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

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Jobbs

Banned
Wow, this just keeps looking better and better! I love getting to see more of this different region, and I got serious goose pimples at the
fetal-position giant
near the end.

Thanks for sharing. :)

Oh sh!t, that's dope right there!

Gameplay looks great, but the message text in the center of the screen is rather small. My peepers are still at better than 20/20 and I was still having a hard time giving it a quick read. Have you tried playing with different fonts / sizes?

Thanks guys. I actually think it looks a bit shitty environment wise but posted anyway because I was bored. The font size could be changed, yeah, the UI stuff still isn't considered final.
 

snarge

Member
There was a popular couple of flash metroidvania games where you played a snail and blasted badguys with bullets somehow. Was called Snailaid. Coincidence?

Yeah, it's a coincidence. Never heard of it. Just looked it up and it plays and looks nothing like what I'm working on.

My game is a small scope arcade experience. Has more in common with Geometry Wars or PacMan CE than a metroidvania.
 

Roubjon

Member
I've been making a lot of progress on a new project and I'm really enjoying it. It's helped me remember why I like programming so much, really.

bb_cap2kusn.gif
 

Roubjon

Member
Thanks for the kind remarks. If you wanna see more of it we have a twitter @filbertgames and a tumblr as well. It's been slowly progressing but the development has been picking up speed recently.

He's so ineffectual. He takes a swing at both those other guys and they don't give a single fuck.

Maybe it's just a friendly high-five? Who knows.
The hitboxes know.
 

Roubjon

Member
I know, I was just joking around. :) game looks good. what is it?

Haha, the game is called Beat Bear. A lot of the details regarding the gameplay are still being sorted out, but it will hopefully be a rhythmic adventure game for the ages.

Holy crap, that's rad! What engine are you using?

Unity 5, yo.

I need this unicycle summoning bear game

Hopefully it's completed sooner rather than later!
 

missile

Member
Final animation for the year.

d2Z6Xv50yPhEIwrS.gif


I went a lil ahead adding some simple noise for the fun of it. I try not to
add effects yet until the video signal and some other parts are the way I want
them, simply because adding effects take away much time since one will start
to tinker around trying to make them look any good, which is a waste of time
when the underlying system changes every day. Anyhow! xD

Happy Christmas, gals 'n guys!
 

Jobbs

Banned
Final animation for the year.

d2Z6Xv50yPhEIwrS.gif


I went a lil ahead adding some simple noise for the fun of it. I try not to
add effects yet until the video signal and some other parts are the way I want
them, simply because adding effects take away much time since one will start
to tinker around trying to make them look any good, which is a waste of time
when the underlying system changes every day. Anyhow! xD

Happy Christmas, gals 'n guys!

yummy!
 
DevGAF, I require assistance:

How many trading cards do you guys like in your games? I'm doing cards/emoticons/badges today, and I'd like to poll you guys on how many I should make? Take into mind this all depends on my tolerance for doing things.
 
DevGAF, I require assistance:

How many trading cards do you guys like in your games? I'm doing cards/emoticons/badges today, and I'd like to poll you guys on how many I should make? Take into mind this all depends on my tolerance for doing things.

In my personal opinion, 4-8, depending on the game. I feel that 4-6 is the sweet spot, especially as you have to take into account that the higher the price on your card the more money you, as the developer, make on each transaction.

I'm sure that there's some kind of "perfect" number for getting the maximum amount of money out of it, but generally speaking I dislike trying to get cards for badges with more than 8 required.
 

Razlo

Member
I started making a 2D scrolling beat 'em up in Unity. I haven't worked on it for a while though as I'm not sure if I'll be able to do the artwork. Anyway, here is a short video. The sprites and some of the background tiles are placeholders.

https://youtu.be/YJEwFyywN6Y

Also, here's my prototype of Double Dragon 3D which I made to help me learn Unity.

https://youtu.be/dHug1hucE4A

Love beat 'em ups, I hope you get to work on this more.
 

missile

Member
xTk9ZAcPNDe8HLdxyo.gif

Retrotron, TV simulator, work in progress

Got an additional day for working on the TV simulator (from tomorrow on I'll
will be away for a week). So today I worked a bit on the hsync-pules and its
detector again to test out some instabilities and stuff.
 

Lautaro

Member
After a long time of fighting with some Unity functions like Lerp, SmoothDamp and AnimationCurves I finally could make a camera zoom function that is as smooth as the one from Homeworld (well, almost).

I could also replicate the way Homeworld keeps the camera focused on several ships at once (using Bounds), hopefully this could satisfy some of the criticism against the controls so I can focus in creating more content.

I'll probably give up with trying to make formations and guarding though, I'm just not an expert on steering behaviours to pull that off.

