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

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can you (or anyone) explain a bit about how blueprint works?

Blueprint is a visual scripting language. So you drag and drop nodes that represent game objects, variables, logical expressions and more. Its relatively easy to learn (although there are a few concepts that I think might confuse non programmers) and by default the Unreal engine comes with a lot of functionality that can be used via Blue print.

I would say the biggest current disadvantage is that its in a constant state of flux, so what works now might not work in 6 months. Also blue prints are binary format files so its impossible to track changes if you're using source control. It also makes it really hard to work cooperatively. I'm told this will be fixed in UE4.7 but I haven't seen a timeline on when it will be.

Also while it is possible to do multiplayer with Blue Print it can be a lot more complex/confusing than writing old fashioned code.

The upside to all of this is that you get full source access, so you can always drill down and see why things don't work, or if you want to add a blue print for something that isn't there you can.

RPG Platformer, best way to describe it would be a game like Super Paper Mario and Cave Story.

I would like Steam to be first and then go from there.



Thanks, I'm going to do my best to really work on it this year!

Intriguing. I started programming a demo for a Zelda 2ish type game but I realized that since I don't have an artist it might be something I wouldn't get that far along on and started making a 2d RPG. I'm a programmer if you'd like to maybe talk about stuff.
 
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.

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.

Too old at 30. What a crock of crap, don't let that get in your way!
What do you want to make? Your best bet is to think about what your dream game really is and then look for the best tools to make that.
Want to make a 2D game? Stencyl, Game Maker and Multimedia Fusion are the top choices of non-programmers on this thread(AFAIK.)
3D? Unity or Unreal 4.

The nice thing about Unity and Unreal are their asset stores. Unity's is very very well populated. Chances are you can buy some very nice models and code snippets that will help you get a great start. I see Kitbash game dev only getting easier and more awesome in the future. Anyone with an idea and no asset production knowledge will be able to buy all they need for around US$500 and make something that looks like it was made for a lot more.

Don't let "I can't do this or that part of game dev!" get in your way. Write your ideas down, write down what you'd need to get the basics working. Then try to make that bare minimum and find your fun. Worry about making it pretty later.
 

blurr

Member
Hey! yet another aspiring game developer. I'm currently working as a game designer at a mobile game dev studio (I never made any games, how I got in is a long story and I'm working on a blog post to explain so lets just leave it at that).

At this point, it is not just out of interest, rather a work related obligation to make games. A colleague suggested Construct 2 so I've been learning that for the past few days but I just get so tired by the time I reach home so I haven't been able to get much practice, still, going to try something during the weekend.

Good thing is that I already have a game's concept in mind, I also made some notes about how it's going to be so it's a matter of me learning the tool and actually start making it!

Hope to find some others who might be able to help me out in regard to Construct 2 or make games together and share resources. Oh as far as the technical aspect of game dev is concerned I can do some isometric pixel art and I'm acquainted with the basics of programming.
 

Kritz

Banned
gonna ruin all the hot art being posted in the thread and post my monstrosity,
rjrK38x.gif


I've started implementing the new POS computer into the game. It doesn't do much at the moment, just swipes stuff around, but I'll talk a bit about the design challenges that I faced when trying to program it.

(logic diagram of the relation between the classes and what's actually appearing)

The computer is broken up into three classes. The computer itself, which stores a collection of menu groups. Menu groups themselves store a collection of menu elements. Menu elements are basically the human-interface 'options' players can select. A menu group could be the collection of all the "Main Menu" menu options, or "Settings" menu options, or some other group of options. A menu element is the only visual part of the entire setup, displaying an icon (of say, a burger, a customer, etc), but it also stores the information of which menu group the computer should navigate to and from, as well as what scripts should be executed when selected.

The way it's all set up allows me to create my UIs within the Unity Editor, assign menu groups based on physical parentage, but still keep the movement and navigation of the UI entirely programmatic and generic, allowing me to reuse the whole contraption in other parts of the restaurant. (at least, in theory! I actually haven't coded half the things I just said, but I find that writing this stuff out in a public manner really helps my thinking process!)

