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

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Ito

Member
http://i.imgur.com/ispBNbA.webm

2163973-character_slippy.png
 

khaaan

Member
You should be able to get things to compile clean. What specific DLLs?

Warnings like this often arise when you have mismatched compiler options.

Hmm, strange. I'm not getting warnings in my error list anymore but I am still getting messages in the output window about not being able to find or open the PDB file.

The only thing I can think of is that I used cmake to build the libraries for GLFW but I used one of the binaries for GLEW. Both of those plus my OpenGL is 32 bit so I don't think there's a problem there...oh well. I'll try to debug if I see it again, thanks for your help.
 

Rafy

Member
We'll release Ballhalla's final alpha demo later this week on Steam, including 4 levels + a rush mode with highscores to test Steam Leaderboards integration.

Here are a few keys if anyone wants to try it out already (and give feedback). Quote to reveal (I hope I'm doing this right):











Maybe one of you can beat my time? :p

I took one of the keys and tried the first two levels. I loved every second of it so far, especially the music.
 

LordRaptor

Member
Leaving here the Unity GDC stream if someone missed it live: https://www.youtube.com/watch?v=eN3PsU_iA80

Watching it now.

My takeaways;
- they're only going to release stable builds from now on, but they're making launch candidate builds open beta (previously beta access was a pro-only feature I believe)
- You can now show image effects in the editor (this is actually pretty great as tweaking effects previously had to be in play mode and play mode doesnt save changes)
- I want those volumetric fog and performant area light image effects they showed off, but they seemed super cagey about letting people have them, heh

Most of it was things that don't interest me particularly (cloud services / analytics / hololens support / VR editor tools)
 

Pehesse

Member

sweet!

I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:

https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60

I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.

Quoting for the new page, don't have much feedback to give, I actually really like the honest and truthful tone it gives ('sides, I don't have any lessons to give on wordiness). I'd be supporting this campaign, methinks, and if any future of mine could have that level of coolness, I'd be glad!
 

Minamu

Member
Anyone know a great deal about network programming? We're most likely sending a lot of superfluous information over the network in our Unity game (game states, who's standing where, movement speed, bullet trajectories etc) and it's likely going to cause issues down the road.

I'm not a programmer per se but I realized that sending position values for individual bullets over network seem a bit unnecessary compared to just drawing them locally. But I'm not sure how this cheating logic could be applied elsewhere. I assume the point is to send as little network information as possible and simulate the rest locally. I think I read an article about that recently, saying that there are lots of "hacks" you can get away with. Super technical stuff isn't a problem, I'll just relay it to the right programmer :lol

The game is a four player multiplayer third person shooter basically.
 

LordRaptor

Member
Anyone know a great deal about network programming? We're most likely sending a lot of superfluous information over the network in our Unity game (game states, who's standing where, movement speed, bullet trajectories etc) and it's likely going to cause issues down the road.

I am by no means an expert in network programming, but it is pretty common for fast paced multiplayer titles to handle most things like bullet trajectories client-side and then do a sanity check server-side to make sure the thing a client is claiming they did was possible; ie
- Client 1 on their screen sees Client 2, lines up a headshot and takes it, Client 1 determines if it was a hit or a miss
- Server receives a claim that Client 1 got a headshot, checks the position and facing of Client 1 and Client 2 and verifies the claim
- Client 2 gets killed

the less info sent, the more lag tolerant the game is, but its almost impossible to completely alleviate issues like being shot round corners or whatever within the fraction of a second the server has to distribute information between players.

full serverside authentication is almost impossible in real time, which is one of the reasons games like MMOs tend to use more abstracted mathematical systems rather than direct player input
 

Burt

Member

This looks great. The arms do a really good job conveying the footing/balance.

Quoting for the new page, don't have much feedback to give, I actually really like the honest and truthful tone it gives ('sides, I don't have any lessons to give on wordiness). I'd be supporting this campaign, methinks, and if any future of mine could have that level of coolness, I'd be glad!

Thanks! Hopefully other people feel the same way about the directness. I spent so much time originally struggling to put together the perfect messaging in that general business/copywriting tone, and it always just ended up feeling gross. Like, it was inherently dishonest for me to have an entire campaign written out as the representative voice of a larger entity, and then drop in at the end, "By the way, it's pretty much just me!"

Once I realized that all I was doing was stressing myself an incredible amount to shove something I could explain well conversationally into the confines of dry, indirect marketing-speak, it was a pretty easy decision to make.

