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

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Lautaro

Member
Out of curiosity, what kind of "far from...positive" results are you getting with Rigify?

I had problems with the eyes, mouth and eyelashes meshes. I could parent them to the head bone but they move a little when the head turns instead of staying in place. I tried to combine the meshes but it didn't work.

I also couldn't get it to work with a Mecanim rig in Unity (couldn't configure it properly).

I think I could fix all these problems with more time and knowledge of Blender but there's no rush because I can keep using the Mixamo website to generate a rig freely... at least for the moment (also characters can share animations between Mixamo packs and even other animation sources).
 
Can anyone give me some twitter advice -

what are some good ways of getting followers who are likely to be potential customers / people genuinely interested in your product and not just "you follow me, i'll follow you" kind of follows?
 
Jumping back into my turn based game and decided to switch up the units to mechs.

Longer term i plan to add

- mech customisation and loadouts
- more stats such as heat et.c.
- randomised map biomes and weather

JIHcLVl.png
 

correojon

Member
I´ve redone the sprite following the suggestions from people who´ve seen it. I´ve also made it smaller, it still needs to shrink a bit more to match the required size for in-game use but it´s getting there. Also, I´ve tried different color combinations, please tell me which one you like more:
aKkI8j9.gif


So I'm probably gonna post some more updates here and there but I've been testing layouts and throwing meshes-in-progress to get the scale and feel of the room.

Art on the top- screenie on the bottom
Interior_render_3000.jpg

labbossinterior5.png


It's getting closer and closer!
It's the first real "hostile" location in the game (this is from the 'boss' chamber) so even without textures/etc, running through and encountering fights make it feel so real now :D

Also, I've been working on the shader for what seems like weeks, probably closer to months and I'm probably at my 24th iteration and still can't nail it.
I know exactly what I want but I'm juuuuust not doing something right somewhere.

If anyone is really familiar with Shader Forge, at this point I will be MORE than happy to pay you for your advice or help cause it feels like I'm totally not getting something.
The scene looks really nice, very atmospheric. I´m fearing the moment I dive into shaders after hearing all the stories from people here, what´s a good place to start?
 
I´ve redone the sprite following the suggestions from people who´ve seen it. I´ve also made it smaller, it still needs to shrink a bit more to match the required size for in-game use but it´s getting there. Also, I´ve tried different color combinations, please tell me which one you like more:
aKkI8j9.gif



The scene looks really nice, very atmospheric. I´m fearing the moment I dive into shaders after hearing all the stories from people here, what´s a good place to start?

Thanks! I'm playing with the lighting setup and doing a lot of proxy mesh repositioning to give a really impressive sense of scale and imposition.

Let me, uh....just say this about shaders

FUCK SHADERS. GOOD LORD. I AM THE WORST PERSON TO ASK ABOUT THIS

But! In hindsight, I wish I read more about cg programming before I jumped into Shader Forge (if you have Unity, if you have UE then you're already good to go), but Shader Forge or any node-based shader program/plugin is a good place to really start to experiment.
Just read up on terms first then dive real deep!
 

anteevy

Member
that is a great trailer. Looks really awesome.
Congrats! tinyBuild seems like a great company to be working with these days. And DAMN, your game just shines!
Thanks :)

I saw TinyBuild's tweet a few hours ago. How have they been to work with?
They are awesome, really easy to work with. Basically I can do what I want, but they have lots of valuable suggestions and ideas and help where they can. Also, they are nuts (in a good way). :)

I'll definitely check it out when I have time. I'll be showcasing my board game Circular Reasoning at PAX South with the publisher, so if anyone's meandering around the board game section definitely drop by!
Nice, I love board games and that one looks cool!
 

Nemo

Will Eat Your Children
Anyone on GAF entering the Unity Windows porting contest? I'm wondering what game to port over

http://unity3d.com/contest/windows

I still don't have a Windows license but you can get a free one from that page it seems (not sure if it's paid usually but it was a few years back for Windows Phone), hopefully it gets through before 27 january
 

Razlo

Member
You guys might get a kick out of this. I've had some playtesters playing GunWorld 2 for a couple of weeks. Two of the three main protagonists are macho, beefy males (one of them is an anthropomorphic eagle), and they regularly comment on and compliment each others muscular physique. You can even collect body oil to oil up your chest for more power, and cut-off jean shorts to wear.

