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

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Blizzard

Banned
Thanks! Yeah these are just some temporary effects til our Tech artist makes some new fancy particles.

In regards to the collision, we haven't yet got a concrete solution as of yet, they'll either 'fizzle' out after a few seconds or sink into the ground. Though that may look awkward as hell.

We did update them to do fatal damage if you are silly enough to stand right under them though :D
I'm reminded of MGSV care packages:

or friends

carepackagefailedc79.gif
 

Blizzard

Banned
Ludum Dare scores are out: http://ludumdare.com/compo/ludum-dare-33/?more=1
ld33_resultshbuep.png


I'm super happy because I wanted to someday score in the top 100 for some category, and I finally did with #28 innovation out of 1199 compo entries. I had already started working on a full game out of the concept, so it's great to have some confirmation that maybe people will like it.

I've been keeping track of scores over 6 entries now. It's neat to see that most all categories got better together for this particular entry. It's also the first time I ever got over 4/5 average in a category.
 

KevinCow

Banned
Sweet, I got the enemy from my artist and got him implemented into my game! No more stick figures!

Too lazy to make a video of them in action, but here's what the standard soldier looks like:


I also did purple and black palette swaps for my other two enemy types.

Not as awesome as the hero design, but I'm happy with it.
 

ZServ

Member
Made my first tileset... Though I'm wondering if the doors/windows should be shorter.

Also this very bad first attempt at an attack animation:
M25b.gif
and
R25b.gif
.

This made me realized that I'm going to figure out how to make animations connect with their targets. After all, every sprite and map tile is 58 x 77. The animation is going to have to disconnect from this grid briefly.

Door looks funky as hell.

Also, you may want to make the animations be different layers. I.E., the sword is a different layer than the player. That's how Zelda does it, I'm presuming for the reason of "well what is the draw order for an enemy swinging back at you?"
 

AriEX2

Member
DevGaf! I just posted this in the Hollow Knight thread, but I'm gonna repost it here because I'd really value your input.

If any of you are interested in trying out the Hollow Knight Beta and are willing to provide some feedback, shoot me a DM and I'll sort you out a Steam Key.

Our Beta pool is pretty small, so we're really interested in get more feedback from more machines (and controllers).

Mainly though, we're looking for impressions from people who have Metroid/SOTN experience. A lot of our Kickstarter backers seem to be of the Dark Souls crowd and a lot of the current feedback stems from that viewpoint (which is great!), but we'd really like to get more impressions from traditional Metroidvania fans.

Game still needs some optimisation, so expects a half-decent PC and I highly recommend an Xbox360 controller.

I'll leave the offer open for the next 24hrs. Only 1 key per-gaf member please.

Post any impressions in the thread, DM me with them, or you can email us officially at beta(at)teamcherry.com.au

Here's a nice video of someone's early experience with the beta:
https://www.youtube.com/watch?v=uXRd92kqF_M
 

Kalentan

Member
Door looks funky as hell.

I made it shorter, it looks a tad bit better now.

Also, you may want to make the animations be different layers. I.E., the sword is a different layer than the player. That's how Zelda does it, I'm presuming for the reason of "well what is the draw order for an enemy swinging back at you?"

So instead of making the animations with the sword, have the sword itself be a seperate animation that is overlayed over the character animation?
 

_machine

Member
So here’s finally the thing we’ve been preparing: Ancestory “Awakening” Cinematic Trailer:


Really proud what my team has been able to make and it’s been a great learning experience and refreshing change to the usual flow of pushing out assets.

And as you can see there, we’re launching the full game on Steam October 13 and the Store Page is already live!

So it’s probably fair to say it’s getting really exciting here and I have to admit I’m a bit scared, but I wouldn’t be here if I didn’t love a fair challenge :)
 

Water

Member
Wowowowowow! My game dev students' jam games both hit top 5% in a category, and one of them hit 5% in two categories with 22% overall score.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57995
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=39827
This was their second game jam. We got our feet wet in the previous LD when the students were still fresh out of my intro to programming class. The whole study program started in Feb this year, we kicked off programming in March, and the graphics guys only got their intro to 3D modeling in May.

