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

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Dynamite Shikoku

Congratulations, you really deserve it!
I've been working on a big pc project for over a year now, but since having a baby last August I just don't have much time to work on it, so I think I'm going to put it aside for a while and instead set myself the goal of making the simplest (but good) mobile game, that I can just make in my limited free time. I'm thinking of something with numbers.
 

Dascu

Member
I've been working on a big pc project for over a year now, but since having a baby last August I just don't have much time to work on it, so I think I'm going to put it aside for a while and instead set myself the goal of making the simplest (but good) mobile game, that I can just make in my limited free time. I'm thinking of something with numbers.
Dynamite Sudoku
 
Holy crap, CordellC, your game's visuals look fantastic.



So while hashing out the testing/tutorial level for the TPS gameplay in ProBuilder, I got myself an Xbox One wired controller, because my old 360 pads are gradually getting shitter (and I wanted to use that new d-pad), and I decided to fiddle around with adding controller inputs. And I get an unfortunate reminder as to why I detest using the right stick for aiming, despite fiddling with the sensitivity. But in any case, thankfully, using the triggers, bumpers and stick clicks for the most vital functions (jump, shoot, melee and sprint) seems to be working well enough.

Anyhow, here's the first part of the tutorial level. It basically covers the movement mechanics, including the parkour. The second portion of the map will cover the combat mechanics, and the third portion will be something of a mini-level in itself, testing the player's newfound knowledge, complete with a boss fight.

TutLevelWIP.jpg
 

chubigans

y'all should be ashamed
Ugh, today I have to let go of a contract artist who's been consistently weeks late or MIA for the past two months. I really, really hate to do this because we did great work together for the five months previous, but it's gotten so bad to the point where I can't deal with it anymore.

Man, this sucks. :(
 

friken

Member
On the weekend we made a game for the Global Game Jam called, "Pwrong"...
Here's a link to a browser version:
http://sean-noonan.com/games/pwrong/


congrats on getting a functional game done for a jam. It is tough :) I wanted to participate, but Pax South won out this time. Next year and hopefully a couple ludam's in between.

---

So I'm working on hyperspace travel for StarDiver. I want to borrow concepts from a few places. I like the idea of hyperspace being a very mysterious place. I also like the idea of hyperspace being a difficult place to navigate and easy place to get lost in. In that regard, the Babylon5 view of what hyperspace is. Star control made good use of it for pacing of the game as it too fuel to explore the further locations via hyperspace travel.

For stardiver, the first time you enter hyperspace will be after getting the technology from another race along with coordinates for your first 'exit point' (their homeworld). Hyperspace, you will have to explore to find other exit points, or discover their locations via conversations w alien races.

So what should hyperspace look like? I've been playing with a couple ideas and not quite to where I want it yet. Current look:

GivingThickGelada.gif


I'm thinking maybe something w some particles that look more like neural networks? Any other ideas? Currently, while pretty cool/whacky looking, I think it still looks a bit too much like a nebula on shrooms.

Also, let me know if the gif of that size loads fast and well. I'm trying to find the point at which gfycat bogs and pukes. I hope not to need to host gifs somewhere else. Any good gfycat alternatives?
 

-COOLIO-

The Everyman
congrats on getting a functional game done for a jam. It is tough :) I wanted to participate, but Pax South won out this time. Next year and hopefully a couple ludam's in between.

---

So I'm working on hyperspace travel for StarDiver. I want to borrow concepts from a few places. I like the idea of hyperspace being a very mysterious place. I also like the idea of hyperspace being a difficult place to navigate and easy place to get lost in. In that regard, the Babylon5 view of what hyperspace is. Star control made good use of it for pacing of the game as it too fuel to explore the further locations via hyperspace travel.

For stardiver, the first time you enter hyperspace will be after getting the technology from another race along with coordinates for your first 'exit point' (their homeworld). Hyperspace, you will have to explore to find other exit points, or discover their locations via conversations w alien races.

So what should hyperspace look like? I've been playing with a couple ideas and not quite to where I want it yet. Current look:

http://giant.gfycat.com/GivingThickGelada.gif[IMG]

I'm thinking maybe something w some particles that look more like neural networks? Any other ideas? Currently, while pretty cool/whacky looking, I think it still looks a bit too much like a nebula on shrooms.

Also, let me know if the gif of that size loads fast and well. I'm trying to find the point at which gfycat bogs and pukes. I hope not to need to host gifs somewhere else. Any good gfycat alternatives?[/QUOTE]

the gif is a little choppy but still good.
 

cbox

Member
So hyperspace is more of an open area in your game? I always thought of it as more of a tunnel or wormhole type area. The neuron idea sounds pretty cool with perhaps the areas in between neurons could be black space.
 
thanks. I could try reducing their framerate and their duration to make them load faster, I suppose.

FWIW, it loaded pretty fast for me. The main campaign image showed visual loading. That said, since I do web dev for my 9-5, I'd recommend targeting for the lowest bandwidth.

Edit: You already got lots of feedback. Feel free to ignore.
 

friken

Member
So hyperspace is more of an open area in your game? I always thought of it as more of a tunnel or wormhole type area. The neuron idea sounds pretty cool with perhaps the areas in between neurons could be black space.

Hyperspace will be an open-ish area where you control your mothership through to find 'exit points' back to normal space. So no star-map without exploring and finding new tunnels / exits. They will not be difficult to find and many coordinates will be given throughout the storyline-- places to investigate / alien home systems etc.

Here is my take on the neuron web idea w some wacky almost geometric warpped space:

gfycatlink:
http://gfycat.com/OpulentUnluckyGalapagosdove

Hyperspace2.JPG
 

SeanNoonan

Member
congrats on getting a functional game done for a jam. It is tough :) I wanted to participate, but Pax South won out this time. Next year and hopefully a couple ludam's in between.
Thanks!