But, man, the improvement over the old UI tools is staggering, and it finally feels like I can do exactly what I want. It allows me to essentially make my own, very basic (but entirely functional) mini-OS within my game.
 

taku

Member
Hey! yet another aspiring game developer. I'm currently working as a game designer at a mobile game dev studio (I never made any games, how I got in is a long story and I'm working on a blog post to explain so lets just leave it at that).

At this point, it is not just out of interest, rather a work related obligation to make games. A colleague suggested Construct 2 so I've been learning that for the past few days but I just get so tired by the time I reach home so I haven't been able to get much practice, still, going to try something during the weekend.

Good thing is that I already have a game's concept in mind, I also made some notes about how it's going to be so it's a matter of me learning the tool and actually start making it!

Hope to find some others who might be able to help me out in regard to Construct 2 or make games together and share resources. Oh as far as the technical aspect of game dev is concerned I can do some isometric pixel art and I'm acquainted with the basics of programming.
Construct 2 is incredibly intuitive, fun and easy to learn.
You'll be able to make just about any 2D game you can think of in no time with this tool.

However, if you plan on releasing your game on consoles I'd recommend that you try out GameMaker or Unity instead.
 

blurr

Member
Construct 2 is incredibly intuitive, fun and easy to learn.
You'll be able to make just about any 2D game you can think of in no time with this tool.

However, if you plan on releasing your game on consoles I'd recommend that you try out GameMaker or Unity instead.

While I haven't thought that far, I do intend to learn Unity, but it's pretty overwhelming for me at the moment. Intend to stick to 2D games only for now but I'm gonna move to 3D when I get the hang of things.

Also, it's good to hear that Construct 2 is capable of making 'any 2D game' I can think of. This is just what I need. From what I've read off its website, I can make games for PC and console provided that I purchase the personal/business license, do you reckon it's not worth it?
 

taku

Member
From what I've read off its website, I can make games for PC and console provided that I purchase the personal/business license, do you reckon it's not worth it?
Oh, I'd say it is definitely worth it!
I'm just saying that if you are looking to release a game on consoles other than Wii U, you should probably consider other development tools.
 

Dewfreak83

Neo Member
So, uh, Monstrum went live on Steam and the Humble store today.

Won't lie, spent most of today in a daze feeling pretty unwell due to the nerves, so here's hoping everything goes alright. It's pretty terrifying just having it... out there.

Wow this looks amazing. Care to share how big your team is and how long it took to develop? Sorry if I missed it in this thread before...
 
Note to self. Occasionally downing 2 liters of Diet Coke can yield results. I can't believe that I rebuilt all my character controls and added in move sensitivity options last night after my wife went to bed. I remember thinking 'I'll just try to fix this thing where turn speed on a joypad is framerate dependant'.

Next thing, it's 1 AM and I'm compiling a test build for my Shield Tablet (where the turn speed issues were really apparent, since most half decent PCs can max out whatever framerate) that controls flawlessly and has turn speed options implemented.

I did have to loop back and make the game handle mouse inputs and joypad inputs differently, as using the Delta Time variable to smooth out controller inputs made the mouse controls feel sluggish and weird where they had been really tight before.

Basically, most everything in UE isn't framerate dependant, but for whatever reason the simple way they demonstrate using controller input is, but only for turning speed. Basically the same number of degrees are added to the player *per frame*. To fix that, you multiply the controller output by a variable known as delta time (which is the length of time between the last two frames) and then a fixed variable (as the delta time is a small number). I added in another variable to be my control rotation speed and then was very happy to see that the other week when I rebuilt all the menus and added v-sync (with an eye on wanting to be able to easily add further options) that the work paid off.

No one had been asking for such options, but they would have, and on my 144 hz monitor turn speed was pretty damn fast on a pad before fixing that bug last night.

I'm amazed I didn't fuck up the blueprints that handle the simple movable block puzzle too, as it involves 8 triggers, 3 movable meshes, 4 timelines, 1 matinee, and 6 variables (2 of which are X,Y,Z coordinates), with lots of room to get an axis twisted. I don't plan on having many sliding block puzzles in the game, but there are going to be a few more, and they're only going to get more complex to solve.

