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

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Been making some ui edits, specifically to health to make my mod's segmented health regen a bit easier to understand for new players. Thoughts?

2016-03-03_00001.jpg

If you wanna see it in motion: http://www.moddb.com/mods/abandon-the-town/videos/health-regen-ui-update
 
So been playing around with XML things lately, and was thinking about exactly how to store monster data here.

Luckily, there's this article on the wiki that helped a lot, but there's still one thing worth asking.

(Have to say this: wall-of-text incoming! That's the nature of code...)

Right now, the monster class looks like this, tuned to my needs - ignore the missing functions for now, unless you have something to add:
Code:
using UnityEngine;
using System.Collections;
using System.Xml.Serialization;


public class Monster : MonoBehaviour {
    public Stats MonsterStats;

    [XmlAttribute("name")]
    public string Name;
    public string ImageFile; // string to image file for monster
    public string Description;

    public int PAtkPower;
    public int MAtkPower;
    public int HitRateMod;
    public int EvadeRateMod;
    public int CritRateMod;
    public int exp;
    public int gold;

    
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

The XML file for monster data looks like this - the MonsterCollection would be identical if it's workable:
Code:
<MonsterCollection>
 	<Monsters>
 		<Monster name="Test Enemy 1">
			<ImageFile>TestEnemy1</ImageFile>
			<Description>Debug Use 1</Description>
			<MonsterStats>
				<HP>100</HP>
				<MP>50</MP>
				<Str>10</Str>
				<Def>10</Def>
				<Mag>10</Mag>
				<Res>10</Res>
				<Skill>10</Skill>
				<Speed>10</Speed>
				<Luck>0</Luck>
			</Stats>
			<PAtkPower>10</PAtkPower>
			<MAtkPower>10</MAtkPower>
			<HitRateMod>-20</HitRateMod>
			<EvadeRateMod>0</EvadeRateMod>
			<CritRateMod>-100</CritRateMod>
			<Experience>100</Experience>
			<Gold>50</Gold>
 		</Monster>
		<Monster name="Test Enemy 2">
			<ImageFile>TestEnemy2</ImageFile>
			<Description>Debug Use 2</Description>
			<MonsterStats>
				<HP>500</HP>
				<MP>125</MP>
				<Str>20</Str>
				<Def>20</Def>
				<Mag>20</Mag>
				<Res>20</Res>
				<Skill>20</Skill>
				<Speed>20</Speed>
				<Luck>0</Luck>
			</Stats>
			<PAtkPower>20</PAtkPower>
			<MAtkPower>20</MAtkPower>
			<HitRateMod>0</HitRateMod>
			<EvadeRateMod>0</EvadeRateMod>
			<CritRateMod>0</CritRateMod>
			<Experience>200</Experience>
			<Gold>250</Gold>
 		</Monster>
		<Monster name="Test Enemy 3">
			<ImageFile>TestEnemy3</ImageFile>
			<Description>Debug Use 3</Description>
			<MonsterStats>
				<HP>1000</HP>
				<MP>200</MP>
				<Str>40</Str>
				<Def>50</Def>
				<Mag>40</Mag>
				<Res>50</Res>
				<Skill>40</Skill>
				<Speed>50</Speed>
				<Luck>20</Luck>
			</Stats>
			<PAtkPower>40</PAtkPower>
			<MAtkPower>40</MAtkPower>
			<HitRateMod>0</HitRateMod>
			<EvadeRateMod>0</EvadeRateMod>
			<CritRateMod>0</CritRateMod>
			<Experience>300</Experience>
			<Gold>500</Gold>
 		</Monster>
 	</Monsters>
 </MonsterCollection>

The thing is that, well, I also have another class that contains stats and related functions, and would like to also do the XML thingy on this class, too. Do I just make that class also XML serializable and everything will somehow work, or do I need to do anything else? Best if that one above XML file did the loading for both the Monster class and the Stats class that should be contained in the above class. - do tell if I can improve on the implementation! (Ignore the Update() loop since I need it for real-time testing of stat changes within the Unity editor in Play mode):
Code:
using UnityEngine;
using System.Collections;

public class Stats : MonoBehaviour
{
    // Basic stats for tracking
    public int level = 1;
    public int experience = 0;
    public int nextLevel = 0;