One of my playtesters was enjoying the game, but described it to me as "mildly homoerotic". I haven't been able to stop laughing about it sense. If it didn't have an ESRB rating of E10+, I'd put that quote in the official description.

The next Cho Aniki
 

Razlo

Member
I´ve redone the sprite following the suggestions from people who´ve seen it. I´ve also made it smaller, it still needs to shrink a bit more to match the required size for in-game use but it´s getting there. Also, I´ve tried different color combinations, please tell me which one you like more:
aKkI8j9.gif

I like blue with red face paint
 

snarge

Member
I´ve redone the sprite following the suggestions from people who´ve seen it. I´ve also made it smaller, it still needs to shrink a bit more to match the required size for in-game use but it´s getting there. Also, I´ve tried different color combinations, please tell me which one you like more:
aKkI8j9.gif

I liked the white body with black extremities (hands, feet, tail tip) the most. Also prefer the more detailed eye / face. Great work overall!

Anyone on GAF entering the Unity Windows porting contest? I'm wondering what game to port over

http://unity3d.com/contest/windows

I still don't have a Windows license but you can get a free one from that page it seems (not sure if it's paid usually but it was a few years back for Windows Phone), hopefully it gets through before 27 january

Well I wasn't, but I might be now! I've been looking for something to force me into a deadline, maybe this will be that. Thanks for the link!
 

Subtilia

Neo Member
correjon, that white version with the red lines in the mask is looking great. Might I suggest you also trying some non-basic colours? Like teal, orange-pink &c...

Mechanical Snowman, I guess the best shot is to post interesting content and doing good use of #s. Also #IndieDevHour usually get you to know other tweet-strong dev who might share your stuff.


Now, I've been working on this trailer for Qasir al-Wasat in the last weeks. Would love to know your opinions on it:

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

Also would be really great if you guys could share it and stuff. =}
 
I´ve redone the sprite following the suggestions from people who´ve seen it. I´ve also made it smaller, it still needs to shrink a bit more to match the required size for in-game use but it´s getting there. Also, I´ve tried different color combinations, please tell me which one you like more:
aKkI8j9.gif

I like the blue and white one, and the one with the white body/tail with black hands/feet

Now, I've been working on this trailer for Qasir al-Wasat in the last weeks. Would love to know your opinions on it:

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

Trailer looks great!
 

oxrock

Gravity is a myth, the Earth SUCKS!
So indiegaf, my game is within a day or two from being ready to be uploaded to the google playstore and applestore. I've spent the last two days creating facebook/twitter accounts and putting together a website for my "company". Of course nobody is following me or even knows about my website, let alone my game. So how do I get the word out? Are there any relatively easy ways to generate some kind of buzz?
 
So indiegaf, my game is within a day or two from being ready to be uploaded to the google playstore and applestore. I've spent the last two days creating facebook/twitter accounts and putting together a website for my "company". Of course nobody is following me or even knows about my website, let alone my game. So how do I get the word out? Are there any relatively easy ways to generate some kind of buzz?

Try to find communities that are fans of your type of game.

Really, there's not, unless you're lucky enough to be reviewed by a major site. It depends a lot on your type of game.
 
Also I'll just throw this out there, I've released an incremental game called Castle Clicker on all available play stores. I'm sure it's not really GAF's thing, but I like how it's turning out so far.

