Unity-specific? Scripting?
be all end all for a semi beginner. Did some Basic/C way back in the day, but I was a tiny person. And I'm bad at math
Unity-specific? Scripting?
It might depend on what your goal is. Do you just want to make a game, ANY type of game? Do you want to do something 2D, or 3D?be all end all for a semi beginner. Did some Basic/C way back in the day, but I was a tiny person. And I'm bad at math
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.
That's it for now. Hopefully I'll have more consistent (if smaller) updates going forward.
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
This all sounds super interesting, and I like the color palette, too! Quote for the new page!
About the naming debate, I don't have much to add except that "hag" automatically makes me think of this:
(which is a good thing in my book - comes from Hot Fuzz, for those who don't know the reference).
I actually like the sound of "Hag Magnate", but maybe that's not because I'm not a native speaker, so most basic words still have some magical quality when written/heard. Searching for it on google leads to nothing but references to something "Hag Magnet", which might be an interesting sound play to make as well? :v
Also, the whole point you raise about slopes, and feet, and connecting the two, is quite interesting as well. Since I'm going for a 2D action platformer for my next project, I'll admit it's one of the finer points I had not yet considered, and since I probably won't be using vectorial animation (ie: no IK), I'll have to consider what this all means.
I'm not particularly shocked by having characters sliding along ramps and slopes, as you said, but I'd be interested to know if that's actually become a graphical sticking point for other people, nowadays?
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 regardeach 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.
That's it for now. Hopefully I'll have more consistent (if smaller) updates going forward.
Some of the problems with feet and slopes can be solved without IK, but there are compromises. For example, if you give the character a very narrow stance then there's not much room for the feet to veer off the ground in either direction. Or you can limit the slopes to a small subset of angles and animate specific animations for each angle. And you can animate the run/walk cycles so that the feet only hit the ground for a frame or two at the center of the sprite (so the feet loop in a full ellipse rather than a sort of sideways D like you normally would).
Im really liking what im seeing here lilith. It already feels beautiful and you have just started. Love the character design also. About the changes from Nether Mind, the game looks similar but at the same time it looks more expansive and complex in ideas (really liking the stamina bar, and the slopes body animation looks perfect) . I really hope though you can finish both and make them as great as they look, becuase I was also fond of Nether Mind.
The name thing, as pehesse said Hag also reminded me from Hot Fuzz lol Magnate in Spain is Tycoon, so what im thinking about the game riht now is Old Ugly Woman Tycoon lol
One thing I was curious about with IK in a sidescroller -- It seems as though if you have a wide stance, the point at which you fall off the side of a cliff comes into question as the foot facing the edge stops contacting solid ground.
This is the reason I generally try to design narrow stances to begin with, to avoid the visual awkwardness, but I suppose it could be solved with an alternate stance for standing next to edges. With IK, though, I am curious if it presents new challenges.
I've been reading this thread on and off for quite a while, I'm happy seeing other cool and interesting projects grow from concepts to screens to animated gifs to finished games. Been holding off to show a project I'm part of since last year. A friend of mine introduced me to Geraldo Nascimento, programmer and game designer, who had been looking for a pixel artist to bring a game world to life.
I was introduced to the world of Gunkatana, which was described to me as a top down multiplayer action game in a cyberpunk world. I liked the heavy emphasis on tight gameplay mechanics, a mix of both sword fighting and gun duels with reflecting lasers. Everything is quick, highspeed, also thanks to another feature, electronic rails to grind on in lightning speed. And it is local multiplayer heavy - something I love. The game got me interested, Geraldo had a strong game concept and sense of gameplay going on with that early prototype.
The bottom image is very difficult for me to read. If you want feedback, adding a tiny bit of space between the lines, and/or a tiny bit of space between the words, might help a lot in my opinion.This was our base title screen 2 years ago:
vs. now:
I think finding the right title style will take up until we submit final copy (which was supposed to be September 30th, but Real Life Bullshit....), which is now slated for Early November. I like the general design, I think I'm going to darken the edges.
The title graphic looks nice, but the title is very hard to read. If I hadn't seen the old shot first I probably would not have been able to read the full title.This was our base title screen 2 years ago:
vs. now:
The bottom image is very difficult for me to read. If you want feedback, adding a tiny bit of space between the lines, and/or a tiny bit of space between the words, might help a lot in my opinion.
Although not strictly necessary IK definitely adds extra polish to a game. Really like the one with the rotating platform since it is super obvious there.
I see that the stance widens when the platform is more level, how does this behave when standing at the edge of that rotating platform?
As for the jumping part, besides the 'fall off ledge' jump, I also register a jump slightly before a player hits the ground (so the moment he lands you jump again). This also adds to the responsiveness of the controls.
