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

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mr_square

Member
So you are charging for it and have in app purchases? What do you have for in app purchases?

There's only one IAP - basically just a massive coin pack bundle for people who want to just unlock everything immediately. It gives you more than enough money to buy everything in the shop. You can unlock everything naturally just by playing the game though, its not exactly stingy with handing out the currency.

Interesting that you ask though - is seeing that combination (ie. paid + IAP) something that would put you off trying it?
 

blurr

Member
Hey, I'm working on a sprite animation for my game. I have zero experience in creating animations, I have only created static sprites. I made something but I just don't feel that the animation is as smooth as I want it. I'm working on more frames but I was wondering if I was missing out on something more fundamental to animations. Would love some feedback.

QcqjD3G.gif
 

Pehesse

Member
Hey, I'm working on a sprite animation for my game. I have zero experience in creating animations, I have only created static sprites. I made something but I just don't feel that the animation is as smooth as I want it. I'm working on more frames but I was wondering if I was missing out on something more fundamental to animations. Would love some feedback.

QcqjD3G.gif

What is the sprite/animation supposed to represent? Right now, I'd say it looks either like a top down viewn or a front view of something flying. If so, you might want to look at actual flying motion from birds, for example, to have a reference for actual wing movement.

As a more general note: animation is mainly about rhythm, acceleration and deceleration. Constant motion is possible of course, but should be a deliberate choice. Here's, the wings(?) movement is linear because the distance between each frame for the wing is very similar/the same.

To get a basic understanding of the principles of animation, don't hesitate to look at youtube videos of Richard William's classes/look at the Animator's Survival Kit. It's a bit too long to get into in depth here, especially without knowing what it is precisely you're looking for, and what to give feedback on.

Just in case: here's a quick and dirty flying motion very rough sketch done a few years back as a test for something, and using about the same number of frames as you do as far as I can tell (this has 6, I believe you have 5):
The general principle for this one is to have the downward motion as a quick acceleration over 1 frame (a single downward thrust, potentially accentuaded using smearing, ie. trails of movement on a frame), and the recovery over the other 5 with the first and last being respectively the bottom and top part of the arcing movement, and the other 3 being a slowly rising movement (=the distance between the wing's current and previous position gets slightly larger with each passing frame)
 

blurr

Member
What is the sprite/animation supposed to represent? Right now, I'd say it looks either like a top down viewn or a front view of something flying. If so, you might want to look at actual flying motion from birds, for example, to have a reference for actual wing movement.

As a more general note: animation is mainly about rhythm, acceleration and deceleration. Constant motion is possible of course, but should be a deliberate choice. Here's, the wings(?) movement is linear because the distance between each frame for the wing is very similar/the same.

To get a basic understanding of the principles of animation, don't hesitate to look at youtube videos of Richard William's classes/look at the Animator's Survival Kit. It's a bit too long to get into in depth here, especially without knowing what it is precisely you're looking for, and what to give feedback on.

Just in case: here's a quick and dirty flying motion very rough sketch done a few years back as a test for something, and using about the same number of frames as you do as far as I can tell (this has 6, I believe you have 5):

The general principle for this one is to have the downward motion as a quick acceleration over 1 frame (a single downward thrust, potentially accentuaded using smearing, ie. trails of movement on a frame), and the recovery over the other 5 with the first and last being respectively the bottom and top part of the arcing movement, and the other 3 being a slowly rising movement (=the distance between the wing's current and previous position gets slightly larger with each passing frame)

Sorry, I should've been clear on what I wanted, the gif I posted is doing what I want, a gradual contraction of the wings (top down view of a drone/robot) over time, it's not immediate, the pace at which the wings are moving is just right but it's just that I don't find it as smooth. There is a noticeable stutter. I'm not sure how many frames it might require to make it smoother, each of them are very close as is.
 

Pehesse

Member
Sorry, I should've been clear on what I wanted, the gif I posted is doing what I want, a gradual contraction of the wings (top down view of a drone/robot) over time, it's not immediate, the pace at which the wings are moving is just right but it's just that I don't find it as smooth. There is a noticeable stutter. I'm not sure how many frames it might require to make it smoother, each of them are very close as is.

