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

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Lautaro

Member
I'm trying to think of a way to differentiate the first unlockable fleet from the default fleet, I mean this fleet will have a mothership with actual weapons (including a siege cannon that will probably require resources to be fired):

g5XREM0.png

I'm not sure about the other ships though. I'm also thinking of the way to unlock it, I imagine that finding some old human ruins and resisting a strong attack before discovering the location of this "lost fleet" could do the trick.
 
But maybe other developers are thinking the same and won't start their campaign then, which would result in your game being longer on the first pages and getting more votes. :p Games are greenlit every week and when less people vote it would effect all games, not just yours. So I'd say, just go for it. Just try to make your game stand out from the Greenlight crowd with an intriguing cover image + trailer and you should be fine.

Thanks for the advice! That thought did occur to me, that others might be thinking the same. I think I'm going to stick to my original plan after all. Knowing the Greenlight is so close now really amped up my productivity / motivation, I'm getting tons of work done in just a small time frame. :p Don't want to stop now.
 

SeanNoonan

Member
I don't care for the buttons expanding very much though. Especially where it looks like there are 2+ levels of waiting on buttons to expand. Just a thought.
It's to stop accidentally skipping past a screen - currently there's a bug allowing you to tap and continue before the button is "formed" - it feels a bit rough... need to get to the bottom of it.
 

Granjinha

Member
I'm actually a Game Design student in Brasil. I don't recommend that to anyone. Shitty college with shitty teachers and shitty everything.

Gonna finish it (near the end) and start focusing on programming next year.

So if your game isnt an Artsy game,based on a well known franchise or a dudebro shooter, i can almost guarantee you that it wont sell as good as on PC,WiiU or PS4/Vita (Vita should be considered too because Vita owners are happy buyers).
Super Time Force goes against that, with Xbox 360/One being the lead platform for revenue, though. And it didn't have really a huge marketing push (very little, to tell you the truth) from MS.

But the reception is worse with Xbox on general, that's true.
 

EDarkness

Member
Thanks for the thoughts and insight, everyone. It's a tough call but I feel I will be able to perform better with 2 versions instead of 3. At least for the time being. I can always push another port after the fact or, hell, if we decide to use Kickstarter and go over funding or have XO as a stretch I can hire a hand to help with the conversion.

If you guys haven't noticed it's taking a long time to make this game, in general, there's a lot that keeps me from putting in adequate time so I need to make sure I can focus as best I can with the little time I do have to work on the project to hopefully hit our own internal deadline. I spent the last few weeks not working on the game, but creating editor functionality and other tricks I'm going to be using moving forward in an effort to save time during development.

I shouldn't have reached so far initially and I thought I would be able to take the workload on, and did for a while, but there are other factors that pop up in my life which are slowing me down a bit.

Like I said - i'm pretty fucking run down at the moment, not with gamedev, but in general. Gamedev is just another layer of complexity that I should take more care in weaving it into my life. A refactoring of my current station is in order. I do think it will be for the best.

Good to hear, man. I really hope everything works out for you in the end.
 

Jobbs

Banned
what sort of things belong on a pause menu in a game like mine? (isolated metroidvania) I know you guys don't know all the details, but I'm trying to get a few things down and see what I can come up with.

So far I'm thinking there'll be a "slot" you can see for each power you can acquire in the game, and they get filled in as you find them.
 

Ranger X

Member
what sort of things belong on a pause menu in a game like mine? (isolated metroidvania) I know you guys don't know all the details, but I'm trying to get a few things down and see what I can come up with.

So far I'm thinking there'll be a "slot" you can see for each power you can acquire in the game, and they get filled in as you find them.

Having those empty slots for futur stuff I will acquire is extremely important to me. It greatly help the progression feeling. I love a full screen map too. Repeating your option menu wouldn't hurt.
 

Blizzard

Banned
what sort of things belong on a pause menu in a game like mine? (isolated metroidvania) I know you guys don't know all the details, but I'm trying to get a few things down and see what I can come up with.