    // "Inherent" stats influence stat growth and final stats at Level 100
    public int baseHP = 50;
    public int baseMP = 50;
    public int baseStr = 50;
    public int baseMag = 50;
    public int baseDef = 50;
    public int baseRes = 50;

    public int baseSkill = 50;
    public int baseSpeed = 50;
    public int baseLuck = 50;

    // Actual stats
    public int HP;
    public int maxHP;
    public int MP;
    public int maxMP;
    public int Str;
    public int Mag;
    public int Def;
    public int Res;

    public int Skill;
    public int Speed;
    public int Luck;

    public int PAtk;
    public int PDef;
    public int MAtk;
    public int Hit;
    public int Evade;
    public int Crit;

    // Use this for initialization
    void Start()
    {
        RecalculateStats();
    }

    // Update is called once per frame
    void Update()
    {
        RecalculateStats();
        Recover();
    }

    public void RecalculateStats()
    {
        level = GetCurrentLevel(experience);
        nextLevel = (level * 1000) - experience;

        Str = baseStr / 5 + ((baseStr) * (level - 1) / 99) * 4 / 5;
        Mag = baseMag / 5 + ((baseMag) * (level - 1) / 99) * 4 / 5;
        Def = baseDef / 5 + ((baseDef) * (level - 1) / 99) * 4 / 5;
        Res = baseRes / 5 + ((baseRes) * (level - 1) / 99) * 4 / 5;
        Skill = baseSkill / 5 + ((baseSkill) * (level - 1) / 99) * 4 / 5;
        Speed = baseSpeed / 5 + ((baseSpeed) * (level - 1) / 99) * 4 / 5;
        Luck = baseLuck / 5 + ((baseLuck) * (level - 1) / 99) * 4 / 5;

        Hit = 65 + Skill + Speed / 4 + Luck / 8;
        Evade = Speed / 2 + Luck / 3;
        Crit = Skill / 2 + Luck / 4;

        // Creates derieved stats from base stats
        maxHP = 100 + baseHP + baseHP * level * 2 / 3 + level;
        maxMP = 30 + (baseMP + baseMP * level * 2 / 3 + level) / 10;

        PAtk = Str;
        PDef = Def;
        MAtk = Mag;

        // Derieved stat minimum
        if (HP < 1) HP = 1;

        if (Hit < 1) Hit = 1;

        if (Crit < 1) Crit = 1;

        // Derieved stat capping
        if (HP > 9999) HP = 9999;

        if (MP > 999) MP = 999;

        if (Hit > 255) Hit = 255;

        if (Evade > 127) Evade = 127;

        if (Crit > 127) Crit = 127;
    }

    public void Recover()
    {
        HP = maxHP;
        MP = maxMP;
    }

    private int GetCurrentLevel(int experience)
    {
        if (experience - 1000 < 0)
            return 1;
        else
            return (GetCurrentLevel(experience - 1000) + 1);
    }
}

It's also OK to say if I need to rework some of the code, since I'm sure I just kludged some of them and probably could do it faster/cleaner. (I think I might need to redo some of the code here anyway for consistency...)

Sometimes I'm still not very confident that I'm doing things right...
 

RazMaTaz

Banned
Im currently in the process of making an action brawler. Here are some very very early shots, the game has developed a lot since then and is relatively close to completion. Game has weather effects, loads of weapons, mass range of enemies to fight, and certainly plays well too from the people who have played it internally. Hopefully will get this out there on Android, IOS, and PC.

2_1.png


Untitled_2.png
 
Im currently in the process of making an action brawler. Here are some very very early shots, the game has developed a lot since then and is relatively close to completion. Game has weather effects, loads of weapons, mass range of enemies to fight, and certainly plays well too from the people who have played it internally. Hopefully will get this out there on Android, IOS, and PC.

x6jdqt93x


Untitled_2.png

Now I wish I was a better game developer than... well, pretty much everyone else here!

I don't even have working encounters in my game yet. (It's a JRPG-like.)

In the meantime, at least here's a world map image... should be a way to view the original PNG within. Still wondering if I should keep the 64x64 world size or expand it. I prefer to keep small projects, well, small. Think of it as more of a programming exercise that is taken a bit far. :)
 
Is it difficult to release a game for the Vita? Do you need to obtain a devkit? If so, is it expensive?