Honey looks fantastic, and I wouldn't worry about hitting 'that level of coolness' because Honey is already actually cool. Whereas mine, on the other hand, always has me worried that it's veering too deep into try-hard nerdery.
 

neko.works

Member

Thanks for the link. Looks good!

Now that I've released Super Night Riders on Steam, and while waiting for the certification on Xbox One, I got a bit of free time, so I've restarted working on Light Fairytale, which I didn't update since around 7 months :3

I've been working on the battle system, which is currently turn-based, in Wait style (the commands are selected before the action, such as in Bravely Default). Though I'm planning to switch to an Active battle system, such as in the SNES / PS1 Final Fantasy games.

lf_combat.gif
 
And that's just one example. Look at the 2D support. It's kinda there, but is missing pretty fundamental (or incredibly useful) features such as tilemaps and masks that are now not even listed with an estimate timeframe.

Ugh dammit, they pushed that stuff back again? Why? They've been demoing it for a long time now and it looks perfectly usable. :\
 
Looks like Unity finally got the message that endless patch releases that break more than they fix are a bad thing.

They're separating doing "stable" and "beta" now, according to this new blog post.

If they can keep "stable" actually stable -- that's great. Forcing new, unfinished stuff on you when you just wanted a fix for a few bugs was getting really out-of-hand. Hopefully this new approach brings things back to how they were before the 5.x release cycle, while still letting people use cutting-edge features if they need it.
 

Popstar

Member
So there's a Cryengine Humble Bundle now, its not clear yet if there's a license that limits you to use these assets only in CryEngine though.
The free campfire asset pack doesn't contain any sort of license within it at all.

Currently downloading some other ones to look at.

EDIT: no license file in the Vehicles Standard Edition archive listed as being by Madison Pike.
The Formula Racing archive listed as being from Crytek contains Crytek License.rtf which is a Crytek Engine license.
 

Lautaro

Member
I've been working on the battle system, which is currently turn-based, in Wait style (the commands are selected before the action, such as in Bravely Default). Though I'm planning to switch to an Active battle system, such as in the SNES / PS1 Final Fantasy games.

lf_combat.gif

Kawaii, I would try putting the Toon shader (or similar) to everything so they look more "cohesive".
 

Pehesse

Member
Thanks! Hopefully other people feel the same way about the directness. I spent so much time originally struggling to put together the perfect messaging in that general business/copywriting tone, and it always just ended up feeling gross. Like, it was inherently dishonest for me to have an entire campaign written out as the representative voice of a larger entity, and then drop in at the end, "By the way, it's pretty much just me!"

Once I realized that all I was doing was stressing myself an incredible amount to shove something I could explain well conversationally into the confines of dry, indirect marketing-speak, it was a pretty easy decision to make.

Honey looks fantastic, and I wouldn't worry about hitting 'that level of coolness' because Honey is already actually cool. Whereas mine, on the other hand, always has me worried that it's veering too deep into try-hard nerdery.

Completely agree with your thoughts, and eventual conclusion, about how to present one's voice! I'm definitely looking forward to how your KS performs, and hoping it does very well to send a strong message. I hope you won't mind if I take inspiration from your own text if/when I set up a KS, eventually?
In truth, I was interested in your game before, but your pitch and KS presentation completely sold me :)

And thanks! Actually, what I'm fairly worried about with Honey is the reception for the actual game (disappointment based on perceived vs. actual content and quality, mainly), but I guess that's the issue for everyone... but I'm also starting to take notes to prepare for what'll come after, so I can set up campaigns and everything - basically, do everything I didn't with Honey :-D

(btw, small Honey news since I haven't posted any in a while, because I don't have anything to show that isn't a complete spoiler: I'm working on scripting+making assets for endgame/epilogue/credits stuff, so it's moving along just fine. Certainly feels weird to set up all that :-D)
 
So what do you all think to cryengine V?