So far I'm thinking there'll be a "slot" you can see for each power you can acquire in the game, and they get filled in as you find them.
Having those empty slots for futur stuff I will acquire is extremely important to me. It greatly help the progression feeling. I love a full screen map too. Repeating your option menu wouldn't hurt.

I seem to recall Super Metroid has both the map and the power slots, so these sound like good options.
 
what sort of things belong on a pause menu in a game like mine? (isolated metroidvania) I know you guys don't know all the details, but I'm trying to get a few things down and see what I can come up with.

So far I'm thinking there'll be a "slot" you can see for each power you can acquire in the game, and they get filled in as you find them.

Imo nothing. Isolation with a map doesnt work. And knowing that you are 50% done with the game because 5/10 icons are highlighted isnt really that great for motivation.

If you really want it that the player feels lonely: give him nothing. Its easier to implement and gives some difficulty to the game. A good metroidvania player knows exactly where he was and what was there.

Also you make the game a bit longer and force people to explore your world and look for secrets. So thats a plus.

Thats my oppinion of course. You can do whatever you want to. Depends on what works best for your game.
 

Jobbs

Banned
Imo nothing. Isolation with a map doesnt work. And knowing that you are 50% done with the game because 5/10 icons are highlighted isnt really that great for motivation.

If you really want it that the player feels lonely: give him nothing. Its easier to implement and gives some difficulty to the game. A good metroidvania player knows exactly where he was and what was there.

Also you make the game a bit longer and force people to explore your world and look for secrets. So thats a plus.

Thats my oppinion of course. You can do whatever you want to. Depends on what works best for your game.

it's a thought, but most people expect some kind of menu. also there are many items and things you can find that are never required and will likely be missed. All of the guns can be missed, many extras can be missed, and some of the core powers can even be skipped.
 
it's a thought, but most people expect some kind of menu. also there are many items and things you can find that are never required and will likely be missed. All of the guns can be missed, many extras can be missed, and some of the core powers can even be skipped.

Isnt it more fun to have weapons or abilities that only those have who are exploring the world? Like sort of exclusive to those who want to dig deeper. So i think not knowing how many weapons,abilities there are is a good thing. Make the core powers achievement based and required to progress but the rest should be missable. Maybe having sort of guidance to the next core power.

Souls games have alot of missable powers,weapons,armors too. Also it has no Map. Nobody complains. I think it adds something natural and special to the experience.
 

Blizzard

Banned
Isnt it more fun to have weapons or abilities that only those have who are exploring the world? Like sort of exclusive to those who want to dig deeper. So i think not knowing how many weapons,abilities there are is a good thing. Make the core powers achievement based and required to progress but the rest should be missable. Maybe having sort of guidance to the next core power.

Souls games have alot of missable powers,weapons,armors too. Also it has no Map. Nobody complains. I think it adds something natural and special to the experience.
I suppose this comes down to a philosophical question -- whether to make a game more like Super Metroid, or more like Dark Souls, or somewhere in between the two.
 
Isnt it more fun to have weapons or abilities that only those have who are exploring the world? Like sort of exclusive to those who want to dig deeper. So i think not knowing how many weapons,abilities there are is a good thing. Make the core powers achievement based and required to progress but the rest should be missable. Maybe having sort of guidance to the next core power.

Souls games have alot of missable powers,weapons,armors too. Also it has no Map. Nobody complains. I think it adds something natural and special to the experience.

For what it's worth, there are already discoverable map fragments in Jobbs' game.

Some games that want to pander to both people who like item discovery a mystery and completionists will usually have another item or option to highlight yet unrecovered items on the map. I feel like this is a good compromise in that case.

Personally, I prefer the Zelda style of showing empty slots in the menu for everything you're going to get. I like having a good idea of how far into the game I've gotten and how much more I'll have to look forward to.