App Store Links:
iOS: https://itunes.apple.com/us/app/castle-clicker/id1039066770?mt=8

Android: https://play.google.com/store/apps/details?id=air.com.snowflake.CasteClicker

Amazon: http://www.amazon.com/gp/mas/dl/android?p=com.snowflake.CasteClicker.underground

Reddit:
https://www.reddit.com/r/CastleClicker/

Facebook:
https://www.facebook.com/CastleClick/
 
So indiegaf, my game is within a day or two from being ready to be uploaded to the google playstore and applestore. I've spent the last two days creating facebook/twitter accounts and putting together a website for my "company". Of course nobody is following me or even knows about my website, let alone my game. So how do I get the word out? Are there any relatively easy ways to generate some kind of buzz?
The OP has a short section on social media. There's not much to say, really. Just network and engage with people who are interested in your genre, contact some websites, etc. Could have been advantageous to do this throughout development, tbh. Time to build up a base.
 

oxrock

Gravity is a myth, the Earth SUCKS!
The OP has a short section on social media. There's not much to say, really. Just network and engage with people who are interested in your genre, contact some websites, etc. Could have been advantageous to do this throughout development, tbh. Time to build up a base.

I agree, I should be more on it with this stuff, but it's far from where my passion lies. There's great freedom in being a one man dev team, there's also a GREAT many things you have to try and take care of. No good excuse on my part, but other things just always had higher priority. That and I'm rather ignorant about "networking" and selling myself/game.
 

Parham

Banned
Getting face animations to work in Unity has been a more time consuming than I would've liked. Does anyone have any experience doing this?

Edit: I may have found the solution. I'll make sure to post about it tomorrow.

Edit 2: Post here
 

correojon

Member
I like blue with red face paint

I liked the white body with black extremities (hands, feet, tail tip) the most. Also prefer the more detailed eye / face. Great work overall!

correjon, that white version with the red lines in the mask is looking great. Might I suggest you also trying some non-basic colours? Like teal, orange-pink &c...

I like the blue and white one, and the one with the white body/tail with black hands/feet
OK, so 2 votes for Blue and 3 for White. And here I was thinking orange was the best one lol. I like a lot blue, but it may be too similar to Sonic. White looks great and the big contrast of the limb tips will help with animations, but I don´t know if it´ll match well with the colorful game idea I have in mind. I´ll go with white for now and see how it matches with the backgrounds. Thanks a lot to everyone for your opinions!
Subtilia, I´ll do that too, thanks for the idea.

Now, I've been working on this trailer for Qasir al-Wasat in the last weeks. Would love to know your opinions on it:

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

Also would be really great if you guys could share it and stuff. =}
The trailer looks really good, love the aesthetics of the game. The trailer gave me a feeling of a big adventure in a misterious land of legends, I think it sells the game very well.
 

Subtilia

Neo Member
The trailer looks really good, love the aesthetics of the game. The trailer gave me a feeling of a big adventure in a misterious land of legends, I think it sells the game very well.

Trailer looks great!

Thanks a lot, guys! The game is really moody, so it's a good thing we've managed to sell some of it with this. And I have the weekend to edit one more trailer for the release, it's gonna be a looooong weekend.


So how do I get the word out? Are there any relatively easy ways to generate some kind of buzz?

Ok, the game is ready to launch, but must you launch it right away? The only way to gain audience is building it. I'd recommend posting and talking about your game for at least a week, ideally one month, before releasing it. Try connecting with other devs and answer the people that seem interested in you game, they really can help spreading the word.
 

SeanNoonan

Member
I agree, I should be more on it with this stuff, but it's far from where my passion lies.
I know this feel. Hard. I just want to make stuff and automagically™ have it end up with the audience that wants it...

It's really difficult getting over thinking "why would anyone care?" and "am I spamming people with shit they don't care about", but really you've just gotta get over it.

The way I think about it is that everyone has their own life and they're not 24/7 looking up games to play or scanning social media for future games, so to catch those people you may need to repeat yourself or self promote yourself more than is comfortable.

You don't know how hard I cringe at myself whenever I have to promote myself in anyway. But that could be my sickeningly English humble ways getting in the way of everything... :p
 

snarge

Member
So indiegaf, my game is within a day or two from being ready to be uploaded to the google playstore and applestore. I've spent the last two days creating facebook/twitter accounts and putting together a website for my "company". Of course nobody is following me or even knows about my website, let alone my game. So how do I get the word out? Are there any relatively easy ways to generate some kind of buzz?