Seems cool that's it's pay what you want but as far as I'm aware they have no asset store and a much smaller community for help with stuff. It seems awesome for more technically minded devs, less so for myself :)
 

Pehesse

Member
Can't say I care much about the Cryengine in itself, but I'm glad to see the pay-what-you-want model getting more use and legitimacy through its 'approval' by bigger name companies. That's what I intend to do for Honey after all, so any shred of credibility given to the model helps :-D
 

Burt

Member
Completely agree with your thoughts, and eventual conclusion, about how to present one's voice! I'm definitely looking forward to how your KS performs, and hoping it does very well to send a strong message. I hope you won't mind if I take inspiration from your own text if/when I set up a KS, eventually?
In truth, I was interested in your game before, but your pitch and KS presentation completely sold me :)

And thanks! Actually, what I'm fairly worried about with Honey is the reception for the actual game (disappointment based on perceived vs. actual content and quality, mainly), but I guess that's the issue for everyone... but I'm also starting to take notes to prepare for what'll come after, so I can set up campaigns and everything - basically, do everything I didn't with Honey :-D

(btw, small Honey news since I haven't posted any in a while, because I don't have anything to show that isn't a complete spoiler: I'm working on scripting+making assets for endgame/epilogue/credits stuff, so it's moving along just fine. Certainly feels weird to set up all that :-D)
Yeah of course not, go for it. It's not like I didn't take a ton of cues from dozens of other Kickstarters :p I'd be more than happy to provide some feedback down the line whenever you get your stuff set up if you need some extra eyes on it.
 

khaaan

Member
Dumb graphics/OpenGL question, maybe someone can answer or direct me to somehwere I can find it:


The tutorial I'm reading had me create two shaders and attach them to a program. After attaching I specified that I wanted to use that program (via glUseProgram) but the tutorial deletes the shaders right after. Does the program keep the shaders in memory? I don't understand how the program is making use of the shaders after deletion.
 
My takeaways;
- they're only going to release stable builds from now on, but they're making launch candidate builds open beta (previously beta access was a pro-only feature I believe)
- You can now show image effects in the editor (this is actually pretty great as tweaking effects previously had to be in play mode and play mode doesnt save changes)
- I want those volumetric fog and performant area light image effects they showed off, but they seemed super cagey about letting people have them, heh

Most of it was things that don't interest me particularly (cloud services / analytics / hololens support / VR editor tools)

I thought the VR editor tools were really cool, myself, but the most exciting thing for me is probably the collaboration tools, which is basically an editor-embedded version control system. Really cool stuff.
 

correojon

Member
I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:

https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60

I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.
That looks amazing! I´ve fallen in love with your sprite art, really great stuff and the KS presentation was fun and light to read.


General question: when´s the best time during development to go for a Kickstarter or Steam Greenlight? My game´s still far from completion with at least 2 years ahead, so I´m doubting if it´s better to wait until closer to release, or to just go for it right now so it gains some visibility from the start (though the opposite could happen and all visibility could fade with time).
Also, I don´t really need the money for a KS and I won´t be relinquishing my job to make the game, so is it accepted to just ask for money in KS, even though it really isn´t needed for the game? I´m mostly interested in using KS to build a fanbase and gain visibility so that it helps when I pitch the game to Greenlight.
 

Forkball

Member
I have a question, what program are people using to make these visual novels that come out on Steam a dozen at a time? Renpy? Or is it all just the same game and they're changing the graphics and no one has noticed yet?
 
I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:

https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60

I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.
The page layout is good, you have instant information and images at the top which is something I always look for on kickstarter pages, some games will stick that stuff half way down below a ton of not so important information.

This isn't to say you can't move stuff to the top as the campaign is underway, just try to keep instant info about what the game is at the top.

The game looks lovely, I wish you the best of luck!
 

LordRaptor

Member
no license file


Yeah, they should really be clearer about this - you'd have thought Humble would have learned after their last big assets sale where there were confusing licences about the RPG Maker assets included (which then turned out to be accidentally included)


This looks much better with the dithering shader you have, than the screeny where you had standard 'realistic' grass and a dithered plane texture before
 

Burt

Member
That looks amazing! I´ve fallen in love with your sprite art, really great stuff and the KS presentation was fun and light to read.

Thanks! For reference, here was my first (maybe even later than that) attempt at all that fire in the trailer, really not all that long ago:

VVKARhs.gif


So if you like my sprite work, what I'm trying to say is that it wouldn't take that long for anyone starting at the same rock bottom to catch up and do better.

General question: when´s the best time during development to go for a Kickstarter or Steam Greenlight? My game´s still far from completion with at least 2 years ahead, so I´m doubting if it´s better to wait until closer to release, or to just go for it right now so it gains some visibility from the start (though the opposite could happen and all visibility could fade with time).
Also, I don´t really need the money for a KS and I won´t be relinquishing my job to make the game, so is it accepted to just ask for money in KS, even though it really isn´t needed for the game? I´m mostly interested in using KS to build a fanbase and gain visibility so that it helps when I pitch the game to Greenlight.