Twilight Princess had an interesting twist on this: missing items are clearly delineated, and in the center you see the collected pieces of Midna's armor, leading to what feels like the climax of the game. However, shortly after collecting all the armor pieces, it proves insufficient and suddenly you're looking for pieces of a magical mirror instead, thereby setting up the whole second half of the game. So, because the menu was previously presumed a reliable gauge, it's an effective fake out. I'm not sure how relevant that is, but I thought it was an interesting idea.
 

Jobbs

Banned
Off the top of my head, there are 7 core powers, 1 of which is definitely skippable, 8 weapons, all of which are skippable/missable. In addition there's a whole bunch of nonsense related to the pet feed/evolution system which I've never really gotten into in much detail so far (not in public, at least). There's also a character level for the pet and the suit, and some basic stats which are probably going to remain internal/hidden, but I'm not sure yet.

I'm kinda thinking how to have a status screen that is interesting and shows you what you have, but also is something of a mystery itself. I want to include the pet stuff somehow, too.
 
Off the top of my head, there are 7 core powers, 1 of which is definitely skippable, 8 weapons, all of which are skippable/missable. In addition there's a whole bunch of nonsense related to the pet feed/evolution system which I've never really gotten into in much detail so far (not in public, at least). There's also a character level for the pet and the suit, and some basic stats which are probably going to remain internal/hidden, but I'm not sure yet.

I'm kinda thinking how to have a status screen that is interesting and shows you what you have, but also is something of a mystery itself. I want to include the pet stuff somehow, too.

You can probably solve that with dynamic icon alignment. For example, rather than rigidly placed slots, you could have a centered row of icons without missing spaces for missed items so that players can't tell what's left or what's missing, just what's been acquired so far.
 
You can probably solve that with dynamic icon alignment. For example, rather than rigidly placed slots, you could have a centered row of icons without missing spaces for missed items so that players can't tell what's left or what's missing, just what's been acquired so far.

yeah anything non-cookie cut grid like would work, so you can't estimate missing slots.
 

Jobbs

Banned
You can probably solve that with dynamic icon alignment. For example, rather than rigidly placed slots, you could have a centered row of icons without missing spaces for missed items so that players can't tell what's left or what's missing, just what's been acquired so far.

yeah anything non-cookie cut grid like would work, so you can't estimate missing slots.

Honestly it was in the back of my mind that certain slots would actually drive people crazy because of how they are unlikely to ever find them. That was the core reason for me considering slots.

Someone even suggested I leave a slot that means nothing and can never be filled, just to troll people. Not sure about that... But.. It is intriguing. Reminds me of the ring in Dark Souls. You can pick it as a starting gift, and it hints that it could be for something.. But apparently it never had any purpose or function in the game.
 

Blizzard

Banned
Someone even suggested I leave a slot that means nothing and can never be filled, just to troll people. Not sure about that... But.. It is intriguing.
Speaking as someone who probably has OCD of some form, it sucks. If you like that idea, however, you might want to play The Stanley Parable. There's one ending in particular that is very mean.
 
Honestly it was in the back of my mind that certain slots would actually drive people crazy because of how they are unlikely to ever find them. That was the core reason for me considering slots.

Someone even suggested I leave a slot that means nothing and can never be filled, just to troll people. Not sure about that... But.. It is intriguing. Reminds me of the ring in Dark Souls. You can pick it as a starting gift, and it hints that it could be for something.. But apparently it never had any purpose or function in the game.

Have an alien / unknown artifact that you can find but never use, that would be fun :p
 

Jobbs

Banned
Speaking as someone who probably has OCD of some form, it sucks. If you like that idea, however, you might want to play the Stanley Parable. There's one ending in particular that is very mean.

My design MO sometimes involves playing with player expectations/poking them in the eye (though rarely in an unfair way, at least that's the intent). That's why the empty slot thing isn't totally out of the question.
 

