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

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Lautaro

Member
Don't write code when you're tired. You don't want to get bed bugs.

No problem, the bug was just a typo. That's a problem with Unity, there's lots of "magic strings". There's some plugins that change all strings into types but I think I just need to be more careful with my testing.
 
Guys.

What did you do when faced with localization? The reality of it? Did you do it yourself? Outsource it?

I haven't done any for my own project just yet, but some of our games at work are localised (translated). We use a 3rd party agency to do it, with varying results. One thing I do know is that it is bloody expensive. Our games have a lot of text, and translation companies tend to charge by the word.

The other thing to note is that (As everyone always states), translation != localisation. To get the services of someone who is going to translate the game for you, and then make sure that all the jokes and nuances remain intact (Or are changed whilst keeping the spirit of the original) is going to cost you even more!

My own (personal) plan is to try and call in some favours with the various multi-lingual people I know (By perhaps tempting them with a Steam Key and a packet of M&Ms), but I don't hold it as a high priority so If I can't get it translated, I'll just go without it. I certainly can't afford to get it done professionally.

One thing that I have been considering is how to localise dynamic text boxes. By dynamic, I mean text boxes that allow you to do interesting things with the way in which the text is displayed. For example, slowing down the text speed when someone is talking slowly, or have a particular word shake back and forth to indicate the person is frustrated. Things like that.

The problem being that sentence structure between languages can be totally different. I don't know how emphasis is conveyed and thus wouldn't know where to put my lovely text effects in the translated text. Any thoughts?
 

Ruruja

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 :(

Maybe it's my crappy eyes or maybe it's some design feature as I don't really know your game well enough, but it looks like the second to last lamp hit doesn't shake the screen.
 
About a week away from wrapping up development on GunWorld 2, then going into Cert for Xbox One. The last thing I'm doing at this point is finalizing sound effects and finally replacing placeholder backgrounds (like the one you'll see in the following gif).

Anyway, in honor of Screenshot Saturday, here's some GunHorse.

I know it's Sunday, but on GunWorld there are no Sundays. Just two Saturdays back-to-back.

giphy.gif
 

SeanNoonan

Member
Maybe it's my crappy eyes or maybe it's some design feature as I don't really know your game well enough, but it looks like the second to last lamp hit doesn't shake the screen.
It's because my game plays at 60 FPS and the gif file format caps at 50 FPS. Also, I think that GIF was recorded somewhere around 35 FPS, so that's a lot of dropped frames, including screenshake frames.

Looking forward to when the Internet finally embraces .webm and we can start seeing real 60 FPS outside of video.
 
Anyone here have a game with a Mac edition? I'm trying to make the Mac version today and could really use some hands-on advice for if the documentation stumps me or something does not work. A second pair of eyes.

Don't write code when you're tired. You don't want to get bed bugs.

Okay i'm totally stealing this term. Is that okay?
 

Kalentan

Member
Hey guys, I was wondering if a few of you could look over my general game plan and see if the game seems like it will have "depth" to it. It's something I really want to make sure my game has, I don't want it to be shallow.

http://pastebin.com/SLaK6656

I made a Pastebin cause it's kind of long and I didn't want to flood this page. But if I could get some feedback, that would really appreciated! Not everything is in the game yet and most likely will be changed in some way before then.
 
Hey guys, I was wondering if a few of you could look over my general game plan and see if the game seems like it will have "depth" to it. It's something I really want to make sure my game has, I don't want it to be shallow.

http://pastebin.com/SLaK6656

I made a Pastebin cause it's kind of long and I didn't want to flood this page. But if I could get some feedback, that would really appreciated! Not everything is in the game yet and most likely will be changed in some way before then.
Depth != more stuff. It reads like you want to throw everything alongside the kitchen sink at the game and I didn't finish reading, tbh, due to how you are asking about depth I felt I read enough.

I would focus more on a unique element of your game to flesh that out instead of trying to make everything seem fuller and have depth through adding things.

Think of it like an orchestra. You don't want every instrument to have a solo at the same time with the mix on each front and center trying to fight other instruments for the listener's ear. Heck, not every instrument needs a solo, depth or a reason to be there. Pick the one thing that makes your game stand out and use that for a solo and use the other instruments are there to support the arrangement without getting in the way.