I see! Well, if you are happy with the current movement and pace, then yes, I suppose it requires more intervals to have a fluid movement. An alternative I'd have considered would be to spend less time on each individual frame but this of course will speed up the overall movement...
 

blurr

Member
I see! Well, if you are happy with the current movement and pace, then yes, I suppose it requires more intervals to have a fluid movement. An alternative I'd have considered would be to spend less time on each individual frame but this of course will speed up the overall movement...

Yea, I just checked each frame, and I think that if I add a couple more frames in between the initial few frames, it would be better.
 

Bloodember

Member
There's only one IAP - basically just a massive coin pack bundle for people who want to just unlock everything immediately. It gives you more than enough money to buy everything in the shop. You can unlock everything naturally just by playing the game though, its not exactly stingy with handing out the currency.

Interesting that you ask though - is seeing that combination (ie. paid + IAP) something that would put you off trying it?
Yes, when I see that it makes me not want to buy an app because of some devs trying to nikle and dime users. So I normally won't, I'll probably pick yours up though since you explained what in app purchases you have. And it looks fun.
 

Makai

Member
I've been using F# in Unity for a bit to great success. I highly recommend giving functional programming a shot - less code, less bugs, trivial parallelization
 

GulAtiCa

Member
Been working on the new Drones for my Tower Defense game. Made it so Drones can now fire rockets. The game can now support up to 9 local players for co-op on the Wii U. I'm happy about that.

CR7KPMFW0AAd0DL.png
CR7KO_7XAAESTdO.png


Super busy lately working on update for this, and 3 new games. Woo. lol
 

Tricktale

Neo Member
That wormhole is dope as hell though, yo.

that effect is rad. I wish I could do that.

Wow, I love a good effect design! Lots of little subtle things going on there. It looks excellent. :)

That's pretty cool!

That looks nice!


Thanks, I really appreciate it. It's taken me a long time to get to the stage where I can start showing stuff :)

I've been lurking here for a while, continually impressed with the stuff I've seen, so it's nice to contribute and hopefully help a bit.

There are a couple more crazy and weird effects I've been working on too. I'll post some more gifs soon.
 

Archurro

Member
Anyone have any experience making some sort of dialogue system in Unity? I'm trying to incorporate a system with dialogue choices and voice actors, and I might start from scratch, but a reference would be nice.
 
Okay, so, a couple of you already know this, but I'm working on a new game right now. It's called Hag Magnate. That doesn't mean Nether Mind is dead. Abe's still chipping away at that periodically, but I was getting pretty tired of working on it and I feel at liberty to expand my horizons somewhat.

There have been a lot of simplifications that were made in Nether Mind that came at a cumulative high cost. And while that didn't bother me at first, it's been building up inside me the more I worked on that game. I don't want to hate the thing I'm working on, especially as this is mostly a hobby for me, so I felt like it was time to move on. At least for now.

So, Hag Magnate is only a super early prototype. Mostly, I've only worked on the behavior of the player character and some ancillary elements, but it's started out pretty great. I don't have the full narrative fleshed out yet, but I'm trying to find a happy medium between medieval and Victorian fantasy, all with Lovecraftian undertones. It's a little bit outside of time, and also there are monsters from another dimension that will both fit fantasy tropes and also leave room for the more absurd. Whether I can pull it all together or not remains to be seen, but I have high hopes!

The first big thing that was bothering me (re: Nether Mind) was that enemies didn't have health bars, and nor did the player. This design choice was made with good intentions, but the consequences were dire. Basically, the thought was that health bars are abstract things and don't make sense. Why does that huge boss die after you attack its toe a hundred times? Why do creatures behave identically at 100hp and 1hp? So the idea was to make distinct states instead of outright HP. Probably the best example of that is the ax tree enemy (below). But different damage states take a lot of effort to create and animate, and the permutations get crazy if you have all sorts of attackable regions on larger enemies, so what this tended to mean was enemies only take one hit to die. This in turn meant that the only design directive for enemies could be "make it hard to approach", rather than "make it hard to sustain an approach" or similar. Even worse, we weren't even consistent in that regard—each of the game's bosses actually do have a healthbar, unlike normal enemies.

http://fat.gfycat.com/DearestAngryCleanerwrasse.webm

It also meant that things can't be too difficult. (Well, it should have meant that. Anyone who's played one of the demos can probably tell you it's still too difficult). Taking damage is bad, but dying in a single hit is worse, and it's hard to balance a game when there's no shades of gray. So one of the first orders of business was adding healthbars back into the game.

http://zippy.gfycat.com/PersonalDistortedGuineapig.webm

You can also see an energy meter (stamina/mana) on the HUD. I think stamina management is a really great idea in games where it makes sense. But it didn't really make sense for Nether Mind. Partly because it was too punishing for the platforming sections of the game (thanks to bad balancing), and partly because none of the combat would otherwise benefit from spamming the attack button, which is the primary phenomenon that stamina management attempts to stymie.