Yes you need a devkit, I don't think I can say the price, and difficulty depends. I hear it's not exactly the easiest system to optimize for, but certain engines have exports for Vita that should make it easier.
 
Is the final boss the very world itself, stirred and grouchy after a millenia-spanning nap?

Probably! Probably not! Maybe it's just something silly and thematic, but I'm thinking that it probably should have some significance!

Also, probably should add some smaller landmasses around it. Lots of sea area doing nothing.

Also, still nobody mentioned what to do with the XML stuff yet... it's just a few posts above.
 

LordRaptor

Member
Also, still nobody mentioned what to do with the XML stuff yet... it's just a few posts above.

Sorry man, I'm not quite sure what it is you want to do regarding XML and your stats scripts...?
AFAICS, you want to create something like an instantiate method, that loads base data from an XML, and then applies your stats scripts to that data...?

Looking at your example usage data, I'm wondering if csv might be better for your purposes than XML, as you'd be able to load a csv directly into an array and work from that
 

Vanguard

Member
Can you tell me more about the mood, tone, and mechanics for the game? Because they all convey different ones to me, so I'd wanna make a suggestion that's appropriate.

Mechanics wise, isometric action rpg ala Diablo, although a bit more linear, and guns. Lots of guns and abilities etc. It's basically a cyberpunk-esque Diablo. I say cyberpunk-esque becasue it's more inspired by the look of GiTS than say Bladerunner, so it would feel more clean and less dystopian, although there's very much constant fighting between factions.
So the gist of it all is, you keep dying, the cost of replacing your cybernetic body is really expensive so you've been re-enrolled into a VR training programme by the insurance company to "git gud", while visitng various areas to complete tasks in different locations from the "real world" in the games story. And "git gud" you must, because it's difficult. Highest difficulty will probably feel like a 1:1 pvp match. So the tone of the game is, fight, survive, or forever be stuck in this VR training programme. So a professional smart look to it all would be the way I want it to seem I think, possibly, which is why I'm leaning towards cyan I think. There is more to it, but then I would be treading on spoilers then!

All that said, and the customisation of cyberpentic parts and abilities, the argument for changing the UI colour is quite strong the more I think about it. But I hope that answers most of your question!


I like the first one, the burnt orange color (viewing on mobile right now). It is easy on the eyes.

The purple screen really stands out to me. I can't remember ever seeing a purple display tint before.

Second choice is the first one. It reminds me of Portal.

Yeah, orange was very much my go to for a lot of the UI early on, such as being easy on the eyes. But I guess I'm also trying to avoid it because it's used a lot elsewhere, but that could be me being different for different sake at a possible disadvantage, like it burning out your retina :p


And thank you :D I'm not the largest fan of purple but this looks stellar in contrast with the blue cables and gold pin connectors. There are a lot of animated effects that are going into the level to give the geometry a bit more life not seen in the pic. I want the levels to feel like they are "running" as an active process so that theme will carry throughout the game and play a part in a few of the later levels.

Guessing the world needs more purple! :p
And I know what you mean by active process, gave bit of an insight to story up above, but looking back here, http://www.neogaf.com/forum/showpost.php?p=194071818&postcount=11406, that was my goal with the moving blocks, as if it was memory (there is more to it, but spoilers!) I went through tons of concepts, like standing on circuit board like things with pulsing lights moving along it, but could never get it to a state I was happy with (although I still love the atmosphere of that shot). You've nailed it in your look for sure though.
 
Sorry man, I'm not quite sure what it is you want to do regarding XML and your stats scripts...?
AFAICS, you want to create something like an instantiate method, that loads base data from an XML, and then applies your stats scripts to that data...?

Looking at your example usage data, I'm wondering if csv might be better for your purposes than XML, as you'd be able to load a csv directly into an array and work from that

It probably is, but I figured that if I can handle this, it should also make creating localizable text assets much more easier in the future.

It probably only really needs mentioning that I believe that the code is probably mostly set, and I just need to know exactly how should a class-within-a-class be handled when it comes to XML-based loading/saving. :)
 

TheKroge

Neo Member
Hey everyone! I'm new to posting but not new to the thread, as I've been following it for the few months it took me to get an account :)

Anyways, super impressed with what I've seen here! I've been working on a space strategy game for almost 4 years now... I'll dig up some screenshots for yall later.
 
