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

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Blizzard

Banned
I just mean if you know what move constructors do in the language, you can take advantage of move constructors others have written. For one, virtually everything in the standard library is movable.

One copy is unavoidable, after all that was part of the stated purpose of the function. The question was whether you can make the code cleaner without sacrificing performance. For instance, would this work?
Code:
vector<stuff> copy_and_alter(vector<stuff> source) { ... }
// at call site
auto altered = copy_and_alter(old_data);
Ah, thanks. That would indeed save a line.

It does seem to me that it would almost mask why it's efficient, though. If you declare a variable explicitly and then use a function like this:
Code:
vector<stuff> result;
copy_and_alter(old_data, result);

...then in that case it's pretty obvious that no matter what type the result is, a reference is being passed and no huge copy is occurring. You could even put it on one line instead of two if you didn't mind being silly with two semicolons on the same line.

With the shorter syntax, you have to know that your target object has a move assignment operator implemented, because otherwise (unless I'm missing something) you're going to be doing a full, slow copy. With the use of "auto", this becomes even less explicit, since you don't see the type right in front of you.

If you know that you're always going to be using objects with move assignment operators, then great, but otherwise it seems like a bit of a trap for maintainability and performance if you ever changed the vector<stuff> to SomeHugeCustomObject instead, all to save one line.

I realize this is almost certainly an out-of-date opinion though. :p I also dislike references for the same reasons. If you pass a pointer as a method parameter, it's instantly obvious that the method might modify the data. If you pass an object as a reference, you have to take an extra step to check the header file, hover over the code, remember offhand, or whatever, in order to be SURE that it's a reference and not a copy. I like the extra, instant, obviousness in code.
 

Lautaro

Member
We are out now on Steam!

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




I can hardly believe we're there now, but I really want to thank you all so much for the support, it's really been a long road and as you all now game development is always easy, so speaking to such a fantastic, like-minded community has really helped us a lot :)

Congrats! now make a plan for your visibility rounds and patches, if possible use one when you are ready to make a discount ;)

Hopefully some big youtuber (like TB) will take the time to cover your game, good luck!
 

shaowebb

Member
Helping my wife put together stuff in Gamemaker now as I continue putting together 3d Assets for the long as shit fighting game project I've been doing (few models, and one unwrapped, normal mapped and rig ready).

We're probably gonna be working through doing some basic code and messing around with smaller stuff together while I baby my big project along. Messing around with some scripts and code from GMOSSE which is a good baseline shmup building tool. Not making a shmup with her in gamemaker though, but just studying the code setup for all the various shot types and bullet pattern making tools in that game. Hoping to apply stuff like this to a Zelda like thing to make more interesting boss fights sorta how Rogue Legacy had cool shot patterns.

Anyhow enjoying the lighter side of game development with her. The heavy stuff is still there on my personal project but this is a nice way for me to touch base with simple coding since I have nothing much to worry about on assets for once since she's hitting the art stuff for fun herself. Sometimes we both work on art with me on my 3d for the fighter and her on 2d for the gamemaker stuff. She finishes her stuff and I take a break on mine to relax and toy with code in gamemaker and to test out things that may be useful later.

Good times :)

Just sort of posting a train of thought here, but I felt like sharing this one. Its nice to have a small carefree outlet to work in occassionally since all my 3d stuff is heavy lifting work currently. I'm starting to get a lil portfolio at this rate lol.
 
Helping my wife put together stuff in Gamemaker now as I continue putting together 3d Assets for the long as shit fighting game project I've been doing (few models, and one unwrapped, normal mapped and rig ready).

We're probably gonna be working through doing some basic code and messing around with smaller stuff together while I baby my big project along. Messing around with some scripts and code from GMOSSE which is a good baseline shmup building tool. Not making a shmup with her in gamemaker though, but just studying the code setup for all the various shot types and bullet pattern making tools in that game. Hoping to apply stuff like this to a Zelda like thing to make more interesting boss fights sorta how Rogue Legacy had cool shot patterns.