Take the Souls series. There's not many weapons, not many attack combinations but the depth of the combat revolves around the ebb and flow, the dance between player and enemy, the precise moments of pressing a button to make a difference and not the number of times you press them.

Again, I didn't finish reading it all but it sounds like you just want a "lot" of things and that's cool, but don't fall into the trap of thinking more stuff is more depth.

Just my .02 I know it's a tactics RPG but I'm more on the side of streamlining core systems that are unique to your game and everything else acts as support.
 
I'm a long-time lurker, often dropping in here to see all the amazingly creative things you guys are working on. I really need to start posting my own stuff though and hope it helps with my low-productivity phases. I'll work for weeks at a time on this thing often into the early hours of the morning, and then go through weeks of feeling like **** and wondering why I even bother. Incredibly frustrating. I wish I could just be moderately productive all the time instead of crazy productive or useless =P

My plan for this week ahead is to post an image every day of my progress. The mechanics are pretty much complete and I'm just going back over all the place-holder art and polishing it now, so perfect for sharing. In a nutshell, it's a 2D city-builder, bonuses for different buildings when constructed next to each other etc (think XCOM, Fallout Shelter, but more options and variety in buildings and combinations). You're building an Arcology in the near future - a single super-structure so large it can house an entire city. The goal is to remain environmentally sustainable, but unlike most city builders where you build houses to increase your population (weird concept), population is increasing whether you like it or not. You have to be providing homes, food, entertainment etc. for that growing population while also ensuring the city is environmentally friendly.

You choose an environment to build on, then an Arcology design to work to, and off you go one height level at a time. Options to develop surrounding land become available (solar field for energy, and farmland for food in the below image) so long as you keep your sustainability score in check. Zooming out shows the Arcology's outer walls, and zooming in makes the walls invisible so you can build. Complete cities and unlock specific achievements to earn special game currency used to purchase new Arcology designs to build with.

 

Kalentan

Member
Depth != more stuff. It reads like you want to throw everything alongside the kitchen sink at the game and I didn't finish reading, tbh, due to how you are asking about depth I felt I read enough.

I would focus more on a unique element of your game to flesh that out instead of trying to make everything seem fuller and have depth through adding things.

Think of it like an orchestra. You don't want every instrument to have a solo at the same time with the mix on each front and center trying to fight other instruments for the listener's ear. Heck, not every instrument needs a solo, depth or a reason to be there. Pick the one thing that makes your game stand out and use that for a solo and use the other instruments are there to support the arrangement without getting in the way.

Take the Souls series. There's not many weapons, not many attack combinations but the depth of the combat revolves around the ebb and flow, the dance between player and enemy, the precise moments of pressing a button to make a difference and not the number of times you press them.

Again, I didn't finish reading it all but it sounds like you just want a "lot" of things and that's cool, but don't fall into the trap of thinking more stuff is more depth.

Just my .02 I know it's a tactics RPG but I'm more on the side of streamlining core systems that are unique to your game and everything else acts as support.

Umm maybe you should have read more. I'm not saying your wrong but I think you overestimated how much systems are in. Since not every new bullet is a new system.

However I will take what you said into account.
 
Umm maybe you should have read more. I'm not saying your wrong but I think you overestimated how much systems are in. Since not every new bullet is a new system.

However I will take what you said into account.
I could be wrong. I'm not making your game so I have no idea how all of this will be presented to the end user and executed in full form. There's really no way to know that because I'm not making it. I'm stating my aversion to what I'm reading because you asked for opinions/feedback/etc. You or I or anyone don't have to agree to any of it. It's just feedback, man.
 

Kalentan

Member
I could be wrong. I'm not making your game so I have no idea how all of this will be presented to the end user and executed in full form. There's really no way to know that because I'm not making it. I'm stating my aversion to what I'm reading because you asked for opinions/feedback/etc. You or I or anyone don't have to agree to any of it. It's just feedback, man.

Oh I understand. I guess I just wanted feedback on if the systems seem too shallow or well developed or possibly worse than shallow, seemingly over complicated.
 
Before I start hacking away at my own solution: is there any dead simple way to make a UI drop down once a mouse is in a region in Unity?

I'm making a point n click game and want a inventory bar UI to appear once I put the mouse in the top 1/8th (lets say) of the screen, and go away when moved away. (and technically there's a setting to make it stay there but one step at a time)

Combed over the Unity UI documentation but couldn't see anything that looked like what I wanted...
 
