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

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This is pretty awesome stuff! I'm definitely bookmarking for future reference.

Thanks! I appreciate the networking and I'm glad you like the music!

Hey guys, I guess it's time for me to be officially part of this thread.
I cofounded a small indie studio a few months ago, and we're announcing our project today.
It's a 2D city builder, a tribute to games like Caesar & Pharaoh.

If you made a mobile version of this game, my wife would totally get addicted to it.. I can tell lol.

Looking good!
 
Every time I think I'm done with my game, one more thing comes up that needs to be done.

I think I'm finally done with it, but something new is probably going to come up tomorrow.
 

SeanNoonan

Member
New menu is in and working now:

jbn_jan_char_wip.gif


Next up is fixing up the map and tweaking the hint screen!
 

-COOLIO-

The Everyman
Every time I think I'm done with my game, one more thing comes up that needs to be done.

I think I'm finally done with it, but something new is probably going to come up tomorrow.

i know that feel. there's a saying that goes something like "your game is never done".
 

Five

Banned
New menu is in and working now:

jbn_jan_char_wip.gif


Next up is fixing up the map and tweaking the hint screen!

It's kind of odd to see a menu with modern sensibilities rendered in a Gameboy palette, but it looks good. Is the menu navigable with keyboard input as well? I generally prefer to navigate game menus with keyboard/controller.
 

cbox

Member
I'm really pumped today after the Windows 10 conference. Can't wait to implement the xbox one and windows achievements and perhaps cross-device play :D
 

kiguel182

Member
Hey guys, I guess it's time for me to be officially part of this thread.
I cofounded a small indie studio a few months ago, and we're announcing our project today.
It's a 2D city builder, a tribute to games like Caesar & Pharaoh.

Youtube trailer here

I already spent half of my day sending emails, and the past week has been completely crazy. Setting up our greenlight page and our presskit{} was really time consuming but now it's on and I'm really happy with this milestone.
I don't know how you guys can handle communication when you work alone on a game, or maybe I'm juste really terrible at it.

I can go back to work on the game now. Core gameplay works weel enough, still need some balance but we now can start adding some more cool features and see where we are going.

If that plays like Caesar and Pharaoh you have a sale here. I loved those games as a kid and I'm happy someone is taking up that concept and updating for modern times.

Good luck with it, it looks great!
 

SeanNoonan

Member
It's kind of odd to see a menu with modern sensibilities rendered in a Gameboy palette, but it looks good.
Totally agree that it's odd. Glad you like it though :D

Is the menu navigable with keyboard input as well? I generally prefer to navigate game menus with keyboard/controller.
Oh, it's a touch screen game - the mouse is just there because I recorded on PC :D

Ooh, hint screen? Is this not an endless runner anymore?
Yeah, it still is... for now. The hint screen just explains some of the mechanics in the game, like using some level elements to slow down, explaining the score system, advising how to jump at different heights, etc.
 
Well I'm really bad at estimating how long something is going to take. I wasn't planning on staying up this late after last nights awful sleep, but the puzzle I was working on took way longer than I expected.

I'm very happy with it though. Tomorrow nights work *will* be super quick though.

Probably.
 

_machine

Member
We're documenting a lot of our stuff in UE4 right now so if anyone here needs something specific just lemme know a topic and I'll try to get you something useful. Currently we've been prototyping a lot of graphical stuff, like huge amounts of GPU Particles (we could hit 200K easily), dynamic materials (change according the shape and rotation of object, snow build-up, etc.) and off course a lot of post-processing and lighting stuff. I'll try to get some screenshots from the guys to show some of the nice effects we've been able to do.
 
Could use some Unity help...

I've got a procedural mesh engine that reads in an XML file and generates a tilemap mesh based on it at runtime. It's meant to make these meshes at runtime, the only "world data" is the xml files.

I've also got some editing utilities that let me edit the tilemap and save to the XML.

The issue is that using {ExecuteInEditMode} (brackets) on the procedural mesh thing works, but it also saves the meshes to the scene. Thus, when I reopen the scene or run the application, it actually is doubling the meshes and just leaving a bunch of junk in the scene.