Things to worry about another time.
 

Korten

Banned
I wish to ask this question to others who make an RPG...

So in RPG maker, it has a lot of pre-set skills and even fills the classes with them. However if you look at the skills and then the character classes, some classes only have like 5 skills for 25 levels.

My question is that, should I delete all of the skills and make my own? Also if so, should I make upgraded versions of skills or keep every one viable? Like instead of Fire and Fire II, Fire should still be good at end game. Cause I do wish for their to be a lot of skills in the game, but almost feel it's a bit lazy to just fill it with upgraded versions of each.

Like instead of warrior getting Strong attack 2, he could get an stronger attack (still less than Strong attack) that inflicts defense down and stuff like that.

So taking all that into mind, any tips from fellow RPG guys about making skills?

Edit: Also sorry for asking so many questions and opinions. :(
 

Delstius

Member
My question is that, should I delete all of the skills and make my own?

Imo don't delete them yet (expand the list to add your own) and look at it carefully, there's a lot to learn from it.

Mshould I make upgraded versions of skills or keep every one viable? Like instead of Fire and Fire II, Fire should still be good at end game. Cause I do wish for their to be a lot of skills in the game, but almost feel it's a bit lazy to just fill it with upgraded versions of each.

Depends heavily on the game design. If "Fire I" still have an utility after getting "Fire II", keeping both might be interesting ; If not you can remove the first skill and replace it by the newer version when it's learned. You can also play with constant values, percentages and others math tools in order to keep your skills usefull at every point of the game.

Like instead of warrior getting Strong attack 2, he could get an stronger attack (still less than Strong attack) that inflicts defense down and stuff like that.

Then just name the second skill Weakening Blow or something obvious enough to keep things simple.
 

Aki-at

Member
MuseumBreakin3.png


Got another update up and running on my website, this time talking a bit about the third stage, Museum Mayhem. Not going to plug the whole post here but you can read it on the site here;

http://brockcrocodile.com/2015/01/30/museum-mayhem-level-profile-added/

In terms of work though I'm just finishing up making one of the gimmicks slightly more flashy. Prior to this activating the gimmick was basically touching the pipe! I'm terrible at angles so making the rotating Brock sprite took me longer than it should have (Best part of 2 hours!)

Pipetransport1.gif


Then came making the gimmick a bit more flashy, another few hours animating and a day's working making sure it all work, think it came out pretty nice though! : D

TeleportingAway.gif


And the player won't even enjoy it for more than a second : <
 

Vark

Member
I wish to ask this question to others who make an RPG...

So in RPG maker, it has a lot of pre-set skills and even fills the classes with them. However if you look at the skills and then the character classes, some classes only have like 5 skills for 25 levels.

My question is that, should I delete all of the skills and make my own? Also if so, should I make upgraded versions of skills or keep every one viable? Like instead of Fire and Fire II, Fire should still be good at end game. Cause I do wish for their to be a lot of skills in the game, but almost feel it's a bit lazy to just fill it with upgraded versions of each.

Like instead of warrior getting Strong attack 2, he could get an stronger attack (still less than Strong attack) that inflicts defense down and stuff like that.

So taking all that into mind, any tips from fellow RPG guys about making skills?

Edit: Also sorry for asking so many questions and opinions. :(


It depends entirely on your battle system, the length of your game, and how many different types of enemies there are.

Skills are player verbs, they're things for the player to do. Then you need reasons for the player to do them. (You gave the player ice, now here's a fire demon to kill with it).

If fire and ice and dark or whatever all just do elemental damage and that elemental damage is mostly the same across the board then the player really doesn't have a reason to use any one skill over the other unless they just want to see a different effect.

So you want your abilities to all be unique. You'll also run into having too many unique abilities will confuse the player and they'll probably just fall back to something basic they're comfortable with anyway.

Additionally you need to think about how often you want the players to learn a new skill. For sheer illustrative hyperbole: If your game is 5 hours long and you come up with 100 abilities then the player has to potentially deal with a new ability every 3 minutes.