Anyhow enjoying the lighter side of game development with her. The heavy stuff is still there on my personal project but this is a nice way for me to touch base with simple coding since I have nothing much to worry about on assets for once since she's hitting the art stuff for fun herself. Sometimes we both work on art with me on my 3d for the fighter and her on 2d for the gamemaker stuff. She finishes her stuff and I take a break on mine to relax and toy with code in gamemaker and to test out things that may be useful later.

Good times :)

Just sort of posting a train of thought here, but I felt like sharing this one. Its nice to have a small carefree outlet to work in occassionally since all my 3d stuff is heavy lifting work currently. I'm starting to get a lil portfolio at this rate lol.

Yay! I'm glad you have a partner to share your passion with like that. It's so fun &#9829;
 
Just throwing this out there but have you considered making one of the buttons dedicated to an action and letting players switch what the other does? (e.g. right click is always move or look while the left can be toggled between the remaining two actions)
I know you're aiming to make a game based off an old-skool game but a little bit of streamlining surely can't hurt :3

Seems like a simple enough thing to add, sure.
 
Made a donut platform that spins around in the air. I'm really happy with how the texturing turned out. I used a mask to make the frosting + sprinkles have random colors each time the donut is spawned, while leaving the bread itself alone.

CRRCA32UAAAHqOF.png:large

Although the donut doesn't actually animate its colors this way in-game, this shows the texture mask in action
 
I've been giving my game Stage Presence a lick of paint in preperation for the Steam launch. Pretty happy with the new colour grading and high contrast - shamelessly cribbed from Sunset and Firewatch. Those games are too beautiful not to steal from. I increased the harshness of the contrast to fit the feel of Stage Presence.

Now I just need to finish up the multiplayer mode where you invade other peoples games as a crowd member and get to hurl abuse at them and it'll be ready for Steam!


Holy moly, its like the "live" idea of guitar hero live but a hundred times better implemented than with some shitty already recorded video.
 
Holy moly, its like the "live" idea of guitar hero live but a hundred times better implemented than with some shitty already recorded video.

Thanks man! I was pretty disheartened when Guitar Hero Live was announced and I was half way through development of Stage Presence. I thought about abandoning the project but I think there's enough difference to keep on with it - glad to hear you prefer the look of Stage Presence :)
 
Thanks man! I was pretty disheartened when Guitar Hero Live was announced and I was half way through development of Stage Presence. I thought about abandoning the project but I think there's enough difference to keep on with it - glad to hear you prefer the look of Stage Presence :)

Dont worry. How GHL tries to do its just baffling (I remember commenting on that thread that it would have been better they way you are doing it, without knowing at the time your version doing it right existed). I think your idea of doing it in 3D where you are really there and not some prerecorded video is MUCH better, you can do so much more things with it, like implemnt VR, movement, fast change of the audience depending what you are doing...
Also seems like being the stop gap enterteiner is a really fun and original idea for the game.

I love game that make you live a life you are probably never going to do with some type of story telling or role play. Being a sports star, a singer, a wrestler (like Pehesse's game), a super hero... Your game scratches that itch.
I also saw one of the screens of your website that had a spanish flag in the audience. Cool points for that ;)
 

SeanNoonan

Member
I've been giving my game Stage Presence a lick of paint in preperation for the Steam launch.

Looks ace! Colours look a little more saturated than my eyes are used to, but I love the palette.


I just started working on something sorta new - it's an extension of something I was already working on with a subtle homage to a certain axed project.

I'll see if I can post some gifs up tonight, though it depends how quickly I get reacquainted with Blender - it's been a good 6 months now...
 
Looks ace! Colours look a little more saturated than my eyes are used to, but I love the palette.


I just started working on something sorta new - it's an extension of something I was already working on with a subtle homage to a certain axed project.

I'll see if I can post some gifs up tonight, though it depends how quickly I get reacquainted with Blender - it's been a good 6 months now...