Any idea on how to get my Editor script (or whatever) to realize when the application is about to be played, and delete the procedural meshes from the scene before that happens?


Edit: Actually, I figured out that I can use the HideFlags to address this. The issue is actually about how I tell my object to close down its threads when switching from editor to play mode so that it doesn't crash Unity every time I try to play it.
 

Sinsem

Member
I really like the art style. I will vote for it on Greenlight. My only comment is that in the trailer I felt like I had to guess what kind of game it is. The pan out to the city made me think city builder, but I saw no actual city building.

Yep, We're aware of the problem. Once we finish integrating the UI, we will show a short gameplay video.

If you made a mobile version of this game, my wife would totally get addicted to it.. I can tell lol.

Looking good!

No mobile version sadly I think, tablet maybe and it's certainly not a priority. We'll release on PC, then probably quickly Mac & Linux (thanks to openGL!).

Oh, I love city builders!
The trailer looks good, the game looks good. You've got my Greenlight vote.

Thank you!

If that plays like Caesar and Pharaoh you have a sale here. I loved those games as a kid and I'm happy someone is taking up that concept and updating for modern times.

Good luck with it, it looks great!

It will. Actually we're going for the same core gameplay, and we add some cool stuff :)
 

Dilli666

Member
German is both a hilarious language and perfect for making sure your UI can handle strings of arbitrary length. >.>

You seem to have got an encoding problem. The german Umlaut "ä" is missing.
"[...] mit normaler Lautstärke in dein [...]"
"Mikrofonlaufstärke"
 

Feep

Banned
You seem to have got an encoding problem. The german Umlaut "ä" is missing.
"[...] mit normaler Lautstärke in dein [...]"
"Mikrofonlaufstärke"
This is why I post stuff on GAF.

Thanks! It's a font character set issue, we'll take care of it for sure.
 

Nibel

Member
Also, it's Spracherkennung, not Spracherennung :)

"Sprachvariante" can be changed to "Sprache" (language) and I would remove the (Deutschland) behind "Deutsch" since there are countries like Switzerland and Austria that speak the exact same German.

The rest is pretty good though!
 

Feep

Banned
Also, it's Spracherkennung, not Spracherennung :)

"Sprachvariante" can be changed to "Sprache" (language) and I would remove the (Deutschland) behind "Deutsch" since there are countries like Switzerland and Austria that speak the exact same German.

The rest is pretty good though!
Confusingly, there's a "language" setting and a "user acoustic model" setting, the latter of which is exclusively for the voice recognition. The country is important, since there are numerous models for different regions and accents. :)

We'll make the first change, though!
 

Nibel

Member
Confusingly, there's a "language" setting and a "user acoustic model" setting, the latter of which is exclusively for the voice recognition. The country is important, since there are numerous models for different regions and accents. :)

We'll make the first change, though!

Ah, alright! That makes sense for a game with emphasis on voice recognition. :)
 
Confusingly, there's a "language" setting and a "user acoustic model" setting, the latter of which is exclusively for the voice recognition. The country is important, since there are numerous models for different regions and accents. :)

We'll make the first change, though!

This is an excellent thing to have.
 

Kritz

Banned
On the topic of language, I can't decide if it's going to be easier to have almost no language in my game, or some language that I find some people to EFIGS it for me. Ideally I'd like to make the entire game require as few words as possible, limited to perhaps the server browser and the options menu. And even then I've been considering making the server browser an in-world construct rather than some weird abstract menu.

Either way, making a language-free, in-world server browser is such a strange, audacious concept, that I probably can't help but at least attempt it.
 
New menu is in and working now:

jbn_jan_char_wip.gif


Next up is fixing up the map and tweaking the hint screen!

I'm into this. I love games that take retro seriously and follow limitations/guidelines when creating their art style. I'm taking a break from this with our next game, but plan to come back to some sort of retro aesthetic in the future.

In the mean time, games like this are gonna satisfy that craving. Can't wait to see more.
 

SeanNoonan

Member
I love this. Great work!
I love the look of this!
I'm into this. I love games that take retro seriously and follow limitations/guidelines when creating their art style.
Thanks everyone :)

I took some time last night to write a postmortem of the last game jam I did (it was at Ubisoft) - take a look, and let me know if it was interesting, if you learned anything or maybe if I was skipping any information you may have wanted to know...
Ubisoft Game Jam 2014 - Postmortem

Thanks again!
 