Yeah, thanks, my try before this was even more mushed together.
Yeah, thanks, my try before this was even more mushed together.
*Hag Magnate stuff.*
Perhaps even consider another complete rehaul of the font and layout. The later BG art looks nice, but the UI elements seem to push away the viewer rather than pull in.
Good shit
Hi guys 'n gals! Am still alive and hard working on my masterpiece.
I've been given opportunities, but a lot of you guys routinely make me feel woefully inadequate and contribute to my mire of self doubt. Someone's gonna find me out!
I think one of the biggest things that throws me off is the line attached to the bottom letters. Underlined letters are common, but "overlined" seems weird to me.Not there, but progress?
I think one of the biggest things that throws me off is the line attached to the bottom letters. Underlined letters are common, but "overlined" seems weird to me.
I fired up paint.NET and mouse-drew you an amazingly professional concept to give you an alternative idea:
Try doing that with your "vs. now" font, putting back the outline effect. And of course make the lower line smaller -- I'm just bad at freehand. I feel like the outline is interesting, but spacing and legibility will help.Jesus Fuck, now I just want to use that.
Everyone would kill me, though.
If you're wanting 3D graphics, Unity or Unreal Engine 4 are common choices. Unreal Engine 4 has Blueprint, a graphical programming system that helps prototype without much coding. I'd suggest looking into some UE4 Blueprint tutorials -- download the engine, work through a few tutorial videos, and see if it feels right for you.I want to make a cutscene heavy artsy fartsy game focused on qtes and story. I think heavily stylized 3d graphics would be better for my game idea than 2d ones. I have little to no coding experience. What engine should I use?
I want to make a cutscene heavy artsy fartsy game focused on qtes and story. I think heavily stylized 3d graphics would be better for my game idea than 2d ones. I have little to no coding experience. What engine should I use?
Some progress on the caverns tileset! got some lovely water implemented with flow-mapped currents that detect the terrain edges
http://www.gfycat.com/UnrulyBetterAzurevasesponge#
Some progress on the caverns tileset! got some lovely water implemented with flow-mapped currents that detect the terrain edges
I don't know how a green marker can die unless you're physically drawing and then scanning in. I figured you were using an image editor.Alright. My green marker died, so this is the last try for tonight:
I don't know how a green marker can die unless you're physically drawing and then scanning in. I figured you were using an image editor.
I'm not sure what other people think, but I think that looks better than anything you've posted before. Nice improvement!
Ouch, sounds like a painful process. Good luck!I'm scanning it in and then doing a bit of shading.
I want to give the 'A' bit more meat. I'll start again tomorrow.
Ouch, sounds like a painful process. Good luck!
I just noticed you missed a 'U' in CTHULHU. The ancient one will not be pleased. Also, some people might be bugged by 3 lower-case letters randomly mixing with the all-caps ('a', 'i', 'i').
Awesome. I really like how it fills nicely. I want you to know that my interior monologue has been Chad Radwell from Scream Queens all day, so imagine me saying good job and awesome in the best and most exaggerated way possible.
But now I have the damned song from Empire in my head.
Alright. My green marker died, so this is the last try for tonight:
I like it a lot, but I feel like the R in Army doesn't read well enough. It's much close to a P than an R, and that early in the title there's not enough context to suggest otherwise.
Also, yeah, there should be another U in Cthulhu.
That's me! Hidden behind the blinds
In case you haven't seen the movie, that's from A Beautiful Mind. It's a very depressing movie, but the main character (in the image) is a crazy mathematical genius. I think in that scene he is looking out the window and seeing patterns that he will form into theorems.That's me! Hidden behind the blinds.[scanlines]
Some progress on the caverns tileset! got some lovely water implemented with flow-mapped currents that detect the terrain edges
http://www.gfycat.com/UnrulyBetterAzurevasesponge#
Good question. It doesn't IK properly at the very edge of the swivel platform thanks to my implementation. It's a design problem, not a programming one, and I don't have a conclusion yet. But this is what it looks like:
http://zippy.gfycat.com/TestyKnobbyBedlingtonterrier.webm
Regarding jump buffering, that's a great idea! I keep track of how long each of the buttons have been held rather than just storing whether they're pressed or not, so the program checks if the jump button has been pressed for fewer than eight frames. What this means is that although you press the jump button shortly before landing, you have to still have the button held when you land or the jump won't trigger.
I think the problem is made worse by the unfamiliar word Cthulhu. When you see something you're not expecting, it's harder to parse than it normally would be.
Interesting share, but the more complex your mechanism, the more visible such corner cases look.
As for jump buffering, I might give that a try. I just wonder if it will be ever visible to the user as you have to press & release the button within a few frames before landing on the ground.