The other problem when you lose health bars is that all hits count for the same amount of damage. So you can't have weapon A does X damage and weapon B does Y damage. This, combined with a limited (at the time) understanding of Spine and item attachments, lead to the design decision of only one weapon being in the game. It felt fine at the time, but it's been bothering me more and more as I play other games where you have a multitude of play styles and weapon opportunities; and also as I realized the model games which I was thinking of where you don't have a bevy of weapons (Donkey Kong Country, Crash Bandicoot) also don't have particularly deep combat to begin with.

http://fat.gfycat.com/InsecurePleasedDeinonychus.webm

The other big thing is uneven terrain. Assuming that every walkable surface will be flat is so much easier in terms of design and animation. So that's what we did! No ramps, no slopes, no real rotating platforms, no arced bridges, no swaying or seesawing precipices, just all flat all day. One of the major hurdles with angled surfaces is getting the feet to line up with the floor. It's pretty immersion breaking to see feet floating off of or sunk a good distance into any given surface, so the easy solution is to nip that in the bud and not do it at all. But it turns out there's a good solution (for modeled animations) in inverse kinematics, or IK.

You can already see it on the platform above, with Gisele's feet keeping in place on the platform as it swivels back and forth. The base animations each are made as if the ground is level, but instead of positioning each articulation of the bones I have the legs each target a separate foot bone, and then the proper angles are computed in runtime. What this means is that my code can find the feet bones in the model and dynamically adjust them to match the tangent angle of the floor (which gets saved during collision checks). It even works well when the player is in motion, running up or down slopes.

http://zippy.gfycat.com/NearMiserableAmericanbittern.webm

And it's not that I never knew IK existed. Hell, Ocarina of Time was doing it for Link back on the N64, and basically every AAA game from the previous and current console generation uses it. I just didn't know how to use it in this manner until recently.

potakuikfi.png


That's it for now. Hopefully I'll have more consistent (if smaller) updates going forward.
 

JulianImp

Member
Anyone have any experience making some sort of dialogue system in Unity? I'm trying to incorporate a system with dialogue choices and voice actors, and I might start from scratch, but a reference would be nice.

Actually, I've been coding a VN dialog system with editor tools since March, and I'm somewhat close to wrapping up all main functionality. My goal is to focus on elements you'd need for VNs, including text that shows up on-screen, a log of previous messages, backgrounds, sprites, music, SFX and internal variables that can be used for branching stuff, but you could also use only some of the sub-systems to, for example, have text and voice-overs only and render them on top of a completely different game.

Would you be interested in trying it out sometime? Getting more feedback on it would be a great help, since I've hit the point where it takes substantial time and effort to squash bugs and add general polish to the tools and systems, and it kind of burns me out quickly since I'm spending too much time coding stuff that rather than being cool and easily noticeable features are more like making sure the systems can properly serialize and deserialize their individual state for game saving and loading.
 

Jobbs

Banned
Okay, so, a couple of you already know this, but I'm working on a new game right now. It's called Hag Magnate.

What's the name mean?

It looks better than the other game already, to me, perhaps due in large part to the more interesting color palette.

I also think health bars and other video gamey things are generally good if you're making a core video game and I think this is a good decision.
 
What's the name mean?

It looks better than the other game already, to me, perhaps due in large part to the more interesting color palette.

I also think health bars and other video gamey things are generally good if you're making a core video game and I think this is a good decision.

Thanks!

The title refers to an important character in the game who happens to be both an old witch (hag) and one of the town's leading figures (magnate). The basic story is this: you've come to town to visit your estranged uncle, who asked you a few months ago to spend part of the summer with him. In the mean time, some terrible accident has happened in town that's released all sorts of magic and monsters, and your uncle has gone missing. Different factions arise from this event, and the holy church in particular is split upon whether it should fight off the monsters or perform the necessary rituals to take advantage of the new magic the monsters bring (which also throws into question the old faith they previously held). The Hag Magnate is the leader of those seeking to command this new power.