Yeah, third year in a row for me. Really enjoy the global game jam, great to be in such a creative environment (that isn't work). I much prefer the physical jams to the online one's partly because you get to meet new people, but also because the games are genuinely made over that weekend. So many ludum dare entries are reused code and reskinned games from people's back catalog - unfortunate that so many people "cheat".
 

friken

Member
Thanks!

Yeah, third year in a row for me. Really enjoy the global game jam, great to be in such a creative environment (that isn't work). I much prefer the physical jams to the online one's partly because you get to meet new people, but also because the games are genuinely made over that weekend. So many ludum dare entries are reused code and reskinned games from people's back catalog - unfortunate that so many people "cheat".

I also enjoy local jams vs online. I have hosted a couple group ludam dares at my house (a blast!). Then the global game jam in Houston is hosted at a local art school.
 

Roubjon

Member
Hey guys!

Just wanted to share with you all that a game I've been working on since last April has just been released on the App Store! I posted about it before when we launched the Kickstarter in October.

https://itunes.apple.com/us/app/combo-queen-action-rpg-hybrid/id901559525?mt=8

I've been working on a number of projects as an artist/animator, and this is the first game I've done work for that's been released thus far. Feels great to finally have a game finally out there.

The game is called "Combo Queen". You play as a dual-tomahawk wielding warrior, slaying countless foes as you run through each stage. The game is combat focused, and is based on timed hits and parries (think Legend of Dragoon). As you level up, the monsters get significantly harder, and you have to learn their new attack patterns. Players are rewarded with gems by completing achievement challenges or killing foes. Players can then use gems to buy new items, equipment, etc. that have different properties.

Feel free to check out the release trailer here!

Some newer screenshots:

K7cBNPr.png

7NBrxIM.png

RLE9rKC.png


Some character animations:
HZYAYo1.gif

U1G3qmp.gif


Thanks, everyone! Amazing work in here, as usual.


Game is awesome and looks amazing too. Congrats bro!
 
Thanks MysticRiver. Yes, Stardiver will allow you to drop a lander down and explore planetside for resources, life, and story-driven discoveries. I wrote a little about the planet landing stuff back in November on indieDB:

http://www.indiedb.com/games/stardiver/news/stardiver-planetary-landing

youtube of a landing sequence:
https://www.youtube.com/watch?v=9NaM-JRsVF4

and takeoff:
https://www.youtube.com/watch?v=1Jxlclzteeg

I am taking a more abstract, zoomed out approach to planet landings both for style reasons and for technical reasons. I remember loving starflight genesis and starcontrol2 type of planet landing. Technically that zoomed out / abstract feel works well as I can just reuse the same generated texture(s) as the planet in orbit uses.

One concern I have with planet landing is the good ol question "ok now what is there to do once they get there". Many space games kinda fall flat in this regard w/ procedural universes. Zillions of planets, zillions of stars.... boring as hell to visit more than 10 of them. So far, resource gathering, exploring for biologic and geologic data (resource for trading w some races), finding of new tech for ship upgrades, and story driven discoveries and planned. It will be interesting as I progress from landing sequence of just the ground to getting weather, resource gathering system, and the fun stuff in there. As it is currently, I have it just far enough to include in a trailer to prepare for greenlight/ks.

Are you planning a kickstart? Greenlight? It is always really hard for me to decide where to draw the line in the sand -- how much of the game needs to be done to have enough to get people excited for a ks/gl? My current goal is to get hyperspace travel done and them put together our first trailer video. I'll get feedback from there as to what to polish and if there is enough to really get people excited enough for a successful ks/gl.

I have the same concern , and as a player I agree that having billions of planets with no purpose is just a filler that I don't like. So I am planning to not do resource gathering unless small things like water/ice for oxygen production of your ship but pretty much I am thinking something like going down to explore dungeons for the main mission, or go to cities to do fun things there and quests, some minimal exploration and allow your crew to relax and party outside your ship! nothing is better than having beer and party! and my crew get sick of being in space for too long so landing will help some of them to recover some sanity, and as you mentioned you dont really know how much is enough, so for me I would say if I like it I just do it, even if no one else likes the thing I am doing... that's the good thing of not doing this for a company, I have complete freedom to do anything, and I am planning a kind of dwarf fortress in space

not planning on KS at all, but I will try gl for sure!
 

Korten

Banned
So i've been wondering, is there a website for free commerical-free sound effects and ambient noise? Like I have river ambient noise, but neither strong river sounds nor waterfalls. Is there a website like that?

Edit: Derp, I literally ask this question and then check the main post and see stuff about it...
 

Kilrathi

Member
I been working on side scroller platformer almost 4 months in Unreal 4 for the ouclus rift, I recent brought a build out to NYC arcade and Cornell Tech. Hoping to bring it back to NYC VR again, sometime soon but got grad schools at night on those days now. I got the jump feel and dash feel locked down good right now.
In game screen shot with the shader materials hooked up
SSUE4VR.png

SSUE4VR2.png
 

Jobbs

Banned
been fleshing out a new area lately, this is very fungal themed and all the zombies have fungal growths all over them and have some interesting interactions. the concept of the game is it's made up of a number of larger "regions" and the regions generally have their own theme, in terms of presentation as well as gameplay.

fungalzombie1b.png
 
been fleshing out a new area lately, this is very fungal themed and all the zombies have fungal growths all over them and have some interesting interactions. the concept of the game is it's made up of a number of larger "regions" and the regions generally have their own theme, in terms of presentation as well as gameplay.

fungalzombie1b.png

Yuo drawr gud.

I like these a lot.
 