So that in mind you want to scope it appropriately. Stuff like Fire I, Fire II, Fire III basically exist as padding. They're familiar to the player, they scale with the enemies so the player doesn't feel like they're doing the same thing over and over again even though they are, and they allow you to stretch out content without adding in a ton of new system work or constantly coming up with novel mechanics.

This is obviously much less of a concern if you're not having to entertain the player for 60hrs.

So I guess the TL:DR is scope your abilities to the type of game you want to and are able to make, not the other way around. Otherwise you'll come up with a ton of cool stuff that doesn't really fit into what you're doing.
 

Skab

Member
Alright. Thanks for all the encouragement guys. I've decided to just dive in!

Going to start in Stencyl. Probably going to be a little while before I get some real traction with anything, but expect to see me asking a lot of questions. :p
 

Jobbs

Banned
Alright. Thanks for all the encouragement guys. I've decided to just dive in!

Going to start in Stencyl. Probably going to be a little while before I get some real traction with anything, but expect to see me asking a lot of questions. :p

get me on skype if you want some help with it. twotimingpete. I'm not the most advanced user by far, but I am pretty good at getting the no nonsense type stuff to work one way or another.
 

Trago

Member
MuseumBreakin3.png


Got another update up and running on my website, this time talking a bit about the third stage, Museum Mayhem. Not going to plug the whole post here but you can read it on the site here;

http://brockcrocodile.com/2015/01/30/museum-mayhem-level-profile-added/

In terms of work though I'm just finishing up making one of the gimmicks slightly more flashy. Prior to this activating the gimmick was basically touching the pipe! I'm terrible at angles so making the rotating Brock sprite took me longer than it should have (Best part of 2 hours!)

Pipetransport1.gif


Then came making the gimmick a bit more flashy, another few hours animating and a day's working making sure it all work, think it came out pretty nice though! : D

TeleportingAway.gif


And the player won't even enjoy it for more than a second : <

Bad. Ass.
 

bsp

Member
I wish you were my artist.

I love the look of your game CordellC.

Holy crap, CordellC, your game's visuals look fantastic.

Appreciate the kind words :)

Caleb (the programmer on Udon) just got object pulling/pushing in. To pick up an object and have it snap to center all you have to do is left click, but if you need subtle movements on a specific area you can just click and hold the middle mouse button and it behaves as if a string is now connecting you and the object. Example:

zzpkbf.gif
 

SovanJedi

provides useful feedback
Hello! I thought I'd share a game we made during Southampton's Global Game Jam last weekend. It's called The Funky Boys in Whack Times, and it's a 4-player only co-op game where the room conditions change each time, a bit Wario Ware-ish. It was fun to make, and though I have attended Game Jams before I'd never done a 48-hour Global one before.

Would definitely do it again! :D
 

Blizzard

Banned
I feel like instead of just having a to-do list, or calendar, I should also keep a list of things that I finished.

My to-do lists are always growing, but it can be hard to see the list of things you've actually DONE, so you feel like you're making progress.
 

Korten

Banned
It depends entirely on your battle system, the length of your game, and how many different types of enemies there are.

Skills are player verbs, they're things for the player to do. Then you need reasons for the player to do them. (You gave the player ice, now here's a fire demon to kill with it).

If fire and ice and dark or whatever all just do elemental damage and that elemental damage is mostly the same across the board then the player really doesn't have a reason to use any one skill over the other unless they just want to see a different effect.

So you want your abilities to all be unique. You'll also run into having too many unique abilities will confuse the player and they'll probably just fall back to something basic they're comfortable with anyway.

Additionally you need to think about how often you want the players to learn a new skill. For sheer illustrative hyperbole: If your game is 5 hours long and you come up with 100 abilities then the player has to potentially deal with a new ability every 3 minutes.

So that in mind you want to scope it appropriately. Stuff like Fire I, Fire II, Fire III basically exist as padding. They're familiar to the player, they scale with the enemies so the player doesn't feel like they're doing the same thing over and over again even though they are, and they allow you to stretch out content without adding in a ton of new system work or constantly coming up with novel mechanics.

This is obviously much less of a concern if you're not having to entertain the player for 60hrs.