Hey everyone! I'm new to posting but not new to the thread, as I've been following it for the few months it took me to get an account :)

Anyways, super impressed with what I've seen here! I've been working on a space strategy game for almost 4 years now... I'll dig up some screenshots for yall later.

I'm sure my game is even further behind yours at least :)
 

TheKroge

Neo Member
I'm sure my game is even further behind yours at least :)

Haha, well my game is almost done, it's exiting closed beta testing soon. I'm actually only keeping it in closed beta testers because I had 2 of my Uber drivers sign up to test it today. The benefits of having a captive audience and being a loud mouth like me!
 

LordRaptor

Member
It probably is, but I figured that if I can handle this, it should also make creating localizable text assets much more easier in the future.

It probably only really needs mentioning that I believe that the code is probably mostly set, and I just need to know exactly how should a class-within-a-class be handled when it comes to XML-based loading/saving. :)

I feel dumb as hell, because I'm not still not sure what exactly you're looking for, but assuming you've already loaded your XML to a dictionary on game load or similar, something like (pseudocode)

Code:
void SpawnMonster(string keyValue, vector3 coord, quaternion rotation)
{
     new dictionary thisMonster = GetMonsterValues(keyValue)
     gameobject prefab = thismonster.prefab;
     instantiate (prefab, coord, rotation);
     stats thisStats = getcomponent<stats>();
     if (thisStats)
     {
          thisStats.name = thisMonster.name;
          thisStats.hp, thisStats.mp, thisStats.etc = HP,MP,STR,ETC
     }
     else
     {
          error("monster called " + prefab.name + "at " + coord + "has no stats");
     }
}
 
Haha, well my game is almost done, it's exiting closed beta testing soon. I'm actually only keeping it in closed beta testers because I had 2 of my Uber drivers sign up to test it today. The benefits of having a captive audience and being a loud mouth like me!

Hehe! Sometimes I wish I had more people working on the same game, but on the other hand, doing it alone does mean I'm in full control. Though it sure does help if someone could help with the harder internal variable coding - I think I really just want to code the actual gameplay-ey parts, and set up my own attacks, enemies, items, dialogue, events, and stuff after everything is done.

I feel dumb as hell, because I'm not still not sure what exactly you're looking for, but assuming you've already loaded your XML to a dictionary on game load or similar, something like (pseudocode)

Code:
void SpawnMonster(string keyValue, vector3 coord, quaternion rotation)
{
     new dictionary thisMonster = GetMonsterValues(keyValue)
     gameobject prefab = thismonster.prefab;
     instantiate (prefab, coord, rotation);
     stats thisStats = getcomponent<stats>();
     if (thisStats)
     {
          thisStats.name = thisMonster.name;
          thisStats.hp, thisStats.mp, thisStats.etc = HP,MP,STR,ETC
     }
     else
     {
          error("monster called " + prefab.name + "at " + coord + "has no stats");
     }
}

Well, I was thinking of what to do in this context. The wiki's example provides an example where everything is contained within a single class, but in my game, I'm going to use an additional class that contains the actual stats, so I'm unsure how to handle it. Perhaps someone well-versed in Unity and its XML handling can help.
 

LordRaptor

Member
Sorry man, I'm just not sure what you're trying to do, and you're right, I haven't particularly looked at using XML files for external data
 
Sorry man, I'm just not sure what you're trying to do, and you're right, I haven't particularly looked at using XML files for external data

No worries.

I was also thinking that maybe the Stats class is a bad idea in the end and probably should have just directly written in the stat variables for both monsters and the player character, and do all the calculations in the game program itself. Would make classes a bit simpler, but... that does mean some duplicate code that I'd need to keep in sync. Ugh.
 

JP_

Banned
Writing your own network protocol on top of UDP is hard. If you make an online game, I hope for your sake it's well suited for one of those out of the box networking solutions like Photon.
 
For devs whose work was not recognized by the press, how did you market your games? I would like to have some tips as I'm having trouble right now with generating awareness for my game. :|
 

JeffG

Member
It probably is, but I figured that if I can handle this, it should also make creating localizable text assets much more easier in the future.