Jobbs

Banned
Yuo drawr gud.

I like these a lot.

thanks. the concept right now (a lot of times the concept changes once I'm implementing, of course) is that the fungal enemies in this fungal region all will keep regenerating and coming back from death unless you kill them in a specific way using one of many sporeclouds around the area -- spore cloud infests you and changes your gun (among other things) temporarily.
 
thanks. the concept right now (a lot of times the concept changes once I'm implementing, of course) is that the fungal enemies in this fungal region all will keep regenerating and coming back from death unless you kill them in a specific way using one of many sporeclouds around the area -- spore cloud infests you and changes your gun (among other things) temporarily.
Very nice touch. We have a similar mechanic with our "zombie process" in our file tree graveyard but instead of killing spores to kill the zombies, you kill the zombies to spread their infection to local geometry to glitch the geometry and create a path to a hidden level. Its not directly noticeable but you can lead the zombies away from their spawn slowly to access the proverbial "this ground looks different" spot. I should make their blood/binary code interact with the environment near their spawns in a way that leads the player to experimentation.
 

Houk

NISA
Does anybody have naming tips? Team/buisness/project whatever.

I'm the worst at names.

Whatever it is you're trying to name, the first thing you should do is pin down exactly what the goal/objective/philosophy of that thing is. The easiest way to start doing this is just to brainstorm words/phrases that reflect the core aspects or fundamental elements of the thing. If it's your company name, figure out what your most important goals or philosophies are and start there. If it's your game, what are the most important features or elements of the game?

These won't necessarily lead to words that end up in the name, but it will give you a stronger understanding of what you want people to envision or feel when they hear your name. Do you want it to sound light and playful, or solid and serious?

Also keep in mind that you'll want something that's easily searchable and recognizable to help create a stronger brand right away. Ultimately, it's a very personal decision and nobody but you can tell you the best way to come to a decision, but something memorable and evocative should always be the goal.
 

Korten

Banned
So here's a question, what do you think of the idea of having a story which is clearly good vs evil but never about saving the world? You see, while the villains are evil- they aren't evil in the typical way. Yes they do horrible things but at the same time what they do is selfish but not at the cost of most people. The villains are doing horrible things but yet the people aren't oppressed by them.

Does that make sense? I guess it's the idea that even if the hero was to fail, the world would keep going, it wouldn't plunge into darkness.
 
So here's a question, what do you think of the idea of having a story which is clearly good vs evil but never about saving the world? You see, while the villains are evil- they aren't evil in the typical way. Yes they do horrible things but at the same time what they do is selfish but not at the cost of most people. The villains are doing horrible things but yet the people aren't oppressed by them.

Does that make sense? I guess it's the idea that even if the hero was to fail, the world would keep going, it wouldn't plunge into darkness.
Then what makes the villains the villains? What is their driving force that makes them evil? In what way are they a threat to the player that the player sees them as villains? In what capacity do they appear as villains to others? In what scope does the player feel the need to engage with them? How about not engaging? What drives the main character? What is his purpose? How does he see the villains? How do they see him?

In short: The Door Problem

There's not much to go on by your question. Stories generally have a purpose, an end game, a conclusion. Perhaps the story is about saving a family member. But from what? If villains are not oppressive what purpose do they serve in a quest to save your brother? If they are a threat to your brother then that makes them oppressive. Perhaps your brother is the threat? How is he a threat? Is he the villain? Etc.

Depending on the type of story you wish to convey - most include a sense of purpose, something to fulfill. Without purpose you are simply doing for the sake of doing. Purpose is an important motivator and provides drive. You don't need "save the world" purpose but every piece needs to fit a single puzzle and answer all of those questions and if one doesn't fit or fails to answer all but one - throw it out.

Good vs Evil usually stems from the evil side forcefully taking something they shouldn't and the good guys try to stop them. It doesn't have to be anything tangible, but GvE ultimately has some force driving the evil to do something the good guys want to stop. If that doesn't happen - all parties are considered neutral and there is no conflict, no villains, no purpose.
 
So here's a question, what do you think of the idea of having a story which is clearly good vs evil but never about saving the world? You see, while the villains are evil- they aren't evil in the typical way. Yes they do horrible things but at the same time what they do is selfish but not at the cost of most people. The villains are doing horrible things but yet the people aren't oppressed by them.

Does that make sense? I guess it's the idea that even if the hero was to fail, the world would keep going, it wouldn't plunge into darkness.

I mean, I don't think this is all that uncommon. Especially outside of games.
Take pretty much every Law and Order episode or CSI or whatever. There's a criminal who has done evil and sometimes is going to do evil again. But the vast majority of people aren't at risk. If the guy goes uncaught, the world still turns. There are serial killers that have never been caught. Civilization hasn't fallen as a result. The people aren't generally oppressed by them.

Honestly, the vast majority of evil is not civilization or world-threatening.
 

Jobbs

Banned
Does anybody have naming tips? Team/buisness/project whatever.

I'm the worst at names.

think of words you like and start trying to put them together. if they relate to your product it's a bonus.

for a while, in the earliest phases, I called my game Project Soul. Then it was Ghost Vale for a while. Then it was Deadsuit. Then one day when I was walking my delivery route "Ghost Song" popped into my head and that was the one.

Aside from Deadsuit, (which is what we call the actual physical suit the player character inhabits) the names aren't very specific. It's more about finding words that seem evocative of what you want. That elusive idea of "word feel". I came up with "old moon" as a studio name largely because I like how those letters look together.

What words look good to you, what words sound good to you, and perhaps most importantly what words aren't already taken? figuring out what's taken or if there's a good domain name available are also a big part of brainstorming.
 

Kritz

Banned
Does anybody have naming tips? Team/buisness/project whatever.