There are two big themes I want to explore with this game. First, if aliens or extraterrestrial life visit our planet, what does that say about current organized religion and how would people react to that? The second theme has to do with survival of the fittest and humane treatment of things that are not explicitly human.
 

Jobbs

Banned
Thanks!

The title refers to an important character in the game who happens to be both an old witch (hag) and one of the town's leading figures (magnate). The basic story is this: you've come to town to visit your estranged uncle, who asked you a few months ago to spend part of the summer with him. In the mean time, some terrible accident has happened in town that's released all sorts of magic and monsters, and your uncle has gone missing. Different factions arise from this event, and the holy church in particular is split upon whether it should fight off the monsters or perform the necessary rituals to take advantage of the new magic the monsters bring (which also throws into question the old faith they previously held). The Hag Magnate is the leader of those seeking to command this new power.

There are two big themes I want to explore with this game. First, if aliens or extraterrestrial life visit our planet, what does that say about current organized religion and how would people react to that? The second theme has to do with survival of the fittest and humane treatment of things that are not explicitly human.

Dialogue heavy game?

I like the concept but haven't formed an opinion on the name yet. I personally put a lot of importance on names (ultimately it probably matters less than I think it does) so I'm still digesting this one.
 
Dialogue heavy game?

I like the concept but haven't formed an opinion on the name yet. I personally put a lot of importance on names (ultimately it probably matters less than I think it does) so I'm still digesting this one.

I don't think I'm great at naming things, but everything cooool has been taken already. Dark? Shadows? Lord? Black? Blood? Souls? Demon? Basically all of the really good really ominous words have been used so much that they're tired cliches now, and I'm not going to try to find that one permutation that hasn't been used yet (Dark Demon Shadow Blood!). So I went in the opposite direction and tried to pick something really unique sounding.

Maybe I didn't find the right combination, but I think my method is valid at least.

Oh, and I don't know how much dialog there will be. A few Castlevania-esque cutscenes, and lots of Dark Souls-esque encounters.
 

Jobbs

Banned
I don't think I'm great at naming things, but everything cooool has been taken already. Dark? Shadows? Lord? Black? Blood? Souls? Demon? Basically all of the really good really ominous words have been used so much that they're tired cliches now, and I'm not going to try to find that one permutation that hasn't been used yet (Dark Demon Shadow Blood!). So I went in the opposite direction and tried to pick something really unique sounding.

Maybe I didn't find the right combination, but I think my method is valid at least.

Oh, and I don't know how much dialog there will be. A few Castlevania-esque cutscenes, and lots of Dark Souls-esque encounters.

Naming is hard.

For what it's worth, I think "Witch" is generally a great word to use as part of a title (I actually was going to at one point for an early idea), possibly better than "Hag".

But, again, I'm not trying to badger you on it, since maybe Hag Magnate being a bit obtuse (to me, anyway) reflects the personality of you and your game, and fuck it, it's indie, maybe don't listen to me so much.

For a long time I was planning to call my game "Ghost Vale" but at some point I saw the word "Song" and it sorta clicked. First time I saw the two words together and said them out loud I knew that was the name. Instantly knew it.
 
Naming is hard.

For what it's worth, I think "Witch" is generally a great word to use as part of a title (I actually was going to at one point for an early idea), possibly better than "Hag".

But, again, I'm not trying to badger you on it, since maybe Hag Magnate being a bit obtuse (to me, anyway) reflects the personality of you and your game, and fuck it, it's indie, maybe don't listen to me so much.

Hmm. Rich Witch Bitch on Eldritch Street. lol

Your concern is noted. I'm not stuck with the name. I haven't bought the domain or claimed the Twitter or anything yet. It's just what I have for now.
 

Jobbs

Banned
Hmm. Rich Witch Bitch on Eldritch Street. lol

Your concern is noted. I'm not stuck with the name. I haven't bought the domain or claimed the Twitter or anything yet. It's just what I have for now.

When you see the word "Hag" you remember it. That's an instant association someone's gonna form. I think I'm actually quite fine with that half. I think what was tripping me up a bit was "Magnate". The whole phrase felt hard to get out at first.

If it were me, I'd entertain ideas for other words to pair "Hag" with since I'm starting to like "Hag". Or maybe just leave it as "Hag" by itself if that hasn't been done.
 
When you see the word "Hag" you remember it. That's an instant association someone's gonna form. I think I'm actually quite fine with that half. I think what was tripping me up a bit was "Magnate". The whole phrase felt hard to get out at first.