Easy ways? No. Promotion is as much work as development.

I frequently link to Mike Rose's blog on this,
1.) Because it starts off with multiple links on the same subject and
2.) It's well written in itself.
Here ya go: http://www.gamasutra.com/blogs/Mike...Idiots_Guide_to_Marketing_Your_Indie_Game.php

Then there's Vlambeer's presskit, for helping out: http://dopresskit.com/

Here's another great article on getting greenlit on Steam in 5 days (hint: Animated Gifs!)
http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20150130/235409/How_to_get_greenlit_in_5_days.php

Don't miss out on a single #screenshotsaturday on twitter / reddit / here. I find it helpful to prepare media for several weeks at one time, that way you don't have to interrupt work to promote. Post lots of screen shots showing progress, animated gifs that are short, exciting, or even humorous. My most viewed / RT'd tweet is an animated gif of a silly bug, for example. Use hashtags: #indiedev, #indiegamedev, #gamedev, etc

Besides that, network. Conferences, meetups, IGDA, Game Jams even. There's always something going on.
 

oxrock

Gravity is a myth, the Earth SUCKS!
Ok, the game is ready to launch, but must you launch it right away? The only way to gain audience is building it. I'd recommend posting and talking about your game for at least a week, ideally one month, before releasing it. Try connecting with other devs and answer the people that seem interested in you game, they really can help spreading the word.
I'm not in a real rush to release, if trying to build some buzz for a week or two will yield better results, I'll most likely do that.

I know this feel. Hard. I just want to make stuff and automagically™ have it end up with the audience that wants it...

It's really difficult getting over thinking "why would anyone care?" and "am I spamming people with shit they don't care about", but really you've just gotta get over it.

The way I think about it is that everyone has their own life and they're not 24/7 looking up games to play or scanning social media for future games, so to catch those people you may need to repeat yourself or self promote yourself more than is comfortable.

You don't know how hard I cringe at myself whenever I have to promote myself in anyway. But that could be my sickeningly English humble ways getting in the way of everything... :p

My game is just a SUPER casual mobile app that's really simplistic. Somehow this just makes me feel really silly promoting it. It doesn't have super crazy gameplay or stunning graphics, etc. It's just about being mellow and just sitting back and watching stuff happen. I was kind of aiming for some sort of zen relaxation kind of thing.

Easy ways? No. Promotion is as much work as development.

I frequently link to Mike Rose's blog on this,
1.) Because it starts off with multiple links on the same subject and
2.) It's well written in itself.
Here ya go: http://www.gamasutra.com/blogs/Mike...Idiots_Guide_to_Marketing_Your_Indie_Game.php

Then there's Vlambeer's presskit, for helping out: http://dopresskit.com/

Here's another great article on getting greenlit on Steam in 5 days (hint: Animated Gifs!)
http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20150130/235409/How_to_get_greenlit_in_5_days.php

Don't miss out on a single #screenshotsaturday on twitter / reddit / here. I find it helpful to prepare media for several weeks at one time, that way you don't have to interrupt work to promote. Post lots of screen shots showing progress, animated gifs that are short, exciting, or even humorous. My most viewed / RT'd tweet is an animated gif of a silly bug, for example. Use hashtags: #indiedev, #indiegamedev, #gamedev, etc

Besides that, network. Conferences, meetups, IGDA, Game Jams even. There's always something going on.
Firstly, thanks for posting those links. I actually feel more comfortable about emailing sites covering games after reading Mike Rose's article. I'm also a complete twitter noob, so know what common hashtags people are using is good to know.
 
Just got sent a mesh care package this afternoon, yusss.

assetwavelength3.png


The blue squares will have UI planes over them eventually.
Also, this is first pass so they're gonna look quite different after all of the alterations.

All in all though, this is gonna be super fun to strew them into the area and tie them into the puzzles.