I'm the worst at names.

I think my epiphany was that names really don't matter that much. I'm making a game called "Citizen Burger Disorder", because I thought it'd be real funny to make a game with such a terrible name.

Hell, a few weeks ago I finally registered by business name as "Y'all". Of the three hours it took to come up with a name, I went with that because (1) no business in australia has been stupid enough to call themselves Y'all, and (2) I thought it'd be real funny to make a business with such a terrible name.

Though for what it's worth, for a while I was really considering "Totes Legitsies" as the worst name for a business imaginable. Maybe next time... maybe next time.

--

I spent a little time today trying to discover the devil magicks of Unity's free lighting. It's not final, and it might not even survive the month, but I ended up with this very warm yellow lighting, using a directional light, a buncha point lights, and ambient light turned off:


Compared to what it looks like with just a directional light and some ambient light:


The new lighting still looks a little dark, so maybe I'll use it as night time lighting or something.
 
I spent a little time today trying to discover the devil magicks of Unity's free lighting. It's not final, and it might not even survive the month, but I ended up with this very warm yellow lighting, using a directional light, a buncha point lights, and ambient light turned off:

Compared to what it looks like with just a directional light and some ambient light:

The new lighting still looks a little dark, so maybe I'll use it as night time lighting or something.
It definitely looks better, but the shadows quite clearly aren't reacting to the obvious light sources. The main place that sticks out is behind the grill which is really light. I'd probably change the lights in the hood to directional lights. I'm guessing only directional lights cast shadows?
 

Kritz

Banned
It definitely looks better, but the shadows quite clearly aren't reacting to the obvious light sources. The main place that sticks out is behind the grill which is really light. I'd probably change the lights in the hood to directional lights. I'm guessing only directional lights cast shadows?

In Unity Free, only one light source can generate shadows. So I pretty much have to have my shadow light pointing exactly downwards. For gameplay reasons, the shadows are pretty important because they show the player where they're going to drop objects. I also can't allow the roof to cast shadows, or else the entire restaurant will be shrouded in the one shadow I'm allowed to have. On top of that, since my level's geometry is made up of flat pixels, I either have to crank up Unity's per pixel lighting number, or else multiple lights won't draw on the same vertex.

So, the result of all that is that I have to fake ambient occlusion and shadowing. Or finally use some of the ad money my site is generating and buy that copy of Unity 5.

Lighting is one of the things that makes me very jealous of UE4.
 
primitivesplash50ufy.png


So, progress. Level six is nearing completion. I still have absolutely no idea how long it's going to take to turn my brief descriptions of the various puzzling areas in each level into a playable section. Sometimes I get one done in under an hour. Sometimes I iterate a bit on something I did before, presuming it's going to be quick, and it takes a shocking amount of time. Sometimes that's my fault (deciding to rebuild the whole thing with generic static meshes for quicker future iteration), sometimes it's not.

I've been snowed in the past few days (dug out and at the day job now, thankfully) thanks to that storm you may have heard about. We got two feet of snow, but fortunately never lost power.

The first puzzle I decided to work on seemed really simple on paper. Present the player with what looks like a large chessboard for the floor, however all of the white squares are really holes! Just make a pit. Make a chessboard of tall glowy squares with black sides et voila!

chessboardscribble2su41.png


So there are a few things which look like doors (not pictured) and in figuring out which one to take, I want the player to fall beneath the chessboard. From down underneath it there is a visual indicator of which is the right door, and a fun lift to bring the player back up to the board.

So I build it just like that but it doesn't work at all.

Sketches simplified to 9 squares for sake of simplicity.

solidsquareproblemsifufs.png


The player should be able to walk diagonally from corner to corner nice and smoothly, however if they walked straight across they were supposed to fall but the holes were too small. When the player walked straight across the board, the player's capsule collision would hit the solid square on the opposite side of a hole with enough force that they would bounce up onto it.

You could just walk straight across the floor so long as you didn't slow down, with this weird up down wobble the cause of which wasn't evident.

So I shrink the collision meshes of my squares down. Great right?

smallercollisionproblxfun3.png


Well, no. Because yes, while now if the player walks straight across the board they will fall into the first hole they come across, now when the player walks diagonally, the same bouncing occurs, and unless you walk perfectly diagonally, it potentially bounces you to one side or another and down into a pit.

solutionvou42.png


So the below was the final solution. I had to put in a whole host of invisible support beams that ran diagonally across all the dark squares to allow for smooth and natural corner to corner movement, while still ensuring that a player going straight across the board would fall.

Creating custom collision situations that *feel* right is something I've been having to do. I don't want the player to be aware of the custom fudging that's gone on, so when it crops up it's a bit of a fine balance.

I made three of these rooms after the initial prototyping of everything. The second one is essentially the same, except the squares which were solid in the previous room are now the holes. The last one has two sets of columns in a chess board arrangement that go up and down in alternating sequence. It's surprisingly confusing when you first see it as you try to figure out just what the hell is going on. I'm always happy when that crops up. I didn't think it would cause the optical illusion that it does. It's a fun room to try and get through.

The next area looked really boring to build on paper. In some sections the walls are entirely black, with the ceiling and floor having some sort of pattern. Sticking out from the walls are black beams at head height, which you can only see as you draw near them. It causes this great optical illusion and it takes a second to figure out what is going on. I've used them a couple of times, but the note I had in my design documents was to make a maze of them. Before it's just been a simple slalom type of configuration, just something you have to go around basically.

Having just thrown in a simple maze like structure of head height beams I threw on the Rift DK2 to test it out, and it's actually really fun to find your way through. It took way less time to build than the holes in the floor chess puzzles, and if anything takes a little longer to get through. And is probably more fun.