If it were me, I'd entertain ideas for other words to pair "Hag" with since I'm starting to like "Hag". Or maybe just leave it as "Hag" by itself if that hasn't been done.

Maybe it's because the word magnate is unfamiliar to you?

I feel like adjectives and paired nouns really punch up a name for something. Like if the title was Butler, you'd probably have a pretty specific idea of a suited, well-groomed guy and perhaps with a serving dish and washcloth. But what if the title was changed to Homeless Butler? That's a lot different, right? The contrast? I'm trying to do the same thing with the contrast of Hag and Magnate. Maybe I've latched onto the wrong word because I'm partial to the half rhyme, but I think two words is stronger than one.
 

Archurro

Member
Yeah, I'd love to try it out. Shoot me a PM and we can talk there.

Actually, I've been coding a VN dialog system with editor tools since March, and I'm somewhat close to wrapping up all main functionality. My goal is to focus on elements you'd need for VNs, including text that shows up on-screen, a log of previous messages, backgrounds, sprites, music, SFX and internal variables that can be used for branching stuff, but you could also use only some of the sub-systems to, for example, have text and voice-overs only and render them on top of a completely different game.

Would you be interested in trying it out sometime? Getting more feedback on it would be a great help, since I've hit the point where it takes substantial time and effort to squash bugs and add general polish to the tools and systems, and it kind of burns me out quickly since I'm spending too much time coding stuff that rather than being cool and easily noticeable features are more like making sure the systems can properly serialize and deserialize their individual state for game saving and loading.
 

Jobbs

Banned
Maybe it's because the word magnate is unfamiliar to you?

I feel like adjectives and paired nouns really punch up a name for something. Like if the title was Butler, you'd probably have a pretty specific idea of a suited, well-groomed guy and perhaps with a serving dish and washcloth. But what if the title was changed to Homeless Butler? That's a lot different, right? The contrast? I'm trying to do the same thing with the contrast of Hag and Magnate. Maybe I've latched onto the wrong word because I'm partial to the half rhyme, but I think two words is stronger than one.

I personally gravitate almost completel towards "word feel" when it comes to titles. What do the letters, the word, look like? Sound like? The title is more like a poem or a rythm, the need for a literal directive seems secondary.

That's just me though. I think you have your name already, you shouldn't listen to me, I just talk a lot. :)
 
Okay, so, a couple of you already know this, but I'm working on a new game right now. It's called Hag Magnate. That doesn't mean Nether Mind is dead. Abe's still chipping away at that periodically, but I was getting pretty tired of working on it and I feel at liberty to expand my horizons somewhat.

There have been a lot of simplifications that were made in Nether Mind that came at a cumulative high cost. And while that didn't bother me at first, it's been building up inside me the more I worked on that game. I don't want to hate the thing I'm working on, especially as this is mostly a hobby for me, so I felt like it was time to move on. At least for now.

So, Hag Magnate is only a super early prototype. Mostly, I've only worked on the behavior of the player character and some ancillary elements, but it's started out pretty great. I don't have the full narrative fleshed out yet, but I'm trying to find a happy medium between medieval and Victorian fantasy, all with Lovecraftian undertones. It's a little bit outside of time, and also there are monsters from another dimension that will both fit fantasy tropes and also leave room for the more absurd. Whether I can pull it all together or not remains to be seen, but I have high hopes!

The first big thing that was bothering me (re: Nether Mind) was that enemies didn't have health bars, and nor did the player. This design choice was made with good intentions, but the consequences were dire. Basically, the thought was that health bars are abstract things and don't make sense. Why does that huge boss die after you attack its toe a hundred times? Why do creatures behave identically at 100hp and 1hp? So the idea was to make distinct states instead of outright HP. Probably the best example of that is the ax tree enemy (below). But different damage states take a lot of effort to create and animate, and the permutations get crazy if you have all sorts of attackable regions on larger enemies, so what this tended to mean was enemies only take one hit to die. This in turn meant that the only design directive for enemies could be "make it hard to approach", rather than "make it hard to sustain an approach" or similar. Even worse, we weren't even consistent in that regard—each of the game's bosses actually do have a healthbar, unlike normal enemies.

http://fat.gfycat.com/DearestAngryCleanerwrasse.webm

It also meant that things can't be too difficult. (Well, it should have meant that. Anyone who's played one of the demos can probably tell you it's still too difficult). Taking damage is bad, but dying in a single hit is worse, and it's hard to balance a game when there's no shades of gray. So one of the first orders of business was adding healthbars back into the game.

http://zippy.gfycat.com/PersonalDistortedGuineapig.webm

You can also see an energy meter (stamina/mana) on the HUD. I think stamina management is a really great idea in games where it makes sense. But it didn't really make sense for Nether Mind. Partly because it was too punishing for the platforming sections of the game (thanks to bad balancing), and partly because none of the combat would otherwise benefit from spamming the attack button, which is the primary phenomenon that stamina management attempts to stymie.