It probably only really needs mentioning that I believe that the code is probably mostly set, and I just need to know exactly how should a class-within-a-class be handled when it comes to XML-based loading/saving. :)

XML serialization/deserialization is exactly the path to follow. In my gamemanager object that persists for all scenes contains all the metadata for the game.

Right now all the metadata is set in-line with code (so I can change it quickly.) . When I am close to finishing, I will just add a routine to serialize the entire mess to a xml file. Then swap the inline code with loading the xml and return all the metadata classes.
 
Two different leaderboard implementations, two different cloud save implementations, Facebook SDK, rate-this-app plugin, endless UNITY_IOS or UNITY_ANDROID #ifs, analytics, a million different devices, oh and I guess there's a game somewhere.

I'm so done with mobile after we get this game out.
 
XML serialization/deserialization is exactly the path to follow. In my gamemanager object that persists for all scenes contains all the metadata for the game.

Right now all the metadata is set in-line with code (so I can change it quickly.) . When I am close to finishing, I will just add a routine to serialize the entire mess to a xml file. Then swap the inline code with loading the xml and return all the metadata classes.

Hmm, so I guess I should also write an object that contains the actual metadata stuff? Well, I was using the player character's sprite as it, so I think I might want to change some plans.

Still, I was wondering if Unity is capable of handling a class within a class for XML processing? If yes, how would one do that? Right now, I'd like to have my monster classes stored within XML files (specific to locations on a per-location-to-file basis), and said monster classes need to have stats, which currently is being handled by an additional class containing the actual stats.

Advice on how to handle this would be good. (I probably should revise some of the variables... I can see some inconsistencies already!)
 
How would you guys suggest making guns as loot exciting.

Bear in mind it's all realistic guns!

So far I have basic stuff like range, damage, fire mode etc but also quality in both rarity and actual weapon quality (ie a bad quality gun may jam more often)

Also stupid things like weapon skins likely help I guess

I'm thinking that in order to have loot be exiting there's needs to be a lot of guns and each guns needs to have a lot of variations.
 

TheKroge

Neo Member
For devs whose work was not recognized by the press, how did you market your games? I would like to have some tips as I'm having trouble right now with generating awareness for my game. :|

It depends on a lot of different things, but there is some general advice you can follow:

  • nail down in one or 2 sentences what it is that makes your game fun or innovative in a unique way
  • have a presskit on hand with screenshots, short description, long description, and a trailer so press can copy and paste from it.
    Be active everywhere that connects you with players, like forums in your genre, twitter, facebook, steam, etc
  • identify who it is exactly that would be interested in your game.
  • contact press/individual writers/let's players who specifically cover agmes on your platform
  • contact press/individual writers/let's players who specifically cover games in your genre
  • contact press/individual writers/let's players who specifically cover indie games
  • create some cool content that is related to your game but is interesting to read for anyone (how to solved a particular design, your art style, time lapse of development, what makes you unique as a developer)
  • talk about your game all the time, wherever you can. persistence is key.
  • be confident in what you've produced, and speak boldy about it when you do.

That's just a start. I personally have not had problems getting my game covered, but these are the things I do on a daily basis.
 

JeffG

Member
Hmm, so I guess I should also write an object that contains the actual metadata stuff? Well, I was using the player character's sprite as it, so I think I might want to change some plans.

Still, I was wondering if Unity is capable of handling a class within a class for XML processing? If yes, how would one do that? Right now, I'd like to have my monster classes stored within XML files (specific to locations on a per-location-to-file basis), and said monster classes need to have stats, which currently is being handled by an additional class containing the actual stats.

Advice on how to handle this would be good. (I probably should revise some of the variables... I can see some inconsistencies already!)
First of all

It has nothing to do with how Unity deals with Class within class.

It's .Net

Any structure you create with classes can be serialized.

So create your object model in a way that makes sense. When you are done...then deal with reading/writing the xml.

So don't worry about XML. Worry about how you store and deal with data in the class form. XML is just a way to persist the data.
 
First of all

It has nothing to do with how Unity deals with Class within class.

It's .Net

Any structure you create with classes can be serialized.

So create your object model in a way that makes sense. When you are done...then deal with reading/writing the xml.