Cheers Sean! I wanted the saturation to feel slightly overwhelming so that the player feels uncomfortable even when they're doing well in the game. When the crowd turns against them, the saturation drops to make things seem more washed out.

Looking forward to seeing your new project, god knows I wanted to see Streets of Rage come back and your prototype seemed really interesting.
 

Vanguard

Member
Made a little area to try and get the lighting correct and just to get the look I want in a screenshot (or two), something that's very basic yet visually appealing. I'm pretty damn happy with the results, but making a level look equally as good (mostly in layout), in my eyes is a lot harder than a small area. Problem is small areas with tight corridors make the game a lot harder, enemies will wreck you. I could try and balance it out so there are multiple paths to an exit, but enemies spawn randomly and can ruin your day very quickly. Taking a lot of balancing to get right.

Day


Night
 

anteevy

Member
Made a little area to try and get the lighting correct and just to get the look I want in a screenshot (or two), something that's very basic yet visually appealing. I'm pretty damn happy with the results, but making a level look equally as good (mostly in layout), in my eyes is a lot harder than a small area. Problem is small areas with tight corridors make the game a lot harder, enemies will wreck you. I could try and balance it out so there are multiple paths to an exit, but enemies spawn randomly and can ruin your day very quickly. Taking a lot of balancing to get right.

Day


Night
Whoa what's that? Looks awesome!
 

ekim

Member
Hey. I'm thinking about starting on a project I have in my head for quite a long time but I'm not sure if it's feasible at all for me. As a starter I'm completely untalented when it comes to art and animation. I basically want a first person "walking simulator" in a space station with environmental storytelling and all in a fake low-res 3D. I've heard that unity has a massive asset store so that could help me with my missing skill for creating those assets. Is unity actually capable of doing level geometry? (Like the Hammer editor) Are there maybe other tools that are more suited to my needs than unity?
 

Vanguard

Member
Whoa what's that? Looks awesome!

Thank you :) It's an action rpg with a lot of shooting, or stealth if you wish. Stealth is kind of in flux at the moment though for various reasons, where it doesn't seem that fun and sometimes feels forced later if enemies start to out gear you.

It's becoming kind of hard to balance because while the enemies have some different personalities, they will have what you have. When they spawn they will get the same random loot you do, access to the same abilities, weapon mods, everything. It starts to feel like a very one sided PVP match after a while and something I may need to tone down because it's kind of ridiculous at the moment. Although that's when they're not doing something stupid due to bugs :p

I hope to have it in a playable state in a month or two (most likely early access tbh or some kind of demo at least), if I can get the enemies and levels to work together better, and the AI to be more fair. Bit too merciless at the moment.

Feel like I should post about it more but I've not really been happy with it until recently, bit too self critical.
 
We released our update to Star Bridge today. Here is a big infographic that shows the delta:

starbridgeinfographicasmall.jpg


Our previous game, Arcadecraft also got a update on Steam. A Star Bridge machine was added.

starbridge-machine.jpg


A Greenlight page for Star Bridge for PC was also set up today.

http://steamcommunity.com/sharedfiles/filedetails/?id=534745043

We also blew the doors off a couple of other games we had in development but cancelled for one reason or another.

Here is a previously unreleased video for our cancelled game: Megatons.

https://www.youtube.com/watch?v=labexrdNYHM

That game needed a bigger staff than we had and it desperately needed funding. It shows what we could do in 5 months with just the two of us.

I think the #indiepocalypse has taken its toll on the company and we will likely not make any more games.
 
Sooo, finally get to show off some new areas in Beacon!
Firstly a very early shot of the underground cavern Kiefen has been working on!


And the Clone Bay, which Tay has been steadily art passing since modelling out all of the interior. It's just one of the various sections of the ship you get to poke around in during the prologue!

 

Dewfreak83

Neo Member
Inching closer and closer to getting this puppy completed, as I'm wrapping up some final polish for Beta #1!