 

Blizzard

Banned
I don't have a new screenshot yet, but having a laptop and lots of no-internet-available time this Christmas means I have been pretty productive.

I'm currently working on if/else if/else statements, which require boolean expressions.
 
I just replaced a couple of burned out lights in my work space. It's really amazing how much simple changes in your atmosphere can effect your mood. I thought I was coping with the dimmer room fine, but putting those new bulbs in quite literally brightened my mood.


In other news, I feel like I've been moving laterally for the past couple of weeks. Never working on anything that expands the scope of the game, just that which enriches it. I don't want to be the person posting "here's the same screen from yesterday, but now with weeds and ground cover you can stroll through!" So I just haven't been sharing anything. I don't know why, but I keep finding excuses to polish the game more rather than move forward and on to other stages. Meh. I'll get out of this slump eventually. Winter holiday this week means hopefully a whole lot of work will get done.
 

Jobbs

Banned
I just replaced a couple of burned out lights in my work space. It's really amazing how much simple changes in your atmosphere can effect your mood. I thought I was coping with the dimmer room fine, but putting those new bulbs in quite literally brightened my mood.


In other news, I feel like I've been moving laterally for the past couple of weeks. Never working on anything that expands the scope of the game, just that which enriches it. I don't want to be the person posting "here's the same screen from yesterday, but now with weeds and ground cover you can stroll through!" So I just haven't been sharing anything. I don't know why, but I keep finding excuses to polish the game more rather than move forward and on to other stages. Meh. I'll get out of this slump eventually. Winter holiday this week means hopefully a whole lot of work will get done.

The temptation is always there to tinker rather than grow. It's easier, safer. The blank page is a hell of a thing, but a page with shit on it is comfy. This is a reality I've long been conscious of but haven't always done the best job of keeping things moving forward.
 
That "After" gif is giving off strong Outlast vibes :) Love how it looks in context!

--

Last update of the year was last week for me (computer/internet here is barely able to load GAF as it is...) but here's still something for you all:



Merry Christmas, IndieGAF! Looking forward to what 2016 brings in here :-D

Little late here, but merry christmas to you also, and to dev gaf aswell.
 

shaowebb

Member
Oh fucking hell. Maya...YOU'RE FIRED.

Gonna flip over to Blender. It was made to have sex with Unity and make gorgeous little babies with it. Maya apparently was made to poison gaming in the womb on rig exporting and force miscarriages during timeline work and rendering.

Export it in Maya for days into Unity and it never comes out the same way twice once its brought into Unity. Do it ONCE in Blender and it works perfectly and it never gives me fits while working with it inside Blender.

/angryworkrant
 
https://fat.gfycat.com/RealWearyBorzoi.webm
Been working on this swinging platform all day. I think I finally got the physics balanced just right. First getting all the different connected parts to link up, then fine tuning the exact numbers for an hour or so to make sure it has the right balance of speed, challenge, and utility. But it's all worth it because I love having dynamic stuff like this to break up the otherwise static level design most metroidvanias have.


The temptation is always there to tinker rather than grow. It's easier, safer. The blank page is a hell of a thing, but a page with shit on it is comfy. This is a reality I've long been conscious of but haven't always done the best job of keeping things moving forward.

Sure. For me, this manifests primarily in places that I would have to revise in the future because I don't have a full blueprint yet. A mild example is something like the aforementioned groundcover patches that I recently added to the game, which I would have to go back and plant in old levels I've already designed if it got added to the game after they were completed. A more serious example is that I recently added all sorts of ledges, outcroppings and stuff that you can climb up Assassin's Creed style. These vastly expand level design possibilities in ways that I might enumerate in a future post. I would have to throw out an awful lot of old level designs if I had waited to implement that feature into the moveset and engine.

So while I make progress every day, mentally I'm dawdling and buying time as I try to figure out every last thing that I could possibly want to be in the game systems-wise. I'm stuck halfway between production and pre-production.


Oh fucking hell. Maya...YOU'RE FIRED.

Gonna flip over to Blender. It was made to have sex with Unity and make gorgeous little babies with it. Maya apparently was made to poison gaming in the womb on rig exporting and force miscarriages during timeline work and rendering.

Export it in Maya for days into Unity and it never comes out the same way twice once its brought into Unity. Do it ONCE in Blender and it works perfectly and it never gives me fits while working with it inside Blender.

/angryworkrant

Software sucks. Ha ha. Illustrator decided to crash on me last night while I was saving a project file. Fortunately I didn't corrupt the file, but half an hour of work was lost (and it was already really late so I decided to call it a night). I usually save religiously. It always seems like programs pick the worst possible time to crash, like when I randomly forgot to save for quite a while.

But like an abusive relationship we put up with it. Good luck with Blender! Hopefully he treats you better. ♥
 
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