Could use some Unity help...

I've got a procedural mesh engine that reads in an XML file and generates a tilemap mesh based on it at runtime. It's meant to make these meshes at runtime, the only "world data" is the xml files.

I've also got some editing utilities that let me edit the tilemap and save to the XML.

The issue is that using {ExecuteInEditMode} (brackets) on the procedural mesh thing works, but it also saves the meshes to the scene. Thus, when I reopen the scene or run the application, it actually is doubling the meshes and just leaving a bunch of junk in the scene.

Any idea on how to get my Editor script (or whatever) to realize when the application is about to be played, and delete the procedural meshes from the scene before that happens?


Edit: Actually, I figured out that I can use the HideFlags to address this. The issue is actually about how I tell my object to close down its threads when switching from editor to play mode so that it doesn't crash Unity every time I try to play it.
If you don't need the meshes anymore just delete them. When they are created, store them in an array. Create an editor script with a GUI button to null the array. It's a manual process, but its a 1 button script you just have to click to clean the scene from whatever you want before you hit play. You can do this for pretty much evetything created.

Its weird that these are also saved if they are created at runtime since that is not how play mode works, unless I'm misunderstanding you.
 

_machine

Member
Thanks everyone :)

I took some time last night to write a postmortem of the last game jam I did (it was at Ubisoft) - take a look, and let me know if it was interesting, if you learned anything or maybe if I was skipping any information you may have wanted to know...
Ubisoft Game Jam 2014 - Postmortem

Thanks again!
Didn't have quite the time to read it through yet, but there was one thing/tip I wholeheartedly agree for any game jam:
1. We used placeholders

This was a massive improvement for us as a team, and a particularly huge benefit to me. With placeholders it meant whenever the rest of the team demanded assets from me, it was out of aesthetic desire rather than functionality - a great spot to be in, though sometimes the pressure to create something "not shit" can get to me and make my confidence waver (not difficult). Somehow up to this point I keep lucking out...

This whole GGJ-site organizing has really been busting my nuts, but fortunately we are nearly ready with everything and even got one more sponsor, if barely more than 24hrs before the start of the event. Arranging food, computers, visitor passes, etc. for 131 jammers was a task I underestimated way too much, even though now it feels so obvious :D
 
If you don't need the meshes anymore just delete them. When they are created, store them in an array. Create an editor script with a GUI button to null the array. It's a manual process, but its a 1 button script you just have to click to clean the scene from whatever you want before you hit play. You can do this for pretty much evetything created.

Its weird that these are also saved if they are created at runtime since that is not how play mode works, unless I'm misunderstanding you.

That's not a bad idea, I'll have to give it a shot. thank you.

btw the issue is the meshes being created in edit mode (so I can modify the mesh) and being saved to the scene. The script is meant to create the meshes again in real-time which is why there end up being duplicates.

my main issue now is actually about figuring out how to stop my multithreading processes when transferring from edit mode to play mode, because it crashes unity when I try it now. I need to shut down the threads from edit mode and restart them when play mode begins. ideally my script would just call "onApplicationQuit" or whatever like it does when exiting play mode, but alas, I haven't figured that out.
 
That's not a bad idea, I'll have to give it a shot. thank you.

btw the issue is the meshes being created in edit mode (so I can modify the mesh) and being saved to the scene. The script is meant to create the meshes again in real-time which is why there end up being duplicates.

my main issue now is actually about figuring out how to stop my multithreading processes when transferring from edit mode to play mode, because it crashes unity when I try it now. I need to shut down the threads from edit mode and restart them when play mode begins. ideally my script would just call "onApplicationQuit" or whatever like it does when exiting play mode, but alas, I haven't figured that out.

Ah so I did misunderstand you a little bit. I'm not too sure how to go about that, myself. Most of my custom "Editor" utilities I write are simple like saving transforms from Play mode (which helps me line things up, especially parallax objects), etc. I haven't properly dove into more complex editor scripts as I haven't had the need for them yet so I'm not that much help here.