So I guess the TL:DR is scope your abilities to the type of game you want to and are able to make, not the other way around. Otherwise you'll come up with a ton of cool stuff that doesn't really fit into what you're doing.

I want the game main story to last anywhere from 20~25 hours on average. But with more time for side missions, optional areas, and post-game content. So maybe 30~35 hours for total game time.
 
I feel like instead of just having a to-do list, or calendar, I should also keep a list of things that I finished.

My to-do lists are always growing, but it can be hard to see the list of things you've actually DONE, so you feel like you're making progress.

Task once, move labels, checklists, etc:
https://trello.com/

REALLY great little tool. If you want to see how it is fleshed out sign up and I'll add you to one of my projects.
 
I feel like instead of just having a to-do list, or calendar, I should also keep a list of things that I finished.

My to-do lists are always growing, but it can be hard to see the list of things you've actually DONE, so you feel like you're making progress.

I use Trello for notes and issue/feature tracking (which is a new thing I've adopted in the past couple of months). I make sure to have a "Done" column that I put all of the finished stuff into. I find that it's much easier to make progress when you can see what you've accomplished versus what you have on your current slate. It helps fend off the "overwhelmed" feeling that sometimes sets in when you start thinking 10+ steps ahead and, in my case, that feeling often leads to procrastination due to "all of the stuff that's left".

EDIT: Beaten. :(
 

Aki-at

Member
Nätso;149860829 said:
Putting the time into something like this adds so much polish. It becomes evident that you care about what you're working on and enriches the whole experience.

Good job!

Bad. Ass.

Thanks chap, at least my fellow game developers can enjoy it for more than a second haha!

^^^ Spin Cycle!!!! Love it :)

Our Project Architect dropped a post on the Unreal Engine Blog today for anyone interested in our experience:

A Designer's Perspective on UE4

Cheers for the compliment!

Never realised how easy it was prototyping with UE4, seems like a great engine to use for that purpose if you could do all that in a weekend.
 

Mr. Virus

Member
Wow this looks amazing. Care to share how big your team is and how long it took to develop? Sorry if I missed it in this thread before...

There's 10 of us in total, and we've been working on it since September 2013 so about a year and four months :).

Do or die, son

25 days remain

Here we go

Gonna polish this thing to within an inch of its life

WOOOOOOOOOOOOOOOO

tumblr_lt1a476ufi1qht847.gif


Good luck dude! Looking forward to it :D!
 
Not for our game per se, but the sprite artist from the games we are doing has done an amazing animated gif with the same artstyle as one of them. We went last week to see whiplash, and we liked so much he decided to create a gif of the movie like if it was a rhythm game or something similar.
tumblr_nj0mugt79Q1rt6u7do1_r2_1280.gif


Just wanted to share something cool here for screenshot saturday, even if its not actually for the game. At least is the type of art and animations we are using, he always says he is not that good, but I think he is amazingly talented and is an honor to work with him.
 

Haha, too true.

Luckily the artist I'm working with was able to reproduce the bug on a different computer, so I at least know where to focus my attention. Sent out a new build, hoping its fixed now.

One of the issues was this huge monitor in the game that would display the last photo you took. When one of the playtesters took a photo of the monitor, it crashed the game (which has never happened to me). So my solution was just to make the monitor smaller, and stick it on the back of the drone itself, so it's impossible to take a photo of it. Ended up looking pretty dope imo.

ndS7whu.png
 

Limanima

Member
I'll take the Screenshot Saturday chance to post some screens from my game, and to announce that the beta ends tonight at 00:00 GMT.
You still have time to play it, just PM me if you want. For such a simple game, the beta has been a success!
The iOS/Android release is near.

The game isn't much, what's interesting about the game is the engine I'm developing. I will post some info about it soon.

Thanks to all of those that played the beta, you have helped me make a better game!
Cheers!

fatcats-screens.png
 

Nemo

Will Eat Your Children
Anyone know the best (or rather easiest) program to create big ass blocky 3D models? Would polygons be the way to go or voxels? So far I found this program called MagicaVoxel but am looking for a simpler method, basically I just want to stack a bunch of cubes in different colors in a 3D grid that I can edit in size, don't need any fancy features other than those
 
Primitive Update!