_machine

Member
Just realized I hadn't asked feedback for our store page yet, so I would love some for the general writing on it, the styling etc. We will naturally update the main video to a proper launch trailer, but at least the team has signed off on everything else. I feel that there's room for improvement though, but I am running out of ideas:

http://store.steampowered.com/app/349840
 

Blizzard

Banned
Just realized I hadn't asked feedback for our store page yet, so I would love some for the general writing on it, the styling etc. We will naturally update the main video to a proper launch trailer, but at least the team has signed off on everything else. I feel that there's room for improvement though, but I am running out of ideas:

http://store.steampowered.com/app/349840
Does your game support a controller? I don't see it listed in the features on the right and wanted to make sure.

Also, you might want to put "Windows 7 and up" in the recommended requirements. Otherwise people might ask about Windows 8, 8.1, 10, etc.
 

anteevy

Member
Just realized I hadn't asked feedback for our store page yet, so I would love some for the general writing on it, the styling etc. We will naturally update the main video to a proper launch trailer, but at least the team has signed off on everything else. I feel that there's room for improvement though, but I am running out of ideas:

http://store.steampowered.com/app/349840
One minor thing: I think the night screenshots are a bit dark / have too much contrast, so it's hard to see what's happening. When playing it might not be a problem, but when browsing through the screenshots you should be able to see the details at a glance.
 

Blizzard

Banned
Obscure question: Does anyone have any experience with or knowledge of the various LGPL versions and source distribution? I thought I was fairly familiar with the GPL and LGPL until I started digging into it today.

I would like to use OpenAL-soft (http://openal-soft.org/) which is apparently a common piece of software and which may already be used by other games on Steam.

However, only the GPLv3 and LGPLv3 seem to allow any possibility of distributing an unmodified binary without bundled source. The GPLv3 states, "the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities". What does "equivalent copying facilities" mean? What if the binary is installed from Steam, and the source can be downloaded from a normal HTTP website? Is that equivalent enough, for example? Is it just necessary that the server be public and free?

If I am forced to use the LGPLv3 (http://www.gnu.org/licenses/lgpl-3.0.en.html), I also have to figure out what section 3 means. If I examine OpenAL-soft and decide that it uses a parameter that is not "numerical", what then? What qualifies as "numerical"?

If a library header file is used with a template of 11 lines rather than 10, for example, that triggers 3a and 3b. Do 3a and 3b mean that the entire Application work is now covered by the LGPLv3 as well, or is it just an extra documentation requirement?

I love libraries that use BSD/MIT licenses instead because they are so much easier to understand and comply with.
 

snarge

Member
Trying to make a shmup and I'm having so much fun just messing with bullet patterns. Recorded a bit of it here: https://www.youtube.com/watch?v=ifYnC69uplk

It's crazy what a simple spinning bullet spawner can do

Yeah, those look like you're pretty far along! I liked the last one the best. I love when you get something right as a dev, and it's very easy to go in and iterate quickly...and it becomes almost too fun, heh.

I like the shooting of the player ship as well, looks very beam like. Is it a series of projectiles or...something else?
 

upandaway

Member
Yeah, those look like you're pretty far along! I liked the last one the best. I love when you get something right as a dev, and it's very easy to go in and iterate quickly...and it becomes almost too fun, heh.

I like the shooting of the player ship as well, looks very beam like. Is it a series of projectiles or...something else?
I actually started on friday haha, what's on screen is basically almost everything I have right now. The ship projectiles are just a lot of really fast bullets.

But yeah I think I lucked out with how versatile it turned out, for example this is all it takes between the first and last patterns:

UTAJbsB.png
AhC4JO1.png
 

Popstar

Member
Obscure question: Does anyone have any experience with or knowledge of the various LGPL versions and source distribution? I thought I was fairly familiar with the GPL and LGPL until I started digging into it today.

I would like to use OpenAL-soft (http://openal-soft.org/) which is apparently a common piece of software and which may already be used by other games on Steam.

However, only the GPLv3 and LGPLv3 seem to allow any possibility of distributing an unmodified binary without bundled source. The GPLv3 states, "the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities". What does "equivalent copying facilities" mean? What if the binary is installed from Steam, and the source can be downloaded from a normal HTTP website? Is that equivalent enough, for example? Is it just necessary that the server be public and free?