I wonder if predicting how long it'll take to get something right, and how fun the end result might be, is ever going to get easier? I don't mind if it doesn't since prototyping is really fun for me, but it remains something I have no handle on at all.
 

Korten

Banned
Then what makes the villains the villains? What is their driving force that makes them evil? In what way are they a threat to the player that the player sees them as villains? In what capacity do they appear as villains to others? In what scope does the player feel the need to engage with them? How about not engaging? What drives the main character? What is his purpose? How does he see the villains? How do they see him?

In short: The Door Problem

There's not much to go on by your question. Stories generally have a purpose, an end game, a conclusion. Perhaps the story is about saving a family member. But from what? If villains are not oppressive what purpose do they serve in a quest to save your brother? If they are a threat to your brother then that makes them oppressive. Perhaps your brother is the threat? How is he a threat? Is he the villain? Etc.

Depending on the type of story you wish to convey - most include a sense of purpose, something to fulfill. Without purpose you are simply doing for the sake of doing. Purpose is an important motivator and provides drive. You don't need "save the world" purpose but every piece needs to fit a single puzzle and answer all of those questions and if one doesn't fit or fails to answer all but one - throw it out.

Good vs Evil usually stems from the evil side forcefully taking something they shouldn't and the good guys try to stop them. It doesn't have to be anything tangible, but GvE ultimately has some force driving the evil to do something the good guys want to stop. If that doesn't happen - all parties are considered neutral and there is no conflict, no villains, no purpose.

I will spoiler tag just for those who might be interested in my game eventually. Not saying it would be many but hey, there's bound to be someone.

Essentially the idea is that the player character, was raised, like many before him to be a sacrifice. Inside the player is something known as Goddess Energy (what that is, is for another time), that when sacrificed, a ritual can be done to make this Energy become liquid. When consumed, gives the person eternal life, and even some other abilites along side it. Such as changing their physical form. This has been used so that even the King of one of the nations is actually the same one whose been ruling for over hundreds of years. He and others are pulling a ruse to make the public think that everything is normal and that each King is different.

With this gift they have manipulated events throughout history for their gains. But like I said, they do this but they don't wish to plunge the world into any sort of everlasting darkness. Still doesn't excuse it though. However this eternal life only lasts for 100 years, and thus after the Energy has been sacrificed it will eventually reform in another. But it's a bit tricky since the person who has the energy needs to have the right conditions to grow up for the energy to mature at the rate they need it to. Essentially the player (whom you create) is just an animal being fed to be eaten later.
 

MattyG

Banned
I need some help, Game DevGAF.

I have no experience with anything game dev related. I know some basic stuff, but I don't know how to program anything, or make textures, or design levels or anything. But I really want to learn, because I just had an idea for a game that I really want to try to make. It will probably end up being not very good (especially because my idea is a bit too big for a first project), but I really want to try it. Can someone with no experience, like me, make a game? Is it something I can learn without taking classes or anything? I already have quite a few ideas written down for the game, mostly for the story and the basic gameplay concept.

Oh, and I'm actually taking a digital media course at my college right now, so I'll be learning the basics of audio and some stuff that may help.
 
I will spoiler tag just for those who might be interested in my game eventually. Not saying it would be many but hey, there's bound to be someone.

Essentially the idea is that the player character, was raised, like many before him to be a sacrifice. Inside the player is something known as Goddess Energy (what that is, is for another time), that when sacrificed, a ritual can be done to make this Energy become liquid. When consumed, gives the person eternal life, and even some other abilites along side it. Such as changing their physical form. This has been used so that even the King of one of the nations is actually the same one whose been ruling for over hundreds of years. He and others are pulling a ruse to make the public think that everything is normal and that each King is different.

With this gift they have manipulated events throughout history for their gains. But like I said, they do this but they don't wish to plunge the world into any sort of everlasting darkness. Still doesn't excuse it though. However this eternal life only lasts for 100 years, and thus after the Energy has been sacrificed it will eventually reform in another. But it's a bit tricky since the person who has the energy needs to have the right conditions to grow up for the energy to mature at the rate they need it to. Essentially the player (whom you create) is just an animal being fed to be eaten later.
I'd still call that oppression, to an extent. What does the player do? By your last sentence it seems as the player will never be in a position to progress or achieve. If people are happy because they don't know what's going on, where is the good vs evil? If the evil entity is doing what he is doing just to remain in that position, but he does a good enough job so the people are always happy, is he doing anything wrong to begin with? What does he gain by that perpetual position? He's obviously making sacrifices to ensure good will, so how is he using his position to further what agenda?

This is my take on "story". Any story should have its entire premise presented in a single sentence. If the story is too overcomplicated that it needs more than a single sentence then it is worth it trying to carve away at the plot until it is simplified, often times to the point of being binary. The focus isn't so much on the plot once you have it, the focus becomes how that story is told. It is in the telling of the story that captivates people and draws them in. Some of the best stories have the simplest plots. Its the presentation that gets people.

From what you've said, I already feel there is too much that is convoluted for something that is being perceived as a non-issue by the game's inhabitants. Not knocking you, it just seems like a whole lot of potential holes all for something that leads to nothing.

Another important question - who is your audience? Who are you trying to target with this story?

I'm not getting down on you, I'm asking because its an interesting dilemma that is created but it has the potential to be explored improperly. Hence, The Door Problem. I'm very interested to know more, barring any huge spoilers. Again. I'm not drilling you. I find it interesting and for the sake of exploring ideas I like to pick things apart from every angle.
 

Korten

Banned
I'd still call that oppression, to an extent. What does the player do? By your last sentence it seems as the player will never be in a position to progress or achieve. If people are happy because they don't know what's going on, where is the good vs evil? If the evil entity is doing what he is doing just to remain in that position, but he does a good enough job so the people are always happy, is he doing anything wrong to begin with? What does he gain by that perpetual position? He's obviously making sacrifices to ensure good will, so how is he using his position to further what agenda?