Congrats on reaching your goal Blizzard!
 
So here’s finally the thing we’ve been preparing: Ancestory “Awakening” Cinematic Trailer:


Really proud what my team has been able to make and it’s been a great learning experience and refreshing change to the usual flow of pushing out assets.

And as you can see there, we’re launching the full game on Steam October 13 and the Store Page is already live!

So it’s probably fair to say it’s getting really exciting here and I have to admit I’m a bit scared, but I wouldn’t be here if I didn’t love a fair challenge :)

Wow, I love how this looks and sounds! Really well done. :)
 

_machine

Member
Wow, I love how this looks and sounds! Really well done. :)
Thank you! All the credits go to our amazing 2d artist and vfx/audio/indiegod guy, but I'm super proud of them.

Can anyone recommend me any free alternatives to RPG Maker or a game editing software in the vein of LittleBigPlanet or Super Mario Maker?
They are more like genre-agnostic tools, but I'd probably recommend checking out Stencyl and Construct2. For RPG in particular I used a thing called RPG Toolkit, probably 8 years ago or so; I have no clue if it's any good these days, but might worth checking out.
 

Blizzard

Banned
Wowowowowow! My game dev students' jam games both hit top 5% in a category, and one of them hit 5% in two categories with 22% overall score.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57995
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=39827
This was their second game jam. We got our feet wet in the previous LD when the students were still fresh out of my intro to programming class. The whole study program started in Feb this year, we kicked off programming in March, and the graphics guys only got their intro to 3D modeling in May.

Congrats on reaching your goal Blizzard!
Congratulations to your students as well! I imagine they're pretty pumped about getting results that quickly.
 

mStudios

Member
How are people capable of drawings hands/feet?
It's just too much for me:
-Out of proportion
-Nails
-Too many Joints

I just cant...
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Yay, even though it was not such a huge step, it feels like the most important one yet for me. Last week I received my Wii U dev kit and porting what I have for PC to Wii U went really smooth. Thanks to some help from a friendly Nintendo employee who was very patient with my dumbness in regard to one aspect I struggled with (saving / loading), I can now safely say that every aspect of the game is running on Wii U. Now I can design my levels on the GamePad and can be sure everything I do from now on will work on Wii U, because I don't have to target anything to PC anymore :). Very happy day for me :D.
 

jrush64

Banned
Can anyone please me with a prefab spawning problem i'm having

- I'm trying to spawn a cube at point [0,0,0]
- I want to click the mouse then spawn another cube at [2f,0,0]
- While still keeping the old cube
- Then just keep spawning at [2f,0,0] and so on
- Like generating enemies on a grid or something

This is the code I have.I know how to instantiate 1 object. How do I spawn another cube in front of it and another in front of it.

Code:
public GameObject Cube;
    List<Cube> ball = new List<Cube>();
    public float splitAngle = 30.0f;
 
    // Use this for initialization
    void Start ()
    {
        Instantiate(Cube, new Vector3(0, 0, 0), Quaternion.identity);
        spawnPrefab ();
    }
 
   
    // Update is called once per frame
    void Update ()
    {
        if (Input.GetMouseButtonDown (0))
        {
        for (int i = 0; i < 10; i++)
            {
 
            Instantiate(Cube, new Vector3(i * 1.0F, 0, 0), Quaternion.identity);
 
            }
        }
    }
 
    public void spawnPrefab()
    {
 
    }
}

I'll really appreciate the help.
 

Unain

Member
Can anyone please me with a prefab spawning problem i'm having

- I'm trying to spawn a cube at point [0,0,0]
- I want to click the mouse then spawn another cube at [2f,0,0]
- While still keeping the old cube
- Then just keep spawning at [2f,0,0] and so on
- Like generating enemies on a grid or something

This is the code I have.I know how to instantiate 1 object. How do I spawn another cube in front of it and another in front of it.