Can you flip a bool? Either flip it in a script at runtime or before hitting play? Then just re-enable them immediately after they fail the check?
 
Ah so I did misunderstand you a little bit. I'm not too sure how to go about that, myself. Most of my custom "Editor" utilities I write are simple like saving transforms from Play mode (which helps me line things up, especially parallax objects), etc. I haven't properly dove into more complex editor scripts as I haven't had the need for them yet so I'm not that much help here.

Can you flip a bool? Either flip it in a script at runtime or before hitting play? Then just re-enable them immediately after they fail the check?

Yeah, I went to bed thinking about this issue and this idea is the next I'm going to try. I'll keep ExecuteInEditMode on the mesh generation, but use an editor script to turn it on and off by flipping a bool. I'll have to remember to actually turn it off before hitting play but I guess them's the breaks until I can figure out a better way. hopefully it works, anyway.
 

Blizzard

Banned
We just released the port of Murder in the Hotel Lisbon to Android and iOS.
Working with Game Maker has been awesome and Yoyogames has given great support.

For all Gaf developers in this thread I would like to thank again the early support when we launched on PC. Haven't had much time to dwelve here in the forum and check out everyone's creations but I continue to see awesome material.

Here is the iOS version
And the already heavily pirated Android version
Just a heads up, your iTunes link is broken. Seems like it might be a copy-paste issue.
 

Limanima

Member
Guys, I need some help.
I'm looking for someone with an Samsung Galaxy S2 to test my game. It seems that the game is running very slow on this device. I'm not sure if the problem was with the device or with the game. The game has already been tested with success in about 10 different devices.
If any of you guys has this device, please PM me.
Thanks!
 

Limanima

Member
Crap.
Fixed, thanks!

Hi Pina, how are you? You probably won't remember but we met in Portalegre a few years ago at the PIG festival. Snails, remember?

I'm sure going to check Murder in Hotel Lisbon. Keep up the good work!!

PM me your email, and I'll give you access to the beta of my latest game Fat Cats and Mice.

Cheers!
 
Guys, I need some help.
I'm looking for someone with an Samsung Galaxy S2 to test my game. It seems that the game is running very slow on this device. I'm not sure if the problem was with the device or with the game. The game has already been tested with success in about 10 different devices.
If any of you guys has this device, please PM me.
Thanks!

I actually have one, but it's also rooted. I assume that will affect your desired results.
 
Why do you thing that will change the way the game runs? Sorry the ignorance...

I'm not sure that it will, but it's reasonable to assume to a large portion of his potential user base would not have the phone unlocked. Rooted phones tend to have bloatware removed and therefore perform better. Therefore, I am concerned about providing him erroneous data.
 
I can't believe I've never thought about listening to 'themed' music while developing certain games for inspiration. This seems so obvious too >.<

Weirdly I haven't been listening to Tron stuff or old video game soundtracks. Mostly I've been listening to Biffy Clyro. Generally when I work on a longer project I'll have a specific play list that puts me in the right mind, but I don't know that it's ever been the sort of thing I'd call musically appropriate.
 

bumpkin

Member
Does anyone have any experience with the Indie Team Up site linked in the OP? I want to start to put my feelers out for people to help with my game, primarily artists to do the character sprite work and the level art. I'm having a hard time figuring out where to start the hunt since it's technically not a paying gig ATM.

The project is a side thing for me -- I work full-time as a software engineer for a non-gaming company -- but I'm thinking about working on putting together a Kickstarter campaign for it once I get things rolling. In a perfect world, I'd at least have some concept art together, the gameplay details nailed down, and maybe possibly even a single playable stage to use for the pitch video.

To you folks who have done the Kickstarter or Greenlight thing, any tips for success?
 
The last five impressions of my game have gone as such: "It's pretty good but I found this bug."

I thought I was basically done with the game on Saturday or Sunday, but I've spent all week fixing bugs.

I finally understand why games take so long to come out after they go into beta. If there are this many bugs in my little puzzle game, I can't imagine how many bugs there are in a big budget console title.
 
Loading a new level shader:
loadingTest1.gif


Overkill? Should I tone down the tiling and separation? Tone down the color separation? Use it on all objects or just some in the loading phase?
 
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