Edit : might have to rethink the shader a bit to tie all these different things together.
Anyone have experience with cg shaders or Shader Forge I can pester for some guidance/advice?
 

anteevy

Member
I agree, I should be more on it with this stuff, but it's far from where my passion lies. There's great freedom in being a one man dev team, there's also a GREAT many things you have to try and take care of. No good excuse on my part, but other things just always had higher priority. That and I'm rather ignorant about "networking" and selling myself/game.
This is a talk I found really helpful ("Konsoll 2013: Marketing Indie Games on a $0 Budget"):
https://www.youtube.com/watch?v=SkEQtMP2CuA

This article by Alex Nichiporchik is also good: http://www.gamasutra.com/blogs/AlexNichiporchik/20150917/253886/How_To_Pitch_Your_Game.php
 

Parham

Banned
It turns out the solution to my face animation issue was to have the facial animations imported as legacy animations and loaded through the Animation component (note: not Animator). I'm surprised that Unity doesn't have a more elegant solution for this yet.
 

Gameboy415

Member
Easy ways? No. Promotion is as much work as development.

I frequently link to Mike Rose's blog on this,
1.) Because it starts off with multiple links on the same subject and
2.) It's well written in itself.
Here ya go: http://www.gamasutra.com/blogs/Mike...Idiots_Guide_to_Marketing_Your_Indie_Game.php

Then there's Vlambeer's presskit, for helping out: http://dopresskit.com/

Here's another great article on getting greenlit on Steam in 5 days (hint: Animated Gifs!)
http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20150130/235409/How_to_get_greenlit_in_5_days.php

Don't miss out on a single #screenshotsaturday on twitter / reddit / here. I find it helpful to prepare media for several weeks at one time, that way you don't have to interrupt work to promote. Post lots of screen shots showing progress, animated gifs that are short, exciting, or even humorous. My most viewed / RT'd tweet is an animated gif of a silly bug, for example. Use hashtags: #indiedev, #indiegamedev, #gamedev, etc

Besides that, network. Conferences, meetups, IGDA, Game Jams even. There's always something going on.

Lots of great advice here - thanks for sharing this! :D
I've been trying to promote my team's game (Anomaly 1729) as best I can since we launched on 12/30 but I've definitely been concerned about coming off as too pushy/self-promotional.
On the other hand, it seems like everyone else on my team is in 'vacation-mode' now that the game is finished so I sometimes feel like I'm the only one promoting the game at all! haha

I have already gotten a bunch of likes for my #ScreenShotSaturday Twitter post so that's a good sign! :)

68WX6O.gif


Also, it might sound cheesy but it feels amazing to see people on YouTube enjoying play-throughs of a game I helped create. :)
 

asa

Member
We survived the launch of Power Hover iOS!
Reception was great! Atm. the game is enjoying 4.5> user review average and I think around 86% in metacritics. Sales could have been better, but they have been pretty much what we anticipated. So no bankruptcy in the immediate future :)

Now as the heat of the launch is slowing down we have started working on the Android version and the next content update:

here's a first peek what we are working on:
giphy.gif

Snow, lots of snow :)
 

_machine

Member
tinyBuild is going to publish it. It's crazy, a year ago my target/wish was to somehow get through Greenlight with the game and I never thought I'd find a publisher. Tried anyways as I had nothing to lose and got lucky. :)
Massive congrats! I've bumped into most of the fellas from tinyBuild and had a great experience with IndiePrize competition which was run by Yulia back then.

I think it was a great choice, especially after seeing first-hand how hard full self-publishing can be and some of the tasks that might be better suited to people with more experience and passion in those areas.

P.S. I also love the new name :)
 
Just ordered a capture card to stream devkit footage during dev streams. I do like testing the game a lot on PS4 so this should be a nice addition when I streaming again.
 

SeanNoonan

Member
Just ordered a capture card to stream devkit footage during dev streams. I do like testing the game a lot on PS4 so this should be a nice addition when I streaming again.
Grabbed one myself, but I rarely use it. It's a cool gadget to mess around with for a couple days though :D

Screenshot Saturday, etc.

fQydNmo.gif
 
Grabbed one myself, but I rarely use it. It's a cool gadget to mess around with for a couple days though :D

Screenshot Saturday, etc.

fQydNmo.gif
I've been wanting stream with my devkit for a while now. Should be fun. Plus I do make gameplay vids from time to time.