Needed a load screen, so I pulled together some pre-existing assets and created this:

XIJElXd.gif


The wall could use a little more character though... perhaps before launch!
 
Sooo, finally get to show off some new areas in Beacon!
Firstly a very early shot of the underground cavern Kiefen has been working on!



And the Clone Bay, which Tay has been steadily art passing since modelling out all of the interior. It's just one of the various sections of the ship you get to poke around in during the prologue!

The art is soo good
 

anteevy

Member
Thank you :) It's an action rpg with a lot of shooting, or stealth if you wish. Stealth is kind of in flux at the moment though for various reasons, where it doesn't seem that fun and sometimes feels forced later if enemies start to out gear you.

It's becoming kind of hard to balance because while the enemies have some different personalities, they will have what you have. When they spawn they will get the same random loot you do, access to the same abilities, weapon mods, everything. It starts to feel like a very one sided PVP match after a while and something I may need to tone down because it's kind of ridiculous at the moment. Although that's when they're not doing something stupid due to bugs :p

I hope to have it in a playable state in a month or two (most likely early access tbh or some kind of demo at least), if I can get the enemies and levels to work together better, and the AI to be more fair. Bit too merciless at the moment.

Feel like I should post about it more but I've not really been happy with it until recently, bit too self critical.
Sounds cool! And you should definitely post more often about it. Any gameplay clips? ;)
 

Situacao

Member
So here is the first showable gif of the project I've been working on past year, Pulsar Raiders. The concept behind it is basically Street Fighter with spaceships, meaning that the game is a 2D 1v1 "arena shmup". The player will be able to shoot, dodge, use upgrades (homing missiles, shields, etc.) and we're also thinking of the possibility of adding special attacks like SF.

We're still working on the graphics, so it still looks kinda "early", and I know a 7 sec gif isn't much, but I'd like to know what you guys think of it as this is the first "major" project that I'm involved in.

kosYbo0.gif


Thanks in advance!
 
Finally finished the whole design document for Super Game Show. The whole game story is written also, so we know how its going to begin and end and where we are going to need cutscenes.
Working the definitive artstyle fo the characters with our artist now.

Here is a previously unreleased video for our cancelled game: Megatons.

https://www.youtube.com/watch?v=labexrdNYHM

That game needed a bigger staff than we had and it desperately needed funding. It shows what we could do in 5 months with just the two of us.

I think the #indiepocalypse has taken its toll on the company and we will likely not make any more games.

Well, thats a pity, megatons looked super cool.
Voted Star Bridge on steam greenlight.
I wish you luck!
 

kaioshade

Member
Myself and a few others have begun work on a bullet hell shooter. Hopefully we can have something playable by the end of the year, and i would definitely welcome some feedback when its out.

Just in the few months we have been doing this, with fulltime jobs and only being able to work in the evenings, this is some oft he hardest stuff i have ever done. just the amount of planning and such, its mind boggling.
 

Water

Member
Myself and a few others have begun work on a bullet hell shooter. Hopefully we can have something playable by the end of the year, and i would definitely welcome some feedback when its out.

Just in the few months we have been doing this, with fulltime jobs and only being able to work in the evenings, this is some oft he hardest stuff i have ever done. just the amount of planning and such, its mind boggling.
What tech/engine are you on?
If you'd like any feedback or an extra pair of eyes on it along the way, I'd be happy to take a look. I'm a big bullet hell fan, have a JP X360 and a mountain of CAVE titles among other things. I'd probably start working on one myself if my work in teaching Unity game development wasn't currently taking up all of my free time. (Never too busy for it to get in the way of surfing GAF of course.)
 

upandaway

Member
Myself and a few others have begun work on a bullet hell shooter. Hopefully we can have something playable by the end of the year, and i would definitely welcome some feedback when its out.