If I am forced to use the LGPLv3 (http://www.gnu.org/licenses/lgpl-3.0.en.html), I also have to figure out what section 3 means. If I examine OpenAL-soft and decide that it uses a parameter that is not "numerical", what then? What qualifies as "numerical"?

If a library header file is used with a template of 11 lines rather than 10, for example, that triggers 3a and 3b. Do 3a and 3b mean that the entire Application work is now covered by the LGPLv3 as well, or is it just an extra documentation requirement?

I love libraries that use BSD/MIT licenses instead because they are so much easier to understand and comply with.
I just took a look and opengl-soft is licensed under the LGPLv2. Is there a reason you're asking about version 3?

The general rule for version 3 is to just avoid it. It's not worth the hassle. A lot of the language in version 3 is meant for web applications deployed on servers and its difficult to know how the language affects shipped-to-user software. For version LGPL version 2 stuff just make sure you compile the library as a dll and link it dynamically.

EDIT: Let me expand on this a bit more. As its easier to understand what the license is trying to say if you understand a bit of history.

A lot of commercial companies were using GPL software without sharing their modified source through a couple of loopholes. One of which was that you only had to share source for GPL-derived software if it was distributed. This meant a hobbyist just making stuff for themselves that noone else ever saw wasn't violating the license if they weren't making their changes available. But it also meant that a large corp using modified GPL software on their servers (but not distributing it to others) was also not violating the license. Even if they had millions of people using the software remotely through a website or whatever.

So the GPL added language to v3 to try and close that loophole (among others). Hence the language about servers.

The numerical parameters and such in there boils down to a requirement that people be able to recompile their own version of any LGPL software. So if you use opengl-soft for your game. People need to be able to replace the version you ship with a modified version if they wish. Either you ship your object code with the game and allow people to relink (no one does this) or you make the library into a DLL that people can replace with their own.
 
Reminds me of the ring in Dark Souls. You can pick it as a starting gift, and it hints that it could be for something.. But apparently it never had any purpose or function in the game.

Hm? The Old Witch's Ring does have a purpose. (
You can use it to speak to Quelaag's sister.
) Or maybe you're thinking of the pendant, though the description of that does state that it has no purpose
- you can still trade it to the crow though
.
 

Blizzard

Banned
I just took a look and opengl-soft is licensed under the LGPLv2. Is there a reason you're asking about version 3?

The general rule for version 3 is to just avoid it. It's not worth the hassle. A lot of the language in version 3 is meant for web applications deployed on servers and its difficult to know how the language affects shipped-to-user software. For version LGPL version 2 stuff just make sure you compile the library as a dll and link it dynamically.

EDIT: Let me expand on this a bit more. As its easier to understand what the license is trying to say if you understand a bit of history.

A lot of commercial companies were using GPL software without sharing their modified source through a couple of loopholes. One of which was that you only had to share source for GPL-derived software if it was distributed. This meant a hobbyist just making stuff for themselves that noone else ever saw wasn't violating the license if they weren't making their changes available. But it also meant that a large corp using modified GPL software on their servers (but not distributing it to others) was also not violating the license. Even if they had millions of people using the software remotely through a website or whatever.

So the GPL added language to v3 to try and close that loophole (among others). Hence the language about servers.

The numerical parameters and such in there boils down to a requirement that people be able to recompile their own version of any LGPL software. So if you use opengl-soft for your game. People need to be able to replace the version you ship with a modified version if they wish. Either you ship your object code with the game and allow people to relink (no one does this) or you make the library into a DLL that people can replace with their own.
Thanks for the detailed response! The reason I was asking about v3 involved these factors:

1. As you point out, the library is under LGPLv2 right now, and that version does not even include the "Use a suitable shared library mechanism" that is option 6b of LGPLv2.1 (http://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html). Maybe I am missing something but I don't see DLLs being supported as an option in v2, unless it's under section 5.