My kickstarter had it's first update, here's a gif:

cfvdG95.gif

Would it make sense to allow the player to leap up as well as away? Something like what I've done below? For me, it's a bit of a stretch to believe the protag can leap five tiles across but not a mere two upwards towards the next ledge.

https://zippy.gfycat.com/RareAliveGar.webm


ps. I know the animations need to be fixed
pps. I think that's the shortest gfy url I've ever seen
 

Jobbs

Banned
Would it make sense to allow the player to leap up as well as away? Something like what I've done below? For me, it's a bit of a stretch to believe the protag can leap five tiles across but not a mere two upwards towards the next ledge.

https://zippy.gfycat.com/RareAliveGar.webm


ps. I know the animations need to be fixed
pps. I think that's the shortest gfy url I've ever seen

One of the GBA Metroid games disallowed you to wall jump in the direction you wanted -- Only strictly away -- And it was so frustrating. I think it was Fusion but it may have been ZM.
 
I like the way this looks! Kinda minimalist but still with some nice details. Good luck for next month :)

Congrats, that looks really nice!

Thank you both!

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.

So this is a cinematic trailer we're making for the purpose of introducing the game in a bit more of a flashy way. The latter half of the trailer will be a montage of gameplay footage, which is from the top down perspective.

I wish you luck.

Cheers :)
 

LordRaptor

Member
Before I start hacking away at my own solution: is there any dead simple way to make a UI drop down once a mouse is in a region in Unity?

There's a lot of ways of doing this, but as the UI system uses the built in Unity events system I'd suggest the easiest is probably an invisible panel at your 'hotspot' location, using the OnMouseEnter and OnMouseExit triggers to show / hide your 'real' UI panel.
 

correojon

Member
I saw it before it was removed, you're using the Super Mario World style 'bounding box' camera, aren't you? I always liked that implementation
Sort of, that´s the behaviour I´m going for but I´m not really using bounding boxes, just an object which tries to smoothly follow the player around and which tries to not move: for example if the player falls down a distance of only 1 block the camera won´t follow, but if he falls more distance the camera will slowly catch up and try to lead a bit. I wanted the camera to always lead in the direction the player´s looking horizontally too, but when testing it feels much better to just make it follow the player and move as little as possible.

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!)
I updated an old entry in my game´s subreddit with everything I could think of, if you feel anything´s missing or I haven´t explained something correctly feel free to ask:
https://www.reddit.com/r/KitsuneWor...mers_the_game_feel/?ref=share&ref_source=link
Hope you find it useful!


My kickstarter had it's first update, here's a gif:

cfvdG95.gif
It does seem a bit strange that she can jump so far across but not 2 blocks upwards, I think it would be a nice addition and you could use it to give more variety to the climbing sections. Anyway, it looks great as always.

Would it make sense to allow the player to leap up as well as away? Something like what I've done below? For me, it's a bit of a stretch to believe the protag can leap five tiles across but not a mere two upwards towards the next ledge.
https://zippy.gfycat.com/RareAliveGar.webm
ps. I know the animations need to be fixed
pps. I think that's the shortest gfy url I've ever seen
The character design and movement gave me huge vibes of Tim Burton´s animated movies, I don´t know if you´re going for that but I love it.
 
For me, it's a bit of a stretch to believe the protag can leap five tiles across but not a mere two upwards towards the next ledge.

It does seem a bit strange that she can jump so far across but not 2 blocks upwards,

Well, the world record for the long jump is over 29 feet, and whereas the world record for high jump is only (lol) 8 feet.

Furthermore, considering he's leaping off of a wall, it didn't really seem all that strange to me. PLUS it's catching a ledge 5 tiles away, maybe if the ledge was 3 tiles away you'd get a 3 tile high leap... not sure how the arc is being done by diablohead. Or maybe jumps from the floor get you more height than a wall jump.

Anyway, combine that with the fact that you're playing in widescreen, and it really doesn't seem like that big of a deal to me. All depends on the level design, of course.
 

correojon

Member
Well, the world record for the long jump is over 29 feet, and whereas the world record for high jump is only (lol) 8 feet.

