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

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between the division beta and black desert beta this weekend ill likely take a little break so i spent most of today finishing up the reload system (saving bullets for each gun and state of active mag, animations), the gun blueprints (ie making range and damage and such live on the gun not the character) and also add a little XP and leveling system (the yellow bar on the hud and level above it)

https://gfycat.com/AthleticChiefComet

(hope posting it like that is better considering the gif was 92mb!)
 
I may or may not have launched a kickstarter, just saying because that's not self promotion, right?

I also have a huge headache from game dev work today, damn.
 
Rewrote my particle system because I think Sean didn't like how it was before and it needed a revamp anyhow. Now things can ignore the first collision on the fall and pass thru to the next randomly:
http://www.gfycat.com/GorgeousVainEidolonhelvum

They also settle much smoother, removed flocking and let them sort their shit on their own.

between the division beta and black desert beta this weekend ill likely take a little break so i spent most of today finishing up the reload system (saving bullets for each gun and state of active mag, animations), the gun blueprints (ie making range and damage and such live on the gun not the character) and also add a little XP and leveling system (the yellow bar on the hud and level above it)

https://gfycat.com/AthleticChiefComet

(hope posting it like that is better considering the gif was 92mb!)

Record video and upload that to GfyCat for superior quality, you don't have to upload GIFs. Pretty sure they handle 60fps(see above).
 
Sure, you can do that. You could also read all the lines at startup into a dictionary so that you can then just look up the correct text based on location (assuming you have several locations per scene).

Hmm, the only scene that'd have multiple locations per scene for gameplay purposes (determine random encounters, most likely?) would be the world map. Come to think about it, maybe I should start thinking about getting the world map divided up into chunks...

In the meantime, I'm still working on the sprite sheet for my character. Plan to end up with the whole set of battle animations before even calling it complete.
 
Rewrote my particle system because I think Sean didn't like how it was before and it needed a revamp anyhow. Now things can ignore the first collision on the fall and pass thru to the next randomly:
http://www.gfycat.com/GorgeousVainEidolonhelvum

They also settle much smoother, removed flocking and let them sort their shit on their own.

Do you have to tag collision as able to be passed through or not?

I gave up on solving debris on pass-through or mobile collision, so now it only collides with and stacks on solid terrain. Part of the problem is a lot of the debris I spawn is really big, so it looks weird on slender platforms and fast-moving platforms. Plus I was having trouble updating the position and rotation data for whatever reason.

(side note: for whatever reason I'm uncomfortable using the term particles for effects with collision or with permanence)
 

Cheezus

Member
Sorry, I removed the image



I was doing the exact same thing (but in the end decided to do it in GM to save time). In the end I went with the method Absynthe says, it´s much better to just forget about all the physics stuff and just control everything yourself with a more "classic" approach using raycasts.

Also, I´ve been studying Mario physics & controls in detail so if you want I can share some information on how it really works, there are a lot of neat tricks to make movement feel better.

That would be awesome any info you can share is helpful. I still consider myself a hobbyist but I do want to some day work on something big. I may post some of my progress here since its been very helpful so far (got the collision working exactly how I want it thanks absinthe!)

Its been a loooooong time since I've looked at GM, but I seem to remember GM mostly uses raycasts for its 2D sprite based stuff, so any familiarity there should transfer across to unity pretty easily.
Probably the most helpful thing during implementation would be drawing some Unity Gizmos to be able to see your raycasts in game
Thanks I did use the debug.drawray function but made the stupid mistake of drawing it before the movement updated each frame and it confused the hell out of me. Had no idea why the line appeared to be drawn inside the collider bounds.
 

jahasaja

Member
Motion capture is expensive depending on what you're using and it still requires you to sit and clean up the animations--if you're using a cheaper alternative you'll still end up wasting time just wrestling with the equipment and making sure it all works.

I would say 3D animation is probably your best bet but quite frankly animation is a long process no matter what you're doing.

Thanks, I am still intrigued by motion capture. But I also heard about the cleaning might be difficult.
 

missile

Member
I may or may not have launched a kickstarter, just saying because that's not self promotion, right?

I also have a huge headache from game dev work today, damn.
I'm wondering why you haven't started a proper campain with the content you
have shown here years before? What happend in the meantime?


... I'd play that...
Me, too! :) I will start this game after I've finished Superstall. My idea is
to have a racing mechanics which allows to handle the crafts hoovering over
the ground as well as in the air and mid-air. Special emphasis will be put on
some sophisticated angular momentum computation utilizing variable inertia
tensors and stuff to allow to build some very interesting control mechanisms
(handling) while keeping enough room for controlling the craft while racing.
I've already developed parts of that mechanics mathematical-wise and did some
coding, but never applied it to any object, was just measuring angular rates
while trying to control them to allow good control for the craft (and also to
prevent blow-up of the physical model). Will see.
 