// Snip - code (to trim the whole post a bit)

I'll really appreciate the help.

I would make a different class for the cube spawning itself! But keep the Cube class on itself as well.
Call this class like CubeSpawner or CubeManager:
Code:
public class CubeManager
{
    Vector3 lastPosition = new Vector3(0,0,0);

    // Use this for initialization
    void Start ()
    {
        SpawnCube(lastPosition);
    }
   
    // Update is called once per frame
    void Update ()
    {
        if (Input.GetMouseButtonDown (0))
        {
            Vector3 newPosition = new Vector( lastPosition.x + 2.0f, lastPosition.y, lastPosition.z );

            SpawnCube(newPosition);

            lastPosition = newPosition;
        }
    }
    
    void SpawnCube(Vector3 position)
    {
        Instantiate(Cube, position, Quaternion.identity);
    }
}

Untested, but should give you something to work with.
 

jrush64

Banned
Untested, but should give you something to work with.

Wow thank you man. This worked like a charm. What if I wanted to like have a Random Range on the 2.0f. Do I add that before the last position.x?

Also do you mind if I send you a PM if I have another question on this?
 

Unain

Member
Wow thank you man. This worked like a charm. What if I wanted to like have a Random Range on the 2.0f. Do I add that before the last position.x?

Also do you mind if I send you a PM if I have another question on this?

Just make the 2.0f a float variable which you can adjust freely (set to a Random Range) before Vector3 newPosition = etc. Then change the 2.0f to your new variable.

I would recommend: https://unity3d.com/learn/tutorials/topics/scripting for more information/tutorials though.
 
So here’s finally the thing we’ve been preparing: Ancestory “Awakening” Cinematic Trailer:


Really proud what my team has been able to make and it’s been a great learning experience and refreshing change to the usual flow of pushing out assets.

And as you can see there, we’re launching the full game on Steam October 13 and the Store Page is already live!

So it’s probably fair to say it’s getting really exciting here and I have to admit I’m a bit scared, but I wouldn’t be here if I didn’t love a fair challenge :)

o_O

GLORIOUS!
 

Water

Member
Congratulations to your students as well! I imagine they're pretty pumped about getting results that quickly.

We're working rather intensively so their heads are always already in the next challenge, but I set public demo days where they show off past work, can hopefully take a breather and enjoy what they've accomplished.

The Ludum Dare was actually just a week or two before our "real" project deadline, so that's another reason it's a small miracle they had the energy to accomplish that much in the jam.

Results like these are also nice validation for myself. I'm really happy with how things are going. I've built this study program essentially from scratch and this year's the first time I'm running it. The students graduate in December.
 

Paz

Member
Anyone else enter Indiecade? Got our feedback today - http://pastebin.com/qBvzAdHA

Some really lovely encouragement, some genuine feedback on elements people didn't connect with, and a dash of people who have no respect for the style of game we are making. Kind of disappointed in that last bit, a good reminder of how the indie festival scene is hyper focused on big conceptual elements rather than unique and interesting execution.

Something to keep in mind when you're planning your game and how you present it, in future we'll definitely be considering it with our concepts anyway.
 

Pehesse

Member
Anyone else enter Indiecade? Got our feedback today - http://pastebin.com/qBvzAdHA

Some really lovely encouragement, some genuine feedback on elements people didn't connect with, and a dash of people who have no respect for the style of game we are making. Kind of disappointed in that last bit, a good reminder of how the indie festival scene is hyper focused on big conceptual elements rather than unique and interesting execution.

Something to keep in mind when you're planning your game and how you present it, in future we'll definitely be considering it with our concepts anyway.

Got the feedback as well, didn't make it either. Your feedback is very positive, though! It looks like it just didn't fit what they were going for.

http://pastebin.com/92KipKCE

I'll admit to being a little bummed out, but I made a conscious decision not to update the build I had made for them since I knew it was tested and worked, and didn't want to risk pushing an updated but buggy version instead.