2. I need to double-check the code, but I think all the OpenAL-soft source has language that allows you to use a later version of the LGPL if you want. Which means I would like to use LGPLv2.1 and distribute the OpenAL-soft DLL with an installer. I would include the license if needed, and mention the library in documentation, and link to the site.

3. I see in section 5 of the LGPLv2.1 that if numerical parameters, inline functions of 10 lines or less, etc. are used (this is very specific so I feel like I need to manually check the DLL interface), a "work that uses the Library" would fall under "the use of the object file is unrestricted". This would mean that my application would be fine, I think? Do I fall under 5, or 6b?

4. However, even if my application is unrestricted, I would still need to cover the requirements for redistributing the library binary DLL. This seems to be covered by section 4: "You may copy and distribute the Library (or a portion or derivative of it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange."

I guess the key questions are in my items 3 and 4 above. Does linking to a source download website conform to "accompany it with the complete corresponding machine-readable source code" distributed on "a medium customarily used for software interchange"?


I'm not asking for formal legal advice of course, just thinking out loud and seeing if others had insights I missed. :p
 

Jobbs

Banned
Hm? The Old Witch's Ring does have a purpose. (
You can use it to speak to Quelaag's sister.
) Or maybe you're thinking of the pendant, though the description of that does state that it has no purpose
- you can still trade it to the crow though
.

Yeah, I was thinking of the Pendant. For a while there was a whole wild goose chase over figuring out what secret thing it did in the game, due in large part to Miyazaki trolling.

Dark Souls director, Hidetaka Miyazaki, said in a Famitsu interview that he'd pick the pendant or nothing. For months fans tried to find a hidden purpose for this item, but later he revealed it was just a prank,[1] and the pendant has no significant purpose at all.
 

Popstar

Member
@Blizzard

Since you wouldn't be directly linking the library into your exe you would be covered by section 6b. Having a link to the source on a website is generally considered to be sufficient.

(or you could just avoid all this and use something like http://soloud-audio.com which is under a Zlib-style license)
 
Yeah, I was thinking of the Pendant. For a while there was a whole wild goose chase over figuring out what secret thing it did in the game, due in large part to Miyazaki trolling.

Ah yeah, and I heard that even after he admitted that it really had no purpose, some people then thought he was trolling about that, and continued searching for some way to use it. :)
 

Blizzard

Banned
@Blizzard

Since you wouldn't be directly linking the library into your exe you would be covered by section 6b. Having a link to the source on a website is generally considered to be sufficient.

(or you could just avoid all this and use something like http://soloud-audio.com which is under a Zlib-style license)
Thank you so much, SoLoud looks almost PERFECT. Almost everything else I'm using in my engine has a libpng/zlib style license. I hadn't heard of it, and reading through that website I saw the nickname Sol_HSA...who is one of the admins on the Ludum Dare IRC channel. Small world! I had probably seen him hanging around but never knew about the audio library.

I can probably live with WAV and OGG, though the only thing I would want for it to be truly perfect would be FLAC support. I have to go through an extra step to make OGG files from Sonar X3.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Imo nothing. Isolation with a map doesnt work. And knowing that you are 50% done with the game because 5/10 icons are highlighted isnt really that great for motivation.

If you really want it that the player feels lonely: give him nothing. Its easier to implement and gives some difficulty to the game. A good metroidvania player knows exactly where he was and what was there.

Also you make the game a bit longer and force people to explore your world and look for secrets. So thats a plus.

Thats my oppinion of course. You can do whatever you want to. Depends on what works best for your game.
Looking at the Metroid series, having a map helps navigation but does not take away collectible's positions or the need to get to know the world. It just eases the player into it and I think this is a good thing. I would certainly want to have a map in a Metroid-like game.
 