Ruruja

Member
I can see why most hobby/indie devs start their first project in 2D.

Trying to create decent animations for my 3D human model in Blender with no prior experience has me like:

4N5TH5J.gif


It's quite time-consuming...
 
I'm wondering why you haven't started a proper campain with the content you
have shown here years before? What happend in the meantime?

The issues of being a solo indie developer mostly, one thing takes too long, another has to change because of it... in the end I cut the project back greatly until I am in a better position.

The game that is now Nakiti Generations was originally a spin off game, a break from the big massive adventure I planned, but that can now be made at a later time, even as a sequel.
 

Pehesse

Member
I can see why most hobby/indie devs start their first project in 2D.

Trying to create decent animations for my 3D human model in Blender with no prior experience has me like:

It's quite time-consuming...

I'd amend that by saying *animation* is time-consuming (especially without prior experience), be it 2D or 3D :)

The issues of being a solo indie developer mostly, one thing takes too long, another has to change because of it... in the end I cut the project back greatly until I am in a better position.

The game that is now Nakiti Generations was originally a spin off game, a break from the big massive adventure I planned, but that can now be made at a later time, even as a sequel.

Nothing wrong with scaling down if it leads to a completed project! Good luck with the crowdfunding campaign!
 
Do you have to tag collision as able to be passed through or not?

I gave up on solving debris on pass-through or mobile collision, so now it only collides with and stacks on solid terrain. Part of the problem is a lot of the debris I spawn is really big, so it looks weird on slender platforms and fast-moving platforms. Plus I was having trouble updating the position and rotation data for whatever reason.

(side note: for whatever reason I'm uncomfortable using the term particles for effects with collision or with permanence)
True that on the "particle" naming.

When they are created I randomly switch them to ignore the first collision underneath them until they exit. Then they can hit the next geometry. Its a small chance to do it I think like 10% so only a few pass in larger explosions.

Edit: I'll also add the environment isn't tagged with anything other than physics layers. In Unity there are physics layers and tags. You can use either to detect collision, overlap, etc.

Anything that cannot be run through is on the Collision layer. I then add tags for moving platforms, conveyors, etc. I then check against tags, layers or both as needed per the object and its application. In this case the pixels look for both so they know if they need to move on a conveyor, stick to a moving platform, leave it, etc.
 

itsmanny

Neo Member
A screenshot from our 'Announcement' trailer, we're currently polishing up!


Next month is gonna be a big one for us.
Congrats, that looks really nice!

I can see why most hobby/indie devs start their first project in 2D.

Trying to create decent animations for my 3D human model in Blender with no prior experience has me like:

4N5TH5J.gif


It's quite time-consuming...
Haha, yeah, animating is really, really difficult.


It's screenshot saturday :D And today I'm showing you set of barrels that I've finished texturing today. Gosh I hope we can start with the actual gameplay soon :)

 

desu

Member
A screenshot from our 'Announcement' trailer, we're currently polishing up!

Next month is gonna be a big one for us.

I am confused, every screen so far was isometric I think ( I remember you showing off that the game was build in 3d). Because it looks pretty awesome as well from this perspective.
 

Jumplion

Member
Second #screenshotsaturday, feelsgoodmagn.


After fiddling with the visuals/coloring for so long, I'm realizing I need to go back and gives some love to the base mechanics that have been neglected for a little while. The spawning system still has some funkiness in it, and the enemies don't always do what they're supposed to do.
 
I can see why most hobby/indie devs start their first project in 2D.

Trying to create decent animations for my 3D human model in Blender with no prior experience has me like:

4N5TH5J.gif


It's quite time-consuming...

3DS max here but same

I've gotten to the point where I have given up on making good animations or models myself and just making the most basic stupid ones so i can make it work then ill sort them later

EDIT:

example A) I made this really shitty draw melee weapon anim today so i can start adding melee weapon options

https://gfycat.com/LivelyIdealFieldmouse
 

Kalentan

Member
#ScreenshotSaturday

fzIb.png


Actually, going to confess. This screenshot isn't... 100% real. See, I haven't gotten to the whole: "Stats, Gem Slots" to work yet, so I made a "mock" of how I want it to look like and I combined it with the actual inventory menu.
 

Lautaro

Member
Ok, I'm adding the last content for Nomad Fleet so now I'm creating a hybrid alien-human unlockable fleet:


I'll be satisfied if I leave early access during March. I guess learning to move on from a project is also a skill that's hard to learn.
 
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.


Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.
 
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.



Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.

Programming misery is the best misery!