Just in the few months we have been doing this, with fulltime jobs and only being able to work in the evenings, this is some oft he hardest stuff i have ever done. just the amount of planning and such, its mind boggling.
I've put about a week into a bullet hell shooter I'm making in unity too (progress) and my biggest problem so far has been... looking at current shooters. It looks simple enough at first but one look into current ones, and there's so much scripting and so much polish involved that it's overwhelming. Things I never even noticed in shooters before I tried making one.
 

kaioshade

Member
What tech/engine are you on?
If you'd like any feedback or an extra pair of eyes on it along the way, I'd be happy to take a look. I'm a big bullet hell fan, have a JP X360 and a mountain of CAVE titles among other things. I'd probably start working on one myself if my work in teaching Unity game development wasn't currently taking up all of my free time. (Never too busy for it to get in the way of surfing GAF of course.)

We are currently on unity, and have looked at Unreal Engine 4 a well. Still evaluating the strengths of each. Expect a PM soon. I would love to have another set of eyes on this project for feedback. Again, due to fulltime jobs and my lead programmer being busy/sick as hell, we are moving a bit slower than expected, but we are still pushing forward. We are still very much in the planning stages right now, but thank you for the offer for feedback as well.

I've put about a week into a bullet hell shooter I'm making in unity too (progress) and my biggest problem so far has been... looking at current shooters. It looks simple enough at first but one look into current ones, and there's so much scripting and so much polish involved that it's overwhelming. Things I never even noticed in shooters before I tried making one.

SO MUCH THIS. We went into this expecting "some bullets, movement, and done" just looking at other games, how they work, has been a huge amount of time. I have started looking at other games in ways i never thought i would have. enemy placement, firing patterns, even the way they rotate, track, dont track, its all insane. I have a LOT to learn, as this is my first project.
 

Unain

Member
Big Rig Mayhem (Epic MegaJam, Theme: Standing on the Shoulders of Giants)
What a trip! I've never done any rigging in Blender/Unreal Engine and shouldn't have learned that during this Mega Jam :p.
Luckily it all ended up working fine (with some bugs here and there, watch that ragdoll ;)).
Never done any sounds myself as well, but with some creative mic usage got it done.

How to play:
A/S = Move left and right
W or Spacebar = Jump
Left Mousebutton = Attack
Right Mousebutton = Special 1 (Force Push)
Q = Special 2 (Heal)

Try to survive as long as possible!
Each attack that you do towards an enemy gives you 20% Special Power.
When the Special Power Bar is full use one of your Special Attacks. Just make sure you don't fall off.


Link (Windows 32 bit): https://dl.dropboxusercontent.com/u/60380766/Unain_BigRigMayhem_32bit.zip
Link (Windows 64 bit): https://dl.dropboxusercontent.com/u/60380766/Unain_BigRigMayhem_64bit.zip

* Clickable for bigger versions *




 

Vanguard

Member
Sounds cool! And you should definitely post more often about it. Any gameplay clips? ;)

Unfortunately not yet, the only clips of gameplay is months old (looks horrific) and what I have now is in the middle of being broken, it's only me working on it so trying to balance all the workload/features out. But will try and get something, viewable soon! I hope.

But here's a small video of the screenshots I posted earlier in how I try to balance lighting and colour (just to show something in motion at least :p). The motion blur has been removed, the glowey things moving are projectiles, the glowing cubes on top is a portal and the sphere is just testing reflections!

https://www.youtube.com/watch?v=yYX-dbe4Cno
 

Jumplion

Member
I don't know where to put this video so i will leave it here:

https://www.youtube.com/watch?v=PZn9a9-Gyc0

It's a brutally honest talk by Rami Ismail about the most likely short lifespan of your indie startup.

These kinds of talks honestly kind of perk me up a bit, mainly because it lets me know that I'm not the only one that's seeing shit all over the place, especially in my own efforts. It's nice to know your'e not the only crazy person in the asylum, you know?
 

bkw

Member
As someone who's some what comfortable with programming and looking into Gamemaker, should I bother much with doing things the drag and drop way? Or should I just jump straight to script/GML?
 