SeanNoonan

Member
If you guys haven't noticed it's taking a long time to make this game, in general, there's a lot that keeps me from putting in adequate time so I need to make sure I can focus as best I can with the little time I do have to work on the project to hopefully hit our own internal deadline.
I wouldn't be so hard on yourself, game development is hard and always takes longer than you really plan for. My experiences developing games in my free time are the same as those making AAA stuff.

This shit takes time, and always longer than you plan for.

I find the big difference between my AAA and indie efforts is that there's more room for compromise in AAA - because my indie stuff is purely on my head, it's up to me to let shit slide, and I rarely ever do. This is why I'm still working on an infinite runner a year after initial release...
 
Looking at the Metroid series, having a map helps navigation but does not take away collectible's positions or the need to get to know the world. It just eases the player into it and I think this is a good thing. I would certainly want to have a map in a Metroid-like game.

Maybe making both work. Like having to collect the map and making it missable or make a hard mode/exploration mode.
 

Tricktale

Neo Member
Hey everyone,

It looks like you guys are working on some really awesome stuff.

I've been working on a solo project (currently untitled) for a while and have finally got to the stage where I've got some screenshots that look more or less as I envision the final game to look, although there's still more work to be done.

It's a 2.5D adventure/puzzler, stylistically similar to movies such as 2001, Alien and Prometheus. Attempting to nail the game's atmosphere has probably been the hardest thing to accomplish. The majority of the game will take place on the planet seen in the second screenshot.

These 2 screenshots are in-game and taken from the intro. It looks much better in motion. I'll link a video when it's finished.

QR0bzni.png



qB7GRbq.png
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I find the big difference between my AAA and indie efforts is that there's more room for compromise in AAA - because my indie stuff is purely on my head, it's up to me to let shit slide, and I rarely ever do. This is why I'm still working on an infinite runner a year after initial release...
You are working on it a year after release? Are there even enough players who will recognize the change, or is it for you personally to be happy with the product? Since most players buy close to launch, I'd guess not many people will get to see your improvements on it?

Maybe making both work. Like having to collect the map and making it missable or make a hard mode/exploration mode.
Having to collect the map sounds good, it's fun in many games - among them the Metroid Prime series and makes the map feel valuable. However, different difficulties I don't think are such a great thing, because I'd rather have a game properly designed over the information and mechanics given to the player especially with a small team.
 

SeanNoonan

Member
You are working on it a year after release? Are there even enough players who will recognize the change, or is it for you personally to be happy with the product? Since most players buy close to launch, I'd guess not many people will get to see your improvements on it?
Yeah, it's more for me really. There weren't many players to begin with, so I'm also interested to see if the concept of a relaunch is possible for a smaller production.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Yeah, it's more for me really. There weren't many players to begin with, so I'm also interested to see if the concept of a relaunch is possible for a smaller production.
Just design new levels and call it "SeanNoonan's runner" 2. Or π/2, I hear decimal increments are the new way to go...
 

_machine

Member
One minor thing: I think the night screenshots are a bit dark / have too much contrast, so it's hard to see what's happening. When playing it might not be a problem, but when browsing through the screenshots you should be able to see the details at a glance.

Does your game support a controller? I don't see it listed in the features on the right and wanted to make sure.

Also, you might want to put "Windows 7 and up" in the recommended requirements. Otherwise people might ask about Windows 8, 8.1, 10, etc.
Thanks guys! Good point on the system requirements (I also realized that UE4 doesn't support DX10 easily so I had fix it) and I'll have to see what should be done on the darker screenshots.

Just a bit over a week to go so nothing quite exciting to share, just been slaving away on the bugfixing, but I do have a new minion introduction:
 

PirateHearts

Neo Member
It's a 2.5D adventure/puzzler, stylistically similar to movies such as 2001, Alien and Prometheus.

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I've been wanting to make a game with a sort of "vintage sci-fi" aesthetic in the vein of 2001 or Alien for years. Curious to see how this turns out. I'm digging the lens flares and camera artifacts!
 

Kalentan

Member
Those who use Game Maker... Would you suggest I make a new project when trying to test out systems? Or should I just do everything in one project?
 
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