This is my take on "story". Any story should have its entire premise presented in a single sentence. If the story is too overcomplicated that it needs more than a single sentence then it is worth it trying to carve away at the plot until it is simplified, often times to the point of being binary. The focus isn't so much on the plot once you have it, the focus becomes how that story is told. It is in the telling of the story that captivates people and draws them in. Some of the best stories have the simplest plots. Its the presentation that gets people.

From what you've said, I already feel there is too much that is convoluted for something that is being perceived as a non-issue by the game's inhabitants. Not knocking you, it just seems like a whole lot of potential holes all for something that leads to nothing.

Another important question - who is your audience? Who are you trying to target with this story?

I'm not getting down on you, I'm asking because its an interesting dilemma that is created but it has the potential to be explored improperly. Hence, The Door Problem. I'm very interested to know more, barring any huge spoilers. Again. I'm not drilling you. I find it interesting and for the sake of exploring ideas I like to pick things apart from every angle.

I mean...

Like honestly I don't consider things to be that complicated, since once the story get's going I don't really have that much to complicate it further. Also the player begins the game blissfully unaware of their status, however the game also begins on the day that the Energy is ready to be harvested- thus after being betrayed (note this is all within like the first... hour I want to say? Maybe less?) by whom the player thought to be friends the player character escapes. I actually purposefully make it seem like a generic JRPG village setting at the start to reinforce their naivety.

I guess I could make it so in recent years however, the King has started to become more harsh.

I guess my only worry is that if I make the villains' wanting to take over the world or bring it into darkness is just really boring. :/

As for the audience..? Uh... I mean it has turn-based combat, explorable areas, a little bit of character creation (which effects like a part of the story and who you can romance.) So I guess typical RPG fans?
 

Jobbs

Banned
I need some help, Game DevGAF.

I have no experience with anything game dev related. I know some basic stuff, but I don't know how to program anything, or make textures, or design levels or anything. But I really want to learn, because I just had an idea for a game that I really want to try to make. It will probably end up being not very good (especially because my idea is a bit too big for a first project), but I really want to try it. Can someone with no experience, like me, make a game? Is it something I can learn without taking classes or anything? I already have quite a few ideas written down for the game, mostly for the story and the basic gameplay concept.

Oh, and I'm actually taking a digital media course at my college right now, so I'll be learning the basics of audio and some stuff that may help.

I have a story that might be inspiring for you.

I started with nothing but a desire to make a game -- specifically a 2d game. I knew nothing about programming and didn't even have an aptitude for it. I have never been good at math, struggled with immensely in high school.

I started with stencyl. because I'm stubborn/impatient, at first I tried to learn by looking at existing projects and sample projects and trying to look at the behavior scripting and figure it out. As I learned, though, reverse engineering scripting can be quite difficult, especially if you are starting out, and is probably the worst way to learn. Scripting/programming is something you accomplish by taking one step at a time, building your logic out layer by layer, fixing, adjusting, adding as you go, until you have a towering beast that you don't quite understand but still seems to work.

I learned by taking tutorials and the basic concepts -- updating loop, variables, if/then, etc -- actually started to make sense very rapidly. within a day or two I was making various prototypes. I also asked many questions on the forums.

here's some of the prototypes I made early on http://www.stencyl.com/users/index/14618 as I tried things and tried making different ideas work. My first idea was a simple runner game, which you can see at the bottom.

Eventually I settled into what I definitely wanted to make, and focused all my effort on it. Fast forward to today, my game (which is still being made in Stencyl but unlike those prototypes it is not a low res flash game, it's a full featured desktop game) is pretty far along and a lot of people know about it and have even been willing to back and preorder it such that I can work on it every day. it's kind of miraculous, honestly.
 

MattyG

Banned
I have a story that might be inspiring for you.

I started with nothing but a desire to make a game -- specifically a 2d game. I knew nothing about programming and didn't even have an aptitude for it. I have never been good at math, struggled with immensely in high school.

I started with stencyl. because I'm stubborn/impatient, at first I tried to learn by looking at existing projects and sample projects and trying to look at the behavior scripting and figure it out. As I learned, though, reverse engineering scripting can be quite difficult, especially if you are starting out, and is probably the worst way to learn. Scripting/programming is something you accomplish by taking one step at a time, building your logic out layer by layer, fixing, adjusting, adding as you go, until you have a towering beast that you don't quite understand but still seems to work.

I learned by taking tutorials and the basic concepts -- updating loop, variables, if/then, etc -- actually started to make sense very rapidly. within a day or two I was making various prototypes. I also asked many questions on the forums.

here's some of the prototypes I made early on http://www.stencyl.com/users/index/14618 as I tried things and tried making different ideas work. My first idea was a simple runner game, which you can see at the bottom.

Eventually I settled into what I definitely wanted to make, and focused all my effort on it. Fast forward to today, my game (which is still being made in Stencyl but unlike those prototypes it is not a low res flash game, it's a full featured desktop game) is pretty far along and a lot of people know about it and have even been willing to back and preorder it such that I can work on it every day. it's kind of miraculous, honestly.
Wow, that's awesome! And this definitely helps a lot, especially because you sound just like me. I downloaded Unity a couple years ago and didn't even bother trying to use tutorials, just jumped right in. I messed with it for maybe 15 minutes before I got frustrated and gave up. I'm definitely going to give it a shot now, though. Are there any specific scripting/programming tutorials you would recommend I use? And the game I want to do would be 3D, but is that a bad place to start?