Furthermore, considering he's leaping off of a wall, it didn't really seem all that strange to me. PLUS it's catching a ledge 5 tiles away, maybe if the ledge was 3 tiles away you'd get a 3 tile high leap... not sure how the arc is being done by diablohead.

Anyway, combine that with the fact that you're playing in widescreen, and it really doesn't seem like that big of a deal to me. All depends on the level design, of course.
Yeah but...videogames! :p

I mean, relinquishing fidelity to reality to allow more gameplay options may be a good choice for a game like this. And besides, the character could just use her feet on the wall to take a few steps on it before leaping upwards (that would look great!). Then, the level design would have more options to make wallclimbing more varied.
 
After a day or so off got back to work :)

Got my melee attacks working (so ugly lol I really need an animator/modeller)
+
Got the UI to show what weapon slot you have equipped. Need to make the melee not show any ammo meter though

0b0f2e2c41.gif
 
Before I start hacking away at my own solution: is there any dead simple way to make a UI drop down once a mouse is in a region in Unity?

I'm making a point n click game and want a inventory bar UI to appear once I put the mouse in the top 1/8th (lets say) of the screen, and go away when moved away. (and technically there's a setting to make it stay there but one step at a time)

Combed over the Unity UI documentation but couldn't see anything that looked like what I wanted...
Are you using GUI? Or are you creating your UI in the game world?

I would think either way would just have you turning something on or off when your mouse enters some section of screen space and running whatever in OnEnable() to initialize it.

I don't use GUI anything and roll my own UI stuff since I hate Unit's UI with a passion and never sought to learn it so I don't know the ins-n-outs or its limitations.

If you're not using GUI I would venture outside of the menu itself, making it appear and disappear would be setting an area of the screen that looks at OnMouseEnter and OnMouseExit - then turning your menu on/off as needed, while certain conditions are met, etc.
 
After a day or so off got back to work :)

Got my melee attacks working (so ugly lol I really need an animator/modeller)
+
Got the UI to show what weapon slot you have equipped. Need to make the melee not show any ammo meter though

0b0f2e2c41.gif

Working in 3D is so intimidating, I feel like it's a pipe dream I'll never achieve. I wouldn't even begin to know how to start coding physics and collision in a 3D space. Ugh.
 

Razlo

Member
About a week away from wrapping up development on GunWorld 2, then going into Cert for Xbox One. The last thing I'm doing at this point is finalizing sound effects and finally replacing placeholder backgrounds (like the one you'll see in the following gif).

Anyway, in honor of Screenshot Saturday, here's some GunHorse.

I know it's Sunday, but on GunWorld there are no Sundays. Just two Saturdays back-to-back.

giphy.gif

Congrats on almost being done!
 
Do you have a shotgun in this game?
No shotgun but I may add in different fire modes, it's a hold and shoot automatic right now.
Would it make sense to allow the player to leap up as well as away? Something like what I've done below? For me, it's a bit of a stretch to believe the protag can leap five tiles across but not a mere two upwards towards the next ledge.

https://zippy.gfycat.com/RareAliveGar.webm


ps. I know the animations need to be fixed
pps. I think that's the shortest gfy url I've ever seen
It's not shown in that gif but you can jump up from a ledge grab into the holes you see on the wall, but not high enough to grab the ledge above, I used to allow that but level design works better without it currently.

*edit*
qxwjDJd.gif


There is a high jump style upgrade in the game but that only affects regular ground jumps, I can always try making it modify other styles of jump and see if it feels good or not.
One of the GBA Metroid games disallowed you to wall jump in the direction you wanted -- Only strictly away -- And it was so frustrating. I think it was Fusion but it may have been ZM.

Zero mission has wall jumps like super where you can climb a single wall, fusion nerfed it hard to the point that it's only useful in areas designed for it. At one point in my game wall jumps were buggy and you could mash to climb the same wall with little hops, while entertaining for the moment it's not something I was looking for so I fixed it.
 
Working in 3D is so intimidating, I feel like it's a pipe dream I'll never achieve. I wouldn't even begin to know how to start coding physics and collision in a 3D space. Ugh.

I do almost everything in blueprints atm - it makes it infinitely easier for my brain to understand.