Their feedback is honest, direct, and very interesting already, so there's that! Some of the stuff I hope I've already adressed, some I plan to adress, some give me directions as to how and what to adress... and some, I fear, stem from the perception that the match segments are meant as a fully fledged fighting game, rather than glorified beat'em all bosses. I'll definitely have to adress that, as well :-D

Still, I hope the updated version I'm planning to hand out late october will provide good feedback as well and show improvement over this one, but one thing's clear: I still have a long road ahead!
 

Paz

Member
Got the feedback as well, didn't make it either. Your feedback is very positive, though! It looks like it just didn't fit what they were going for.

http://pastebin.com/92KipKCE

I'll admit to being a little bummed out, but I made a conscious decision not to update the build I had made for them since I knew it was tested and worked, and didn't want to risk pushing an updated but buggy version instead.

Their feedback is honest, direct, and very interesting already, so there's that! Some of the stuff I hope I've already adressed, some I plan to adress, some give me directions as to how and what to adress... and some, I fear, stem from the perception that the match segments are meant as a fully fledged fighting game, rather than glorified beat'em all bosses. I'll definitely have to adress that, as well :-D

Still, I hope the updated version I'm planning to hand out late october will provide good feedback as well and show improvement over this one, but one thing's clear: I still have a long road ahead!

That's pretty good feedback really! Seems focused mostly on the fighting as you said, I liked the suggestion to narrow your mechanics and make them shine.
 

Pehesse

Member
That's pretty good feedback really! Seems focused mostly on the fighting as you said, I liked the suggestion to narrow your mechanics and make them shine.

Yeah, I definitely agree with that - my only concern is that they're very narrow already, so I need to focus on the shining part, now, I guess :-D
 

Pehesse

Member
If you ever want feedback (after the 23rd) I'm around, my focus is typically on making game feel shine :p

Oh, thanks :) I'm planning for the test build to be ready at the end of october, so if you'd like, I'll send you the download link!
 

Aki-at

Member
So here’s finally the thing we’ve been preparing: Ancestory “Awakening” Cinematic Trailer:


Really proud what my team has been able to make and it’s been a great learning experience and refreshing change to the usual flow of pushing out assets.

And as you can see there, we’re launching the full game on Steam October 13 and the Store Page is already live!

So it’s probably fair to say it’s getting really exciting here and I have to admit I’m a bit scared, but I wouldn’t be here if I didn’t love a fair challenge :)

Oh noice, really well crafted presentation :O

I checked out your beta gameplay trailer and let me say the music is <3
 

cbox

Member
Can I ask what happened to this game? I thought it was finished a while back?

We learned a while back that we needed to convert the original game to unity in order to be more compatible with more consoles and systems. So we are currently working on that.


I'm currently working on a specialized mobile version as my way to learn programming while we do the port.
 

Dynamite Shikoku

Congratulations, you really deserve it!
We learned a while back that we needed to convert the original game to unity in order to be more compatible with more consoles and systems. So we are currently working on that.


I'm currently working on a specialized mobile version as my way to learn programming while we do the port.

Ah I see. Thanks.
 
This is an image of the reskin / update to our game Star Bridge on iOS

relaunched01.jpg


This is the exact same game, art ,and everything if we moved the camera, added image effects, and made a PC / VR version.

starbridgepca.jpg


In reality it would probably look better as reflections are not on and the Unity window is resolution strapped so it is harder to nail down the image effect sliders in the dev window.
 
This is an image of the reskin / update to our game Star Bridge on iOS

relaunched01.jpg


This is the exact same game, art ,and everything if we moved the camera, added image effects, and made a PC / VR version.

starbridgepca.jpg


In reality it would probably look better as reflections are not on and the Unity window is resolution strapped so it is harder to nail down the image effect sliders in the dev window.

Looks fantastic on the PC version. Would the game be more difficult to play though?
 