Work has started on the small shopping mall section. It's relatively slow progress making signs and stuff to go in the stores, but the first detailed shop has been finished. It's a toy store. Woo and all that.


Here's the stock cupboard you enter into the shopping mall section through. You come in via a staff corridor (which you won't really realize is just that). It's a little Silent Hill 3 and not by accident.

Here are some beach ball type of things I made. You can kick them all over the store if you want, which is kind of fun. They are in a sort of trough so that they don't go all over the place unless you want them too.

Here are some robots I made. And what is basically Lego sets of the same Robot below. I'm not sure how obvious that is, but it doesn't need to come across.

Here's some creepy ass dolls I made, and I just scaled down the car from before to make a toy car. They look better as toy cars than full size ones.

Here's the front of the store, with a flattened doll (I just gave it a small scale along that axis (something I discovered by accident with a misplaced decimal) to look like a standee, and a big version of the robot toy. The windows are reused assets from the gas station / convenience store (and that same convenience store is going to have a branch in the mall to save me time making store signs).

Beachballs all over the place! Just a fun distraction for the player as they go through the game, hopefully.

There'll be more as the area progresses. I've got 8 stores to fill (although a few of them are just going to be facades, and you aren't going to be able to go in most of the stores).
 

Feep

Banned
Another great playtesting session, courtesy of Insomniac Games.

How do I not see these things. I feel dumb.
 

bkw

Member
Anyone know the best (or rather easiest) program to create big ass blocky 3D models? Would polygons be the way to go or voxels? So far I found this program called MagicaVoxel but am looking for a simpler method, basically I just want to stack a bunch of cubes in different colors in a 3D grid that I can edit in size, don't need any fancy features other than those
Don't know if it's easier or better since I've never used it, but there's also Qubicle. Not free though.
 

RhysD85

Member
Not for our game per se, but the sprite artist from the games we are doing has done an amazing animated gif with the same artstyle as one of them. We went last week to see whiplash, and we liked so much he decided to create a gif of the movie like if it was a rhythm game or something similar.
tumblr_nj0mugt79Q1rt6u7do1_r2_1280.gif


Just wanted to share something cool here for screenshot saturday, even if its not actually for the game. At least is the type of art and animations we are using, he always says he is not that good, but I think he is amazingly talented and is an honor to work with him.

Love it! The non 1-1 pixel outline around the text kinda breaks the cool pixel art though :(
 

Burt

Member
Another great playtesting session, courtesy of Insomniac Games.

How do I not see these things. I feel dumb.

Mind giving a general overview? No need to dive into specifics, but I would love to hear some of the broader things that the professionals picked up on that managed to skirt around a developer's perception. I'm sure there's a lot of valuable insight there.

And since I made a post...

viPrItc.png


Ron-Paul_Its-Happening1.gif


Serious artists getting to work now, no more amateur BS for me!

Mostly.
 
Another great playtesting session, courtesy of Insomniac Games.

How do I not see these things. I feel dumb.
Oh damn. I'd love to have one of them playtest M.O. for me. Probably rip me to shreds. I should engage one of them that follows me on Twitter. WayForward was really cool when they approached me so I'm not too shy about reaching out.

Between you and those 2 I consider that valuable as fuck.

Also, don't feel dumb. You are very much desensitized to your own work. Its difficult to play your own game through virgin eyes. Super hard to pull back from being involved for a great period of time.
 

Nemo

Will Eat Your Children
Don't know if it's easier or better since I've never used it, but there's also Qubicle. Not free though.
Thanks man, I saw Qubicle as well and skipped it since it wasn't free. Also tried Zoxel http://zoxel.blogspot.it/, which I like best so far. Still figuring out what I can do best to work on a few ideas

Ultimately I want to be able to load up the .obj or .qb files I made using one of these tools in a level or scene editor and move everything around so I can prototype a bunch of things, I don't come from a 3D artist background but surely this can't be too hard with the right programs that should be within reach right?
 
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