The other problem when you lose health bars is that all hits count for the same amount of damage. So you can't have weapon A does X damage and weapon B does Y damage. This, combined with a limited (at the time) understanding of Spine and item attachments, lead to the design decision of only one weapon being in the game. It felt fine at the time, but it's been bothering me more and more as I play other games where you have a multitude of play styles and weapon opportunities; and also as I realized the model games which I was thinking of where you don't have a bevy of weapons (Donkey Kong Country, Crash Bandicoot) also don't have particularly deep combat to begin with.

http://fat.gfycat.com/InsecurePleasedDeinonychus.webm

The other big thing is uneven terrain. Assuming that every walkable surface will be flat is so much easier in terms of design and animation. So that's what we did! No ramps, no slopes, no real rotating platforms, no arced bridges, no swaying or seesawing precipices, just all flat all day. One of the major hurdles with angled surfaces is getting the feet to line up with the floor. It's pretty immersion breaking to see feet floating off of or sunk a good distance into any given surface, so the easy solution is to nip that in the bud and not do it at all. But it turns out there's a good solution (for modeled animations) in inverse kinematics, or IK.

You can already see it on the platform above, with Gisele's feet keeping in place on the platform as it swivels back and forth. The base animations each are made as if the ground is level, but instead of positioning each articulation of the bones I have the legs each target a separate foot bone, and then the proper angles are computed in runtime. What this means is that my code can find the feet bones in the model and dynamically adjust them to match the tangent angle of the floor (which gets saved during collision checks). It even works well when the player is in motion, running up or down slopes.

http://zippy.gfycat.com/NearMiserableAmericanbittern.webm

And it's not that I never knew IK existed. Hell, Ocarina of Time was doing it for Link back on the N64, and basically every AAA game from the previous and current console generation uses it. I just didn't know how to use it in this manner until recently.

potakuikfi.png


That's it for now. Hopefully I'll have more consistent (if smaller) updates going forward.

btw this.... this all sounds great. Cannot wait to play Nether Mind, but this sounds adorable.

There are two big themes I want to explore with this game. First, if aliens or extraterrestrial life visit our planet, what does that say about current organized religion and how would people react to that? The second theme has to do with survival of the fittest and humane treatment of things that are not explicitly human.

So when can I play this.
 
I personally gravitate almost completel towards "word feel" when it comes to titles. What do the letters, the word, look like? Sound like? The title is more like a poem or a rythm, the need for a literal directive seems secondary.

That's just me though. I think you have your name already, you shouldn't listen to me, I just talk a lot. :)

Thanks for the input! Even if I don't always agree, it's always appreciated. And of course I'll keep you apprised if the name does undergo a change. :)


btw this.... this all sounds great. Cannot wait to play Nether Mind, but this sounds adorable.



So when can I play this.

Hey, thanks! I appreciate that a lot. It's still far too early to know when it'll be available, but I'll probably have playtests on occasion.
 
Naming is hard.

For what it's worth, I think "Witch" is generally a great word to use as part of a title (I actually was going to at one point for an early idea), possibly better than "Hag".

But, again, I'm not trying to badger you on it, since maybe Hag Magnate being a bit obtuse (to me, anyway) reflects the personality of you and your game, and fuck it, it's indie, maybe don't listen to me so much.

For a long time I was planning to call my game "Ghost Vale" but at some point I saw the word "Song" and it sorta clicked. First time I saw the two words together and said them out loud I knew that was the name. Instantly knew it.

Naming is only hard if you make it hard. Hag Magnate is not only descriptive, but it is very unique. And let's face it - gamers (hell, people) gravitate towards unique and possibly incomprehensible naming convention.

Kashyyk.

Google.

Harry Potter.

Bayonetta.