_machine

Member
o_O

GLORIOUS!

Oh noice, really well crafted presentation :O

I checked out your beta gameplay trailer and let me say the music is <3
Thank you both! I'm really happy with beta trailer music too, even though because it was taken straight out of the game it didn't fit the trailer that well, but for the launch trailer we'll be going to with a custom track. We also got a few other tracks for the desert maps, which I like very much too, one of them probably even more than the on the trailer.
 

Kyuur

Member
Has anyone here dealt with commissioning 3D assets? I'm curious on costs -- I've dealt with some folks on 2D stuff (sprites and tilesets, concept art and hand drawn assets with bone animation) ranging from tens to hundreds of dollars. I also am not sure if most freelancers would be doing the whole she-bang, model/texture/rigging/animation or just a portion.
 
Looks fantastic on the PC version. Would the game be more difficult to play though?

Nope. It retains the volume grid of gameplay which takes out the analogue hit/miss of the gameplay that plagued something like Zaxxon. You lose a little forward visibility due to the walls but really that is part of the challenge of the game. It could be argued that it is actually worse on the iOS version due to visibility occlusion inherent in isometric. Going 3rd person also gets you seeing forward threats a lot easier.

The thing to remember is that the cam would likely be user selectable.

What I think is cool here is that it is the exact same assets in the pipeline. Also the impression of what the game is, is modified just by a camera change with the exact same gameplay. It begs the question, is a game identity its camera angle or how it plays?
 

-COOLIO-

The Everyman
So here’s finally the thing we’ve been preparing: Ancestory “Awakening” Cinematic Trailer:


Really proud what my team has been able to make and it’s been a great learning experience and refreshing change to the usual flow of pushing out assets.

And as you can see there, we’re launching the full game on Steam October 13 and the Store Page is already live!

So it’s probably fair to say it’s getting really exciting here and I have to admit I’m a bit scared, but I wouldn’t be here if I didn’t love a fair challenge :)

looking very slick my man.
 

Blizzard

Banned
I just used a friend class for the first time in C++. It feels kind of scary, but also almost an elegant middle ground between making a bunch of getter methods and making a bunch of variables public.
 
I was fooling around earlier and stumbled across some old design concepts for a game I wanted to make almost three years ago and just never started. I'm about to be away from home for a month and a half, spending a lot of time alone during the day. I figure there's no better time to start it than when I'll have nothing but free time.

I guess what you would call the 'narrator' is going to be a tremendous smart-ass, and the game's going to be self deprecating. That's about the extent of what I've figured out beyond some basic gameplay ideas and a graphical theme.
 
Nope. It retains the volume grid of gameplay which takes out the analogue hit/miss of the gameplay that plagued something like Zaxxon. You lose a little forward visibility due to the walls but really that is part of the challenge of the game. It could be argued that it is actually worse on the iOS version due to visibility occlusion inherent in isometric. Going 3rd person also gets you seeing forward threats a lot easier.

The thing to remember is that the cam would likely be user selectable.

What I think is cool here is that it is the exact same assets in the pipeline. Also the impression of what the game is, is modified just by a camera change with the exact same gameplay. It begs the question, is a game identity its camera angle or how it plays?

I thing it can be a bit about both. Camera angle can drastically change how a game is played for example.
 

Situacao

Member
This is an image of the reskin / update to our game Star Bridge on iOS

relaunched01.jpg


This is the exact same game, art ,and everything if we moved the camera, added image effects, and made a PC / VR version.

starbridgepca.jpg


In reality it would probably look better as reflections are not on and the Unity window is resolution strapped so it is harder to nail down the image effect sliders in the dev window.

Man, that looks incredible!
 
Jump links are finally a thing! Well, sorta. For starters, there's too fucking many.

jumparcsinteresting.png


I'll definately need to figure out how to prune the unnecessary jump links. And actually calculating them certainly takes a while, even with such a small map. I'll need to figure out how to generate the grid in the editor and actually keep the grid data preserved.
 
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