be something that people want to play, and that my art style is good enough to grab the attention of people on a quick glance.

You can definitely have a little bit of both without changing your overall game by simple inclusion of "tried and true" systems/mechanics that people are known to like, depending on the game. If I knew more details I would give more details but that's about it - try to be a bit more inclusive to everyone who isn't your target audience - but just a bit to let a few more newcomers in without going so far off into left field that it pisses your target audience off.

Edit: Fuck, top of page.

GREAT WORK, EVERYONE!
 

Jobbs

Banned
Those legs would break just under the weight of the clothes she's wearing.

Also look at all those gears. They just look all the same to me. They're all identical, black, with prominent teeth. They're not representative of the wide range of gear types existing in our real world. Where are the helical gears? What about bevel type gears?

I think I'm triggered.

Gonna get slapped
 
You can definitely have a little bit of both without changing your overall game by simple inclusion of "tried and true" systems/mechanics that people are known to like, depending on the game. If I knew more details I would give more details but that's about it - try to be a bit more inclusive to everyone who isn't your target audience - but just a bit to let a few more newcomers in without going so far off into left field that it pisses your target audience off.

Edit: Fuck, top of page.

GREAT WORK, EVERYONE!

Don't worry, you're mid-page for us 100ppp normal folks
 

SeanNoonan

Member
4w762gi.gif


Finally making some progress. I really really hate working on menus :p

(also apologies for the weird frame rate)
 
Don't worry, you're mid-page for us 100ppp normal folks

I tried that and it didn't seem enough different to me, so I went back to the default layout. I imagine most people can't be arsed to switch over, so by sticking to 50p/p I'll better understand other people's references to page breaks, numbers and what not.


4w762gi.gif


Finally making some progress. I really really hate working on menus :p

(also apologies for the weird frame rate)

This all looks really great, except the Game Center icon sticks out badly. If the icon doesn't work with the 4-color palette, maybe just use the text "Game Center"?
 
I tried that and it didn't seem enough different to me, so I went back to the default layout. I imagine most people can't be arsed to switch over, so by sticking to 50p/p I'll better understand other people's references to page breaks, numbers and what not.




This all looks really great, except the Game Center icon sticks out badly. If the icon doesn't work with the 4-color palette, maybe just use the text "Game Center"?

or redo it in the style! ;D
 

Jobbs

Banned
What are those particles supposed to be? They don't really evoke any image in my mind except them looking like generic particle blobs.

Some kind of energy, I guess? I actually changed it a bit since that gif was taken, was just too lazy to do another gif. It looks more spirity now and the particles are a bit different.
 

SeanNoonan

Member
This all looks really great, except the Game Center icon sticks out badly. If the icon doesn't work with the 4-color palette, maybe just use the text "Game Center"?
Thanks! And yes, I agree, the GC icon ruins the overall image - been meaning to rework it for a while.

or redo it in the style! ;D
Yep, that's the plan :)

I think I have already said it, but I love the GB pallete in your game. Everything looks great to be honest. Keep it up!
Thanks! It's taking far longer than I'd like. It's a runner, you know? So most people immediately ignore it. Really hard to stay motivated on it.

Right, that's what I meant by not working in the 4-color palette. I assumed Sean already tried that.
I did try it, but I'm going to try it again because it's really bothering me, and the fact people pointed it out really reinforces that.


Edit: That didn't take long: https://vine.co/v/ejBwDziOEvE
 
Haven't posted here in ages, but our game is coming along pretty well. We've started mapping out actual dungeons and balancing around them. One battle in particular I thought was really fun, so I filmed it and me and Joe talked through it.

https://www.youtube.com/watch?v=fKCs-hPdLKE&feature=youtu.be

For awhile, I was worried that our game might not be fun to play, but those worries are now gone. I had a blast going through our first level, and damn, we have so many more cards to make. Gonna be crazy.
 

Blizzard

Banned
Just finished my ludum dare entry "Homebound Spirits"!
I just wish I could have had a little bit of extra time to work on it :(
d2cfcc562c.gif


you can find it here:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=37050
Wow, I'm jealous of your awesome pixel art.

I managed to submit a "finished" thing in the sense that it has a tiny bit of music and you can reach win/loss conditions, but I didn't get the ideas in that might actually make it fun. I'm hoping I get some opinions in the comments so I can decide whether to pursue something like this further.

ld33_1qgrob.png

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12278
 

ZServ

Member
We're gearing to release Shutshimi on PS4, Vita and Steam Tuesday. Wish us luck, IndiedevGAF!

Best of luck!! :D


In Project Babel related news (yes, I still need to figure out a name, and "officially" unveil the damn game), I've realized during my current redesigning of all the bosses that I've given almost all of them "channeled" mechanics. Or, mechanics that are somehow able to be interacted with.

For example, for the first sideboss, once you push past phase 1, he'll dive underwater for a couple turns, and then eventually come back up, attempting to splash the party with water, making them more vulnerable to elemental damage. Where as with the first major boss follows the idea of "3 dudes, figure out how they interact with each other" and one of them has the ability to resurrect the other two. However, it's not "oh they're dead and BAM NOW THEY'RE NOT HAHA SCREW YOU," but rather "X is channeling energy for something!" will be shown for a turn or two before the action actually happens. The point of this is to give the player a chance to prepare, or interact by maybe trying to kill this guy before that point is reached.