By the way, WOW, Ghost Song looks fantastic! I love the art style and the concept. Definitely gonna keep an eye on it!
 

Skab

Member
I need some help, Game DevGAF.

I have no experience with anything game dev related. I know some basic stuff, but I don't know how to program anything, or make textures, or design levels or anything. But I really want to learn, because I just had an idea for a game that I really want to try to make. It will probably end up being not very good (especially because my idea is a bit too big for a first project), but I really want to try it. Can someone with no experience, like me, make a game? Is it something I can learn without taking classes or anything? I already have quite a few ideas written down for the game, mostly for the story and the basic gameplay concept.

Oh, and I'm actually taking a digital media course at my college right now, so I'll be learning the basics of audio and some stuff that may help.

I'm in the exact same boat. I haven't even attempted to start anything yet because it's so damn daunting to me, but it's gotten to the point that it's all I can think about these days.

I have a story that might be inspiring for you.

Just out of curiosity, how old are you? As someone who recently turned 30, I can't help but sort of feel like it's too late for me sometimes, as silly as that sounds.
 

Jobbs

Banned
Just out of curiosity, how old are you? As someone who recently turned 30, I can't help but sort of feel like it's too late for me sometimes, as silly as that sounds.

I started this at 29. before that I'd no knowledge of anything. it's never too late. the idea that at a certain age you can't learn new shit anymore simply isn't true.

Wow, that's awesome! And this definitely helps a lot, especially because you sound just like me. I downloaded Unity a couple years ago and didn't even bother trying to use tutorials, just jumped right in. I messed with it for maybe 15 minutes before I got frustrated and gave up. I'm definitely going to give it a shot now, though. Are there any specific scripting/programming tutorials you would recommend I use? And the game I want to do would be 3D, but is that a bad place to start?

By the way, WOW, Ghost Song looks fantastic! I love the art style and the concept. Definitely gonna keep an eye on it!

Thanks :) Honestly I don't know anything about making 3D games yet, but I can't imagnie at the core fundamental level it's all that different. For the record Stencyl only makes 2d games, that said, the interface is far, far simpler than Unity.

If you want to only make 3D games, you may have little choice but to learn Unity, which may have a painful learning process as you'll probably need to learn the interface as well as start learning C#. On the whole it's probably easier to make 2D games, especially starting out.
 
I mean...

Like honestly I don't consider things to be that complicated, since once the story get's going I don't really have that much to complicate it further. Also the player begins the game blissfully unaware of their status, however the game also begins on the day that the Energy is ready to be harvested- thus after being betrayed (note this is all within like the first... hour I want to say? Maybe less?) by whom the player thought to be friends the player character escapes. I actually purposefully make it seem like a generic JRPG village setting at the start to reinforce their naivety.

I guess I could make it so in recent years however, the King has started to become more harsh.

I guess my only worry is that if I make the villains' wanting to take over the world or bring it into darkness is just really boring. :/

As for the audience..? Uh... I mean it has turn-based combat, explorable areas, a little bit of character creation (which effects like a part of the story and who you can romance.) So I guess typical RPG fans?
I'm starting to get the picture but this is one of those things I'd have to see play out to see how it all fits. As for your audience, is that who you specifically want to target and set out to target at the onset or is it just a byproduct of genre because its par for the course? I'm only asking because you can target a demographic with either story or gameplay and since you brought up story I'm curious if you explored options for the type of net you need to cast to gain interest from a specific group or groups. Its a process not many talk about so I'm always interested to hear how others leverage any type of design to catch the proverbial fish.
 

MattyG

Banned
Thanks :) Honestly I don't know anything about making 3D games yet, but I can't imagnie at the core fundamental level it's all that different. For the record Stencyl only makes 2d games, that said, the interface is far, far simpler than Unity.

If you want to only make 3D games, you may have little choice but to learn Unity, which may have a painful learning process as you'll probably need to learn the interface as well as start learning C#. On the whole it's probably easier to make 2D games, especially starting out.
Ok, maybe I'll look into 2D game development first then. I'd imagine it'd be easier to learn to 3D stuff once I've done some 2D stuff. I have heard that Unity is a bit of a pain to learn before, so it's probably not a great starting place. And maybe I could make this game work as a 2D game somehow anyway.

I'll look into Stencyl tonight and find some tutorials. Can't wait!

Oh, and one last thing; did you have any prior artistic experience? Or did you pick that up along the way too? That's the thing I'm most worried about, becauseI'd love to do my own art, but I've always been a fairly poor artist.
 
I need some help, Game DevGAF.

I have no experience with anything game dev related. I know some basic stuff, but I don't know how to program anything, or make textures, or design levels or anything. But I really want to learn, because I just had an idea for a game that I really want to try to make. It will probably end up being not very good (especially because my idea is a bit too big for a first project), but I really want to try it. Can someone with no experience, like me, make a game? Is it something I can learn without taking classes or anything? I already have quite a few ideas written down for the game, mostly for the story and the basic gameplay concept.

Oh, and I'm actually taking a digital media course at my college right now, so I'll be learning the basics of audio and some stuff that may help.

It's daunting certainly, but if you're excited about the concept, go for it. There are a number of popular tools with great tutorials and resources available for anyone to start making something if they have the inspiration and dedication to a project.

I started an ambitious game myself late last summer. Two seasons later, the game is advancing faster than ever, although it's all still taken longer than I first pictured in my head, quite notably so.

Put walls around your design idea. Make sure you lay out the scope and focus of the game from the beginning. Sketch out the order in which you're going to do things (proof of concept -> character control / movement etc -> level / gameplay design -> prettifying -> sound design -> polishing. Something vaguely like that.