As an aside this is looking great! Make me a PC build, yo! I don't have an iOS device :(
 

Blizzard

Banned
Just ordered a capture card to stream devkit footage during dev streams. I do like testing the game a lot on PS4 so this should be a nice addition when I streaming again.
Since you mention this I'm assuming there's no NDA for asking this question: Sony is okay with people streaming devkit footage? I guess that surprises me, but maybe as long as the devkit is offscreen they're fine with it?
 
Since you mention this I'm assuming there's no NDA for asking this question: Sony is okay with people streaming devkit footage? I guess that surprises me, but maybe as long as the devkit is offscreen they're fine with it?
I've seen a few popular devs stream from it. I won't be showing OS stuff, just gameplay. I do a lot of testing on console moreso than PC. Running OBS and showing editor plays from Unity gives me some less than consistent frame times so a PC hosted build on the devkit allows me to test quickly without hiccups when a capture is running.
 

Blizzard

Banned
I've seen a few popular devs stream from it. I won't be showing OS stuff, just gameplay. I do a lot of testing on console moreso than PC. Running OBS and showing editor plays from Unity gives me some less than consistent frame times so a PC hosted build on the devkit allows me to test quickly without hiccups when a capture is running.
Cool, I just wondered what Sony's policy was since I'm not in their dev program.
 
So, guys.

Trying to differentiate my classes via what Combat Categories their Class RNG Pool has access to.

Radical idea: should Mages just not have access to any of the Attack categories? Or just have access to Attack (All)?
 

oxrock

Gravity is a myth, the Earth SUCKS!
I just got done piecing together my first ever trailer for my first ever finished game. Target platforms are android and IOS, let me know what you guys think. (Without ripping me apart too badly plz) Plink Tactics
 
I had a realization not too long ago that almost all the time whenever I draw a female character, I make her pretty or cute, or both. Rarely ugly or even "normal." And I don't know why that is, whether I just like drawing more attractive female characters, whether my usual art style of big eyes and faces just lends itself self more to the attractive characters, or if there's something else going on entirely.

Anyway, I drew a new character today and I think it's fair to say that I vastly overcompensated.

uRqypta.png


I'm keeping this design now, but going forward I'll have to probably be more subtle most of the time.
 

anteevy

Member
Massive congrats! I've bumped into most of the fellas from tinyBuild and had a great experience with IndiePrize competition which was run by Yulia back then.

I think it was a great choice, especially after seeing first-hand how hard full self-publishing can be and some of the tasks that might be better suited to people with more experience and passion in those areas.

P.S. I also love the new name :)
:)

Yes, even with Greenlight, self-publishing is hard these days. In my opinion, in most cases one should at least try to find a (competent) indie publisher. You'll have more time focusing on the development + more people playing the game and normally more profit too, even after the revenue split.

Sorry that self-publishing didn't work out for you with Ancestory. Any new projects on the horizon? We need more UE4 projects/devs here! Just don't use 3D UMG widgets. :D
 
So, guys.

Trying to differentiate my classes via what Combat Categories their Class RNG Pool has access to.

Radical idea: should Mages just not have access to any of the Attack categories? Or just have access to Attack (All)?

I don't know if this helps at all but I've always loved to see a Mage with a regular low powered attack (like a staff bash) that does very little damage but has a high chance to interrupt the enemies attack.

I had a realization not too long ago that almost all the time whenever I draw a female character, I make her pretty or cute, or both. Rarely ugly or even "normal." And I don't know why that is, whether I just like drawing more attractive female characters, whether my usual art style of big eyes and faces just lends itself self more to the attractive characters, or if there's something else going on entirely.

Anyway, I drew a new character today and I think it's fair to say that I vastly overcompensated.

uRqypta.png


I'm keeping this design now, but going forward I'll have to probably be more subtle most of the time.