It's true that a game's name is the gateway drug to someone picking up it or not. But it's not a huge mystery. If you take too long on the name, you'll end up trying to be profound or "cool" and you end up being pretentious. We picked our name as a play of the army slogan, Army of One, and the pre-existing video game, Army of Two. Since we wanted to satirize video games, it made sense to play off that, and since our game is about fucking killing all the humans, we also wanted the army angle. Army of Tentacles was first called Army of Tentacles: Call of Dagon, but then we thought that people that knew what Call of Cthulhu was would think it was a card game and that people that didn't know Lovecraft for anything more than Cthulhu wouldn't get it as it was, fittingly enough, too esoteric. Then, for a while, it was Army of Tentacles: Game of the Year Edition: Game of All Time Edition. even though it was a funny joke, it would also give potential buyers a completely different idea of the humor of the game. It also made it sound like a game where the humor would be Borderlands on Steroids (no offense to Borderlands, but the writing is based on memes and in no way establishes its own world). So now we're just Army of Tentacles: A Cthulhu Dating Sim. It showcases our humor both as a satire on video games (we are a visual novel format, after all) and it says what the game is about.

We could also talk about naming characters, but that's a whole other huge discussion that I also feel passionate as fuck about.
 

Jobbs

Banned
Naming is only hard if you make it hard. Hag Magnate is not only descriptive, but it is very unique. And let's face it - gamers (hell, people) gravitate towards unique and possibly incomprehensible naming convention.

Yeah, like I (I think?) indicated, I'm coming around on the name. :)

I still think names are quite important, but, as I also indicated, I am not entirely sure just how important they are to the success of the game or in what cases they are or aren't. If someone makes a brilliant RPG and calls it "Purple Monkey Dishwasher" will it be any less of a great RPG or receive any less acclaim?

I think perhaps the most important utility of a game title is whether it is noticed and remembered. If you put your name in a list of names, would someone notice it? Would they mentally bookmark it? That's the utility. In that regard, as I alluded to before, I think the word "Hag" works very well. With this idea in mind, I think the greatest danger when naming a game is probably actually making it sound overly generic.

The motivation for a "good" name beyond the above utility is probably just all up to the creator indulging themselves.
 

GulAtiCa

Member
My Arduboy Dev Kit came recently. Should be fun coding up some pocket-sized Tower Defense for it! Will be a fun little side-hobby.

CSCWLI4WEAA6ti1.jpg:large
 

xir

Likely to be eaten by a grue
Sure this has been asked a million times, but is there a Unity tutorial that GAF recommends?
 
So anyone want to hit your browsers to test some WebGL for me? I'm going to offer development builds playable via the browser as well as download:

http://infinitecosmos.absinthegames.com/webgl/

This is build 1 for our SHMUP. If you were there for the stream you know what's going on, if not, then you won't lol. But this is how I start a new project. Blocks shooting blocks with blocks.

If you want the downloadable: http://infinitecosmos.absinthegames.com - and just download the ZIP

Planck is getting his pixelation ready for an upcoming art stream and I will probably tackle proper movement and input on my next stream. I really have no clue how I want the ship to control - either amazingly direct or with accel/decel. I will more than likely make the next build controller compatible with analog movement and go over how I handle axis and driving movement because deadzone yo.

Sure this has been asked a million times, but is there a Unity tutorial that GAF recommends?
Unity-specific? Scripting?
 
I want that game.

Give it to me now.

I had the pie-in-the-sky dream of having something done by Halloween to put on Itch.io but then my real job got in the way and I got sick and obviously I underestimated certain elements of making an adventure game. I have not started on any of the art at all beyond what is immediately visible on my GIFs, and my doc calls for a two floor house with like ten rooms and at least eight characters.

I've still gotten surprisingly far in the last three weeks though, so even if I miss my halloween deadline, I'll keep plugging along.
 
I had the pie-in-the-sky dream of having something done by Halloween to put on Itch.io but then my real job got in the way and I got sick and obviously I underestimated certain elements of making an adventure game. I have not started on any of the art at all beyond what is immediately visible on my GIFs, and my doc calls for a two floor house with like ten rooms and at least eight characters.

I've still gotten surprisingly far in the last three weeks though, so even if I miss my halloween deadline, I'll keep plugging along.

We tried for Halloween, too. Twice. Wasn't in the cards. Glad you had the balls to look at delay as what it is: an opportunity.
 
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