So don't worry about XML. Worry about how you store and deal with data in the class form. XML is just a way to persist the data.

Hmm, I guess I should just go ahead and try it? I guess I better code the battle program and random encounter code ASAP then.
 

JeffG

Member
Hmm, I guess I should just go ahead and try it? I guess I better code the battle program and random encounter code ASAP then.

Well, you should always "go ahead and try it". Its either that or just fire up the XBone (or PS4) lol

The reality is...if you have a good idea of what you want accomplished, the object model you create will have a good structure.

If you are flying by the seat of your pants and throwing new things in all the time...you model will probably be very chaotic

I remember using XNA writing the worlds worst 3d engine. Due to version changes, I restarted the project about 3 times. Each time, the application (and the underlying object model) was cleaner, made more sense and performed better. But that was due to the mistakes I made in earlier iterations.

Sometimes ugly code lives a long long time due to the effort it takes to refactor it.
 
How would you guys suggest making guns as loot exciting.

Bear in mind it's all realistic guns!

So far I have basic stuff like range, damage, fire mode etc but also quality in both rarity and actual weapon quality (ie a bad quality gun may jam more often)

Also stupid things like weapon skins likely help I guess

I'm thinking that in order to have loot be exiting there's needs to be a lot of guns and each guns needs to have a lot of variations.

You should definitely do stat variations, but in order to make it interesting I'd take a leaf out of the book of various FPS games. Have your gun, but then have different attachments for them. These can be things like:

  • Laser sight - Accuracy bonus
  • Foregrip - Different kind of accuracy bonus :p
  • HIgh velocity ammo - Bullets move faster
  • Soft point ammo - Bullets do more damage at close range
  • Extened magazine - More ammo per mag
  • Underbarrel Grenade Launcher - 'Splosions
  • Carbon Fiber Frame - Faster move speed whilst using
  • Incendiary Rounds - Sets target on fire

That kind of stuff. Just find the stats that you want to play with, and then dress them up in a way that isn't just "+5% Damage". Make it feel like a tangible thing that they are unlocking.

I mean, I guess it depends how much customisation you want in the game, but I'd also suggest allowing the player to find attachments such as these, and apply them to weapons that they already own.
 
You should definitely do stat variations, but in order to make it interesting I'd take a leaf out of the book of various FPS games. Have your gun, but then have different attachments for them. These can be things like:

  • Laser sight - Accuracy bonus
  • Foregrip - Different kind of accuracy bonus :p
  • HIgh velocity ammo - Bullets move faster
  • Soft point ammo - Bullets do more damage at close range
  • Extened magazine - More ammo per mag
  • Underbarrel Grenade Launcher - 'Splosions
  • Carbon Fiber Frame - Faster move speed whilst using
  • Incendiary Rounds - Sets target on fire

That kind of stuff. Just find the stats that you want to play with, and then dress them up in a way that isn't just "+5% Damage". Make it feel like a tangible thing that they are unlocking.

I mean, I guess it depends how much customisation you want in the game, but I'd also suggest allowing the player to find attachments such as these, and apply them to weapons that they already own.

How did I not think about different attachments ._.

Thank you good sir!
 
It depends on a lot of different things, but there is some general advice you can follow:

  • nail down in one or 2 sentences what it is that makes your game fun or innovative in a unique way
  • have a presskit on hand with screenshots, short description, long description, and a trailer so press can copy and paste from it.
    Be active everywhere that connects you with players, like forums in your genre, twitter, facebook, steam, etc
  • identify who it is exactly that would be interested in your game.
  • contact press/individual writers/let's players who specifically cover agmes on your platform
  • contact press/individual writers/let's players who specifically cover games in your genre
  • contact press/individual writers/let's players who specifically cover indie games
  • create some cool content that is related to your game but is interesting to read for anyone (how to solved a particular design, your art style, time lapse of development, what makes you unique as a developer)
  • talk about your game all the time, wherever you can. persistence is key.
  • be confident in what you've produced, and speak boldy about it when you do.

That's just a start. I personally have not had problems getting my game covered, but these are the things I do on a daily basis.

Thanks for these. I noted all of them. Congrats on having your game have exposure. :)
 
If any of you guys want me to livestream your game, let me know. I don't have a huge audience... yet... hopefully ;)

Also if you're looking for feedback or a recorded "beta test" so to speak, I can do that.