I know with my cast that I tried to make them as real as possible by writing pages and pages of narrative backbone, but subconsciously (maybe), still designed them in a video game context when it came to "Art Time™!". So it....miiiiight be a similar thing?
Who knows!
Looks good though! Definitely still fits the tone (compared with the main)
What role is she going to play in the game?
 
I know with my cast that I tried to make them as real as possible by writing pages and pages of narrative backbone, but subconsciously (maybe), still designed them in a video game context when it came to "Art Time™!". So it....miiiiight be a similar thing?
Who knows!
Looks good though! Definitely still fits the tone (compared with the main)
What role is she going to play in the game?

I haven't gone that far. Not yet at least. So far the NPCs are only defined by their profession or relation. This one in particular is the wife of the local blacksmith. She doesn't really have a story, but you'll see her around town sometimes and maybe she'll bark a few things about how shoddy your weapons are (if you haven't visited the smith, that is).
 
I haven't gone that far. Not yet at least. So far the NPCs are only defined by their profession or relation. This one in particular is the wife of the local blacksmith. She doesn't really have a story, but you'll see her around town sometimes and maybe she'll bark a few things about how shoddy your weapons are (if you haven't visited the smith, that is).

I tried to find a gif for "furious drawing" cause there's so many places you can take that (if you wanted to add on to her)....but all I found was Fast and the Furious gifs.

4b37520c0026ddf7e1de9a5c84f4f473.600x.gif


But you could totally build off the idea that they're just defined by their job and split that off into so many cool places.

(Like her hands would be stained with soot, if she was stoking the fires in the workshop, or have her opulent based off of the profits of the profession, which came to mind when you mentioned she might bark as a way to convince you to go visit the smith.)

Went on a rant but my mind just went into overdrive there!
 
But you could totally build off the idea that they're just defined by their job and split that off into so many cool places.

(Like her hands would be stained with soot, if she was stoking the fires in the workshop, or have her opulent based off of the profits of the profession, which came to mind when you mentioned she might bark as a way to convince you to go visit the smith.)

Went on a rant but my mind just went into overdrive there!

For sure. I'm thinking this character is pretty lazy, hence the excessive weight. So she probably doesn't help her husband in the day to day activities very much. But there are lots of other characters that I'm working on who appear dirty, stained, and so on. Chimney sweeps, farmhands, et cetera. Then there are also visibly wealthy characters. It's going to end up being a pretty diverse cast, which is fun.
 
Grabbed one myself, but I rarely use it. It's a cool gadget to mess around with for a couple days though :D

Screenshot Saturday, etc.

fQydNmo.gif

I am not sure if I can adequately explain this, but I feel like the screen shake should be removed; it feels abrasive. And I am generally a fan of the shake, but something just feels "wrong" about seeing it in your game. (it's probably just me though)

For sure. I'm thinking this character is pretty lazy, hence the excessive weight.

She kind of looks like a mattress with a head.

We survived the launch of Power Hover iOS!
Reception was great! Atm. the game is enjoying 4.5> user review average and I think around 86% in metacritics. Sales could have been better, but they have been pretty much what we anticipated. So no bankruptcy in the immediate future :)

Congrats!. I always loved Power Hover's aesthetics ( probably one of my favorites from this thread ). Planning an Android release?
 

SeanNoonan

Member
I am not sure if I can adequately explain this, but I feel like the screen shake should be removed; it feels abrasive. And I am generally a fan of the shake, but something just feels "wrong" about seeing it in your game. (it's probably just me though)

I removed it once (and the hit pause) as it a test and it really removes a lot of the feedback for successfully hitting the candles - feels like you're cutting through them like butter, rather than twatting them with a big ass whip :D

It probably feels a lot better than it looks. I'll look into adding an option to disable it, like I did device vibration when you die.
 
I removed it once (and the hit pause) as it a test and it really removes a lot of the feedback for successfully hitting the candles - feels like you're cutting through them like butter, rather than twatting them with a big ass whip :D

It probably feels a lot better than it looks. I'll look into adding an option to disable it, like I did device vibration when you die.
KEEP

THE

SHAKE

Its a very useful feedback tool, IMO. There are games that go overboard with it but its good here.
 
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