Those look pretty good. They're all fairly distinct which is pretty impressive considering the volume of different characters (with the exception of course of the two women down at the bottom, but I assume that's intentional).

Did you just draw the silhouettes as-is, or is it an overlay on some more detailed sketches?
 
Programming misery is the best misery!

Those look pretty good. They're all fairly distinct which is pretty impressive considering the volume of different characters (with the exception of course of the two women down at the bottom, but I assume that's intentional).

Did you just draw the silhouettes as-is, or is it an overlay on some more detailed sketches?

Thanks! Yeah, they're full-detail characters, production-ready artwork. I'll go ahead an edit in the color version.

Several of the character pairings are twins, siblings or otherwise, including the two seamstresses on the bottom that you noticed. I wanted there to be a strong feeling of heritage and placement for the characters so it didn't seem like a big pile of randoms or one-note people.
 
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.



Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.

God, these look really damn cool.
 

DNAbro

Member
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.



Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.

out of curiosity, are the last two supposed to look like Arin and Danny from Game Grumps? Cause that lady looks like Arin in a dress.

Love the designs by the way.
 
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.



Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.
I like these a lot.
 
oh-god-no-o.gif


I did something foolish

Was wondering why shadows weren't casting correctly in the level so I went looking through everything in the scene and found that none of the ceilings Cast Shadow field had been set to TwoSided.

So now I have to either,

a) go through hundreds upon hundreds of ceiling tiles and set that property (because the tiles them selves are second children to a gameobject

or

b) duplicate them alllllllll over again.

I can't believe I missed that
 
oh-god-no-o.gif


I did something foolish

Was wondering why shadows weren't casting correctly in the level so I went looking through everything in the scene and found that none of the ceilings Cast Shadow field had been set to TwoSided.

So now I have to either,

a) go through hundreds upon hundreds of ceiling tiles and set that property (because the tiles them selves are second children to a gameobject

or

b) duplicate them alllllllll over again.

I can't believe I missed that
Can you do it through code?

Like, look for and do whatever you need to do, then while the scene is running, copy the objects, stop play, paste. This way you don't have to do them all individually. You don't even need an array, just loop until there are no more to find.
 

SeanNoonan

Member
Meh.

xT0BKf9zV051GcXSrS.gif


Getting closer to being done. Fixed most bugs that I am aware of.

Still got some features and level art to finish before I can release it though :(
 
Can you do it through code?

Like, look for and do whatever you need to do, then while the scene is running, copy the objects, stop play, paste. This way you don't have to do them all individually. You don't even need an array, just loop until there are no more to find.

Hmmm I'm not even sure how to approach this from code, because everything I do on the fly and a lot of the rooms are irregularly shaped.

Unless I'm not sure what you mean

Edit : Whatever I just typed was horribly worded! There are still some flat areas but a lot of the ceilings vary in height and rotation.
 
Hmmm I'm not even sure how to approach this from code, because everything I do on the fly and a lot of the rooms are irregularly shaped.

Unless I'm not sure what you mean

Edit : Whatever I just typed was horribly worded! There are still some flat areas but a lot of the ceilings vary in height and rotation.
Well, if all you have to do is change a property on whatever game objects that need it, are they all named the same? Tagged the same? Any unique identifier that is only assigned to those ceiling objects?

If so, just write a script to find them all, get the component on the object and change whatever setting you need to at the start of the scene, while playing, select them all in the hierarchy, copy, stop play and paste those objects back in with the changed setting. Anything you change in play mode will be copied from them.

Assuming this is Unity.

Edit: Example: say I need to assign a new material to all of a particular sprite ibhave tagged with whatever. I would just write a loop to look for everything with that tag or object name, edit whatever I need to through code, then literally highlight them in the hierarchy, copy them whole, stop play and then paste them over the objects in scene. This way I wouldn't have to reassign the materials by hand.
 
Well, if all you have to do is change a property on whatever game objects that need it, are they all named the same? Tagged the same? Any unique identifier that is only assigned to those ceiling objects?

If so, just write a script to find them all, get the component on the object and change whatever setting you need to at the start of the scene, while playing, select them all in the hierarchy, copy, stop play and paste those objects back in with the changed setting. Anything you change in play mode will be copied from them.

Assuming this is Unity.

This is so simple, how did I not think of this!?

You're an absolute gentleman, thank you!
 
It's not really a screenshot for #ScreenshotSaturday, but I'm getting pretty close to finished building my cast of NPCs, so I thought I'd see if it passed the silhouette test. I'm pretty happy with the results so far, though I might want to make a few tweaks here and there.



Of course it's really only the first step just drawing and naming them. Animating and programming them sounds ultra daunting, but also like a lot of fun. Hopefully I can share some of that misery in the near future.

They look great.
 
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