Yeah go ahead! Also link me so I can watch?

Just a heads up, I'm planning to livestream your game around 3pm PST (meaning a little over an hour from now). It'll be here: https://gaming.youtube.com/channel/UCOJxUXjPOko_0_IeY0Sy1zw/live

I'll link you the archive when it's done, in case you can't make it.
 

Dewfreak83

Neo Member
Its been a long haul, but finally approaching beta #2 for Heroes Guard. Crazy that I've spend nearly a year and 9 months on an interactive gamebook... but here I am!

Feedback from the first beta was extremely warm:
  • "I am really enjoying the game so far, and will definitely buy it when it comes out!"
  • "Got to try out the game; it was really good"
  • "General feedback: Awesome..."
  • "I am having fun with the beta testing and will easily want the complete version. "
  • "It is a lot of fun... and I can also see it being a neat way to get younger people to read more!"
  • "it was a really fun game!"

And am looking for more love and hate! So if you are into this niche genre, please sign-up here!
 

correojon

Member
Finally, the game is starting to look like a game :p


This is what it looks like when the player climbs to the top of the stage:

What do you guys think? Too much pink/purple? The background´s still a bit rough and the tiles will have more detail, but the final look won´t be too different.

Also, a short animation of the stomp attack, where the parallax effect can be seen a little:
https://www.youtube.com/watch?v=ClEJDXj523I
 
What do you guys think? Too much pink/purple? The background´s still a bit rough and the tiles will have more detail, but the final look won´t be too different.

I think you could be running into the same kind of trap as Kalentan was on the other page.

Essentially, it's just boiling down to consistency again. Your character and your Temple Gates looks good, and they look to be of the same visual style, but unfortunately the other elements don't.

The first thing that struck me was that with your ground tiles, the outline of the tiles appears to be 2px wide, whereas your character, the gates and the detail on the ground tiles all have 1px wide outlines. It just makes it a bit jarring imo.

Second up, the background is very different from the rest of your artwork. So much so that I assume it's intentional. If so, that's fine (It kinda looks like a papercraft/collage effect) but I think you need to change up the colours regardless.

Essentially, the "further away" the background element is, the lighter it should be. If you don't then you run the risk of confusing the player due to what is essentially a "clutter" of colours and details.

And again, just my opinion, but I wouldn't use any outlines in the background that are thicker than those of the clouds that you drew. I think it would look nicer that way.

Anyway, keep up the good work! I'm liking your animations and how it looks when you're playing! :)
 
Hmmm. Unity 5.3.3p1 has fixed a bunch of issues except for the trail renderer flicker/disappear. According to its ticket it was fixed in 5.3.3 but unfortunately it still persists as people are reporting even though it's been marked as "fixed" by the team.

Have no clue why :(
 
My son would like to get into coding and is pretty excited about the idea of making a fairly simple game, a 2D top-down twin stick shooter.

I've worked with XNA and Unity before but since XNA is a bit dead and Unity is a bit more complex UI-wise than I'd like to start him with (and seems a bit more 3D oriented than 2D) I'd like to find a different environment.

I was thinking about using Game Maker and GML but the lack of classes / OO turns me off there. I'd like him to get exposed to that early.

Any suggestions for a simple to use environment with a decent OO language? Thanks!
 

tsundoku

Member
My son would like to get into coding and is pretty excited about the idea of making a fairly simple game, a 2D top-down twin stick shooter.

I've worked with XNA and Unity before but since XNA is a bit dead and Unity is a bit more complex UI-wise than I'd like to start him with (and seems a bit more 3D oriented than 2D) I'd like to find a different environment.

I was thinking about using Game Maker and GML but the lack of classes / OO turns me off there. I'd like him to get exposed to that early.

Any suggestions for a simple to use environment with a decent OO language? Thanks!

https://love2d.org/

Its flexible enough that you can do the extra work to set up oo / class based architecture to introduce him to that stuff and exclude it when you're focusing on teaching him something simpler
 

el_Nikolinho

Neo Member
Working on a store type thing for my game. Instead of having a traditional store I'm thinking about making 80's/90's style magazine type ads
hTbcCTv.png
 
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