As someone who's some what comfortable with programming and looking into Gamemaker, should I bother much with doing things the drag and drop way? Or should I just jump straight to script/GML?

Maybe I have too much faith in people, but I'd recommend going straight into the scripting regardless of your background. You have to insert code snippets into the D&D blocks to do anything interesting anyway, so you might as well start out there.
 

JulianImp

Member
I haven't posted here in a while, but today I got the humble weekly bundle since it came with TyranoBuilder. I'll definitely be checking it out to see how my tools stack up against it, but something tells me a custom engine's going to be better than my lowly Unity extensions...

Also, Unity's component-based architecture has finally clicked with me, and it's awesome. For example, while I'd previously have created a game character by coding every single thing it did inside a single MonoBehaviour script, I've realized that splitting components for movement, actions, animation and even the input systems that control each main component is the way to go. That way, I can actually have every single character use the same movement system, only that player-controlled objects move according to controller input components, while AI-controlled objects use the same movement component, only with an autonomous controller instead.

The only thing I'm finding a bit weird is how I'm supposed to have components communicate with each other (for example, disabling the movement system while the character is dead, which would require allowing the former to access the character health component and ask if it's supposed to be alive or not).
 
The only thing I'm finding a bit weird is how I'm supposed to have components communicate with each other (for example, disabling the movement system while the character is dead, which would require allowing the former to access the character health component and ask if it's supposed to be alive or not).

You'll probably want some kind of Event/Messaging system to let systems communicate with each other without direct coupling.

This seems to be one of the more-popular ones for Unity, although I kinda like how MessageKit is set up.

The important thing is to decide to use an Event/Messaging system in the first place. Once you get into it, it kind of turns into a personal preference thing. Whether you want to use classes/structs for your event, or integer "keys" with generics -- it doesn't really matter.

The only thing I would say is a definite no-go is using strings as your event/messages. Something like:
Code:
EventManager.FireEvent("My super cool event!");

This is bad simply due to the complete lack of compile-time error-catching. What if you accidentally use this instead?
Code:
EventManager.FireEvent("my super cool event");

They look pretty similar, but with the second case you'd either A.) have nothing happen, as the event isn't defined or B.) have lots of very bad things happen (again, because the event isn't the event you've defined earlier). It'll quickly spiral out of control.

My advice: use an event/messaging system. How it's set up doesn't matter so much (more of a design/ease-of-use preference) -- just make sure that whatever you're using is type-safe. Both of the systems I linked to are good examples, and both are type-safe.

EDIT: I totally forgot that Unity has a new messaging system introduced with the new UI system. Here's its documentation page. It's another decent alternative, although the whole functor nonsense when raising an event is a bit messy and hard-to-read, for my tastes.
 
In contrast to electroflame's (excellent) post there, I'm going to link to an event system that I've used: https://www.assetstore.unity3d.com/en/#!/content/12715

Main caveat: it uses strings.

electroflame explained why you often don't want to use strings, and he's not wrong. BUT if you're consistent and don't mind using them, you can get a slight readability boost and it's a pretty solid package that works very quickly with some nice features.

Just tossing it out there for options.
 

Noogy

Member
So here is the first showable gif of the project I've been working on past year, Pulsar Raiders. The concept behind it is basically Street Fighter with spaceships, meaning that the game is a 2D 1v1 "arena shmup". The player will be able to shoot, dodge, use upgrades (homing missiles, shields, etc.) and we're also thinking of the possibility of adding special attacks like SF.

We're still working on the graphics, so it still looks kinda "early", and I know a 7 sec gif isn't much, but I'd like to know what you guys think of it as this is the first "major" project that I'm involved in.

kosYbo0.gif


Thanks in advance!

This is a really cool concept, I like the idea of a 1v1 'fighter' that isn't your standard platformer/fighter style game. Very cool.
 
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