Commit to a schedule. It doesn't have to be crazy, but you aren't going to get far if you don't regularly work on the project. When you do, you're going to have a quickly building amount of work already done, which will really help you deal with the vast mountain of work left.

For me it's as simple as aiming to get something done every day. If I can get a puzzle done for my game, or if I can make good headway on a more detailed real world environment, then I'm feeling good about what I got done. Sometimes that's and hour. Sometimes that's my whole evening. I make sure I stop to eat, and I make sure I spend some time with my wife every day too, whether that's going out to the cinema, or helping with some chores or what have you.

After I'd built the first two levels of the game, I hit a bit of a wall building the first 'environment'. A theatre at the end of the second level. It's just something you walk through and look at, but the amount of work required compared to the abstract puzzle spaces my game is mostly made up from increased a lot, and I was putting in a lot of time without making much headway.

I was still working on it, but not particularly much. A tweak here. Creating an Android build there. Then a few months back I really started pushing forwards again. As I learnt more of the tools, I saw more possibility in what I could pull off, new puzzle ideas started flowing. After a month or two of hard work, I shared what I'd built with some people who'd seen the earlier stuff, and they all commented on being surprised at how much I'd gotten done.

In my head, this game has always been something about the size of the first Portal. Far from the longest game, but a game none the less. It's been a long journey so far and I'm not even halfway done with the puzzle design / environment building... but it's been incredibly rewarding. Learning a new system and putting it to use to bring something I've had in my imagination for months to life, its a wonderful feeling.

Seeing an idea that's been floating around in here for nearly half a year come to life, and *work*. Those are magical moments. Developing for the Oculus is constantly surprising as until you step in there, you really can't tell how something is going to feel or work, especially with a game like mine which is about limiting visual information.

And I've learnt so much already. Hell I don't think I learnt this much stuff this quickly at school.

Making a game seemed like something completely beyond me... seeing this start to come together... I'm proud of the dumbest stuff. That one block you can push that then opens a door felt like such a triumph for example, and I'd never even considered the game logic that went into something so simple.

Whether you make some free to release freebie like me, or whether you turn this into a career like many of the other posters in this thread, everyone starts somewhere, and I genuinely think now is a good time to start. An engine like Unity may be hard to get started with, but the number of platforms you can relatively easily target with it, and the fact you can start working for free is wonderful. If you want something higher end, its only $19 to try UE4 for a month.

For me, spending even $19 a month helps keep a fire under my ass. A month with little work done is a month where I wasted my money.

Kickstarter, Greenlight, Microsoft, Nintendo and Sony indie developer programs... there's a lot of paper work and careful reading of contracts involved, etc, but they're all still great tools that indie gaming is better off for, which numerous people here on GAF have had great success with.

Sure, there are no guarantees in anything, but over the last few years it feels like the bedroom game designer, which used to be so common decades ago has made an impressive come back thanks to improving tools, the continued health of the PC platform and tablet and mobile gaming.

Go for it. I'm so glad I did, and I say that as I look at my game that's not even half finished. It will be finished. Hopefully before the end of the year. And from there... I haven't really thought much about it. Hopefully people like it. Maybe I look into turning it into a product I'd be happy to put a price on. Maybe I look into porting it to the current gen consoles. Maybe I won't.

But I had an idea for a game I thought would be fun. Someone should make a game like this! That was my first thought. Proving to myself that I could be that someone has been as rewarding to me as proving to myself that I could write a novel was. Again, however the end result is received, it's been an enriching experience and I wouldn't trade in the end result of my work so far to get back the time I spent on it.
 

pastrami

Member
I need some help, Game DevGAF.

I have no experience with anything game dev related. I know some basic stuff, but I don't know how to program anything, or make textures, or design levels or anything. But I really want to learn, because I just had an idea for a game that I really want to try to make. It will probably end up being not very good (especially because my idea is a bit too big for a first project), but I really want to try it. Can someone with no experience, like me, make a game? Is it something I can learn without taking classes or anything? I already have quite a few ideas written down for the game, mostly for the story and the basic gameplay concept.

Oh, and I'm actually taking a digital media course at my college right now, so I'll be learning the basics of audio and some stuff that may help.

If you are interested in programming, you can try looking for interesting courses here (all free): https://www.coursera.org/
For example, there's a session for Beginning Game Programming with C# starting on February 15 here: https://www.coursera.org/course/gameprogramming
There's a general introduction to programming class here: https://www.coursera.org/course/cs101

Just look around and see what interests you.

Outside of programming from near scratch, you can use a variety of other tools to make games. Things like Gamemaker, Stencyl (like Jobbs has mentioned), and Clickteam Fusion. These are generally limited to 2D games though.

http://www.pixelprospector.com/the-big-list-of-game-making-tools/

Some of them require no programming, but offer simple logic tools to drive your game. Just keep in mind that they will also generally be more limited in what they can do.

For 3D games, you will almost assuredly need to know the basics of programming/scripting. And for nitty gritty 3D stuff, you will want a strong math background as well (linear algebra).

I think the most important thing though, is to start. Take that first step. It's not going to be easy. Your first dozen projects will likely be disasters. But take it all in as a learning experience. Start small, be aware of feature creep, know your limitations, and stay committed.
 

Jobbs

Banned
Whether you make some free to release freebie like me, or whether you turn this into a career like many of the other posters in this thread, everyone starts somewhere, and I genuinely think now is a good time to start. An engine like Unity may be hard to get started with, but the number of platforms you can relatively easily target with it, and the fact you can start working for free is wonderful. If you want something higher end, its only $19 to try UE4 for a month.

For me, spending even $19 a month helps keep a fire under my ass. A month with little work done is a month where I wasted my money.

how approachable is UE4 compared to unity? I really know very little about it, but it seems very affordable. Unity licensing fees can be brutal.
 
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