Yet, on the flip side, the players abilities all have an immediate pay-off. You wanna do this? Alright, bam, done. HOPEFULLY it succeeds in making the player able to properly identify mechanics as they occur, while still being somewhat unclear for people doing the fights for the very first time.
 
I just can't get free of model troubles. Importing the model directly into Unity gives it the wrong orientation while exporting/importing the model as an .fbx gives the default pose as the first frame of the run animation rather than the standing pose I get from the first method.
 

Dascu

Member
Planning to make a motorcycle for my game and I'm wondering how to handle the wheels. So, asking here to anyone with some experience making vehicles or similar object: Is it best to make it an animation (e.g. a spinning animation in Blender) or to rotate the object via code (e.g. incrementing its rotation on the X axis every frame)?
 
Planning to make a motorcycle for my game and I'm wondering how to handle the wheels. So, asking here to anyone with some experience making vehicles or similar object: Is it best to make it an animation (e.g. a spinning animation in Blender) or to rotate the object via code (e.g. incrementing its rotation on the X axis every frame)?

It would depend on how you want the motorcycle to handle, I think. If you want something with more "realistic" handling then you would actually physically rotate the wheels so you can get/calculate semi-realistic friction/grip, among other things.

If you plan on making it a bit more "floaty" or non-realistic, then you could probably get away with making it an animation.

You're still using Unity, right? If you are, some rigidbodies for the wheels would probably work pretty well. I'm sure there are some examples on the internet of how to handle spinning wheels in Unity, but just adding some rotational force/torque to some rigidbody-based wheels should work pretty well, I'd think.
 
Planning to make a motorcycle for my game and I'm wondering how to handle the wheels. So, asking here to anyone with some experience making vehicles or similar object: Is it best to make it an animation (e.g. a spinning animation in Blender) or to rotate the object via code (e.g. incrementing its rotation on the X axis every frame)?

I usually do this using a mixture of both.

I make a simple looping animation of the wheels turning, and I use code to start/stop the animation at will (using Animation States in UE4).
 

SeanNoonan

Member
If you don't need something super powerful, the Moto G is a good affordable option. I think it's $179 new.

Also, all those new menus look great!
Thanks!

Are tablets cheaper? I have no use for a phone and could actually do with owning a tablet now that I am without an iPad.
 
Thanks!

Are tablets cheaper? I have no use for a phone and could actually do with owning a tablet now that I am without an iPad.

I don't know if they're cheaper, but I use a Google Nexus 7 tablet (got it for $150) for testing my game on Android. It runs UE4 full speed, although it does get really hot within just minutes of playing.

I can't imagine playing my game on a smartphone, screen is just too small for the on-screen buttons for this particular game. It's fine on a tablet screen though.
 

Ito

Member
Finished the pax build and added a couple fun little things near the start (that won't necessarily be there at retail) to attempt to suit short play sessions.

http://www.gfycat.com/DefenselessUniformBettong

Nice bug. Do we get something if we kill it? Also good luck at PAX!


Just finished my ludum dare entry "Homebound Spirits"!
I just wish I could have had a little bit of extra time to work on it :(
d2cfcc562c.gif


you can find it here:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=37050

Very good style and design. The pixel art is pretty good, the animations are a tad simple but I understand the reason behind that. Good job!

Background progress for those who wanted to see it.

It's good getting a deep insight at the process you/your artists follow to make those high quality backgrounds. Very illustrative :)
 

Finished my game for Ludum Dare 33, if you have also submitted please rate mine (and I'll rate yours, just quote me with your link).

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=29419

There's a bug/oversight where you can pass through the star gate without defeating the enemy forces. I don't have time (other responsibilities, work/study) to fix that now though.

The game is a little tough. If you really struggle (especially with the first system), just evade and fly into the star gate.
 

OnPoint

Member
Best of luck!! :D


In Project Babel related news (yes, I still need to figure out a name, and "officially" unveil the damn game), I've realized during my current redesigning of all the bosses that I've given almost all of them "channeled" mechanics. Or, mechanics that are somehow able to be interacted with.

For example, for the first sideboss, once you push past phase 1, he'll dive underwater for a couple turns, and then eventually come back up, attempting to splash the party with water, making them more vulnerable to elemental damage. Where as with the first major boss follows the idea of "3 dudes, figure out how they interact with each other" and one of them has the ability to resurrect the other two. However, it's not "oh they're dead and BAM NOW THEY'RE NOT HAHA SCREW YOU," but rather "X is channeling energy for something!" will be shown for a turn or two before the action actually happens. The point of this is to give the player a chance to prepare, or interact by maybe trying to kill this guy before that point is reached.

Yet, on the flip side, the players abilities all have an immediate pay-off. You wanna do this? Alright, bam, done. HOPEFULLY it succeeds in making the player able to properly identify mechanics as they occur, while still being somewhat unclear for people doing the fights for the very first time.

Thanks!

Looking forward to seeing yours, sounds interesting.
 
I wash my hands to the point that sometimes I sit around thinking about washing my hands when I'm not washing my hands. I think I'm borderline OCD.

This is me, although I'm certain that I'm full-blown obsessive compulsive.

And even though my hands are clean basically all the time my keyboard and mouse still end up with hand sweat on them, so then I have to clean them, too. :(
 
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