I can code but when i look at a file for a 3d game (or any complex game) it just hurts my head and intimidates me, being able to see visual representations of how each thing connects and watch as it lights up during play etc makes it so much easier to wrap my head around
 

JeffG

Member
Working in 3D is so intimidating, I feel like it's a pipe dream I'll never achieve. I wouldn't even begin to know how to start coding physics and collision in a 3D space. Ugh.

Actually.

The problem is that it is very easy. The engine takes care of most stuff for you. Most of the coding you would be doing is UI stuff and Object interaction.
 

Sparse

Member
After a day or so off got back to work :)

Got my melee attacks working (so ugly lol I really need an animator/modeller)
+
Got the UI to show what weapon slot you have equipped. Need to make the melee not show any ammo meter though

0b0f2e2c41.gif

The knife pull looks so sinister.
"It's about to go down."
 

correojon

Member
Congratulations! Keep us updated on how´s the game doing

Buildings for my game - various housing blocks, a hospital, and a water treatment plant (though the water is a placeholder - it'll be animated). Man I hate drawing buildings. So, so much. Only around twenty more to go...

25202123425_dbe022cd23_o.png
Those look very nice, the water plant with animated water will surely look really cool. Maybe you could add more different colors? The buildings look great on their own, but all the set may look a bit bland when put together.

I´m finally doing (or rather trying) to make the backgrounds for the first level and I keep scaling them up until they gets so complicated I can´t pull off anything that looks nice and so I have to start over again. But in every attempt I´m getting closer to getting something I like, so I must keep up I guess. Never give up!
 
It's not shown in that gif but you can jump up from a ledge grab into the holes you see on the wall, but not high enough to grab the ledge above, I used to allow that but level design works better without it currently.

I kind of figured as much. It's hard to choose sometimes between adjusting character movement or adjusting level design. I just hope you went with the option that gives better game feel rather than the one that was easier ;)


Don't write code. You don't get bugs. xD Hey lil, is your hair color for real?

Hmm, you make a compelling case!

To answer your question, yes I do dye my hair various shades of blue, but its vividness is exaggerated in my self portrait.
 
Those look very nice, the water plant with animated water will surely look really cool. Maybe you could add more different colors? The buildings look great on their own, but all the set may look a bit bland when put together.

I´m finally doing (or rather trying) to make the backgrounds for the first level and I keep scaling them up until they gets so complicated I can´t pull off anything that looks nice and so I have to start over again. But in every attempt I´m getting closer to getting something I like, so I must keep up I guess. Never give up!

Thanks! You're right about them all blending in with such a similar colour palette. It's going to be tough creating enough variety to make them look distinguishable at a glance, while still looking unified as part of a cohesive city design. I really need to study how the Anno series pulls it off.

Good luck with your level artwork! It's going to take a lot of iterating. I do recall some great advice about level-based games though - always create your first level last. It's going to be the first thing your players experience, so wait until you've got a load of experience with creating the art and level design from all your other stages before applying it to your first level. No harm in creating a first pass though to get a feel of what you're looking for.

Does this colour scheme look a little "dull" to anyone else?

https://gfycat.com/ExemplaryGracefulCockatiel

I guess that depends on what kind of mood you want the colour scheme to infer? It does look kinda dull, but then it's raining so maybe that's intentional?
You could always try playing around with tones for the overall image (darker at the front, lighter at the back) if you want it to "pop" a bit more. Useful example image below:

rescue-the-beagles_2.png
 
Today I am entirely remaking my animation blueprint so instead of each weapon having its own states there are global states that pick animations depending on which weapon is equipped using an enum

It's hard work and I keep finding errors to fix but will be worth it in the end, if I kept it like it was it would be a mess and likely break all the time

EDIT: Done the most of it, not just to go through some functions and swap them to enum not a bunch of different bools

f17682919d.png


So much cleaner and easier to add to
 

neko.works

Member
Woah! Nostalgia trip! I adored that game on my Mega Drive =D
Congrats on the release - must be an exciting time =)

Congratulations! Keep us updated on how´s the game doing

Thanks guys :)

The game is on Steam since almost 24 hours, so far the sales are within my expectations range, actually at the lower end of the range, but that's OK, I've seen worse :p

What frighten me though is, what will happen next? You get a decent exposure on Steam day one, but what to expect in the following days? 50% day one ? 10% ? Is there anyone here that can share his experience? I don't have any budget for ads, and almost no press coverage ect. so most of my sales comes from people browsing within Steam...
 
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