I'd say that you're good to go once you have a prototype that truly, honestly demonstrates your ability to complete the game and can put it into a presentation that you're satisfied with. Like, with my game, the basic mechanical functions aren't exactly revolutionary: turn-based battles, JRPG orthographic field maps, a super-lite RTS for the tactical map, and a bunch of back end data swapping for classes and squads and the dialogue system, etc. Getting all that stuff together into something that worked really didn't take all that long, but I've been sitting on it until I had the art that I could deem at least 'acceptable'. It still has plenty of rough patches, but I'm comfortable enough with it. Sure, it'd be better if I waited longer, but there's a point where you have to go to war with the army you have.

If you run a Kickstarter for those reasons, you're gonna get hit with a few vocal complainers. That's fine though, because the truth of the matter is that a good Kickstarter is a mutually beneficial for everyone involved. It gives backers benefits generally not otherwise obtainable, helps the dev process, and makes a better game overall. Ideally, anyway. Regardless, you're not forcing anyone to pay anything, and if you have something people like they'll back it, and if they don't they won't. Children of Zodiarcs just did what you're talking about and it blew up because that's a quality project. I'm sure there are dozens, if not hundreds that weren't and didn't.

As for KS/Greenlight, I think you're looking at it backwards. A good Kickstarter campaign is much more impactful to development and harder to pull off than getting through Greenlight, so I would say that you should focus on that first. Do it well and you'll coast through Greenlight.

The page layout is good, you have instant information and images at the top which is something I always look for on kickstarter pages, some games will stick that stuff half way down below a ton of not so important information.

This isn't to say you can't move stuff to the top as the campaign is underway, just try to keep instant info about what the game is at the top.

The game looks lovely, I wish you the best of luck!

Thanks! And yeah, there's always that pressure to move stuff closer and closer to the top. The order of my 'Story'/'Gameplay' sections is actually really giving me some headaches, because 'Gameplay' should probably be the one higher up, but the way it the 'Gameplay'/'Exploration'/'Combat'/'Customization' tie togethers means that 'Story' would end up getting thrown all the way to the bottom, and that's a whole lotta information to take in without any context. So, I'm trying to hit the broad strokes as well as I can right off the bat, then come back for the nitty gritty gameplay details after 'Story'.
 

Popstar

Member
Yeah, they should really be clearer about this - you'd have thought Humble would have learned after their last big assets sale where there were confusing licences about the RPG Maker assets included (which then turned out to be accidentally included)
Looks the this is the license for the Madison Pike assets that had no license included: Madison Pike LLC Asset License

Not tied to Cryengine.

EDIT: https://twitter.com/fourzerotwo/status/709994497229365248
 

LordRaptor

Member
Looks the this is the license for the Madison Pike assets that had no license included: Madison Pike LLC Asset License

Not tied to Cryengine.

Wow

rtBiazt.gif


Enclosed licence obviously trumps tweet from Crytek Community Management.

I hope Humble address this on the store page definitively for my own peace of mind of nothing else

e:
Yeah, thanks for chasing this, I sort of rolled my eyes and lost interest when I saw the Crytek response
 
I have a question, what program are people using to make these visual novels that come out on Steam a dozen at a time? Renpy? Or is it all just the same game and they're changing the graphics and no one has noticed yet?

Might be tyranobuilder, which I love but haven't had time to make anything with.
 

SeanNoonan

Member
So what do you all think to cryengine V?

Seems cool that's it's pay what you want but as far as I'm aware they have no asset store and a much smaller community for help with stuff. It seems awesome for more technically minded devs, less so for myself :)
This is my personal opinion, but I've used it professionally for years and I can't stand it - it's extremely limiting for designers and tends to paint you into a corner creating very specific types of games. If you're a programmer? Then it might be worth a try. But for me, I'd basically use any other engine instead, especially for independent ventures.

Perhaps familiarity breeds contempt?
 

desu

Member
This is my personal opinion, but I've used it professionally for years and I can't stand it - it's extremely limiting for designers and tends to paint you into a corner creating very specific types of games. If you're a programmer?

Would you mind going into more detail? Since the engine is not exactly often used by people (especially in the indie sector) it's kind of hard getting impressions from people.
 

Lautaro

Member
It's like one of my Japanese animes!

JBNVz5h.png


Oh god, I wish I had the assets to make a mecha game, I haven't found assets with the quality I want... ugh, I better focus in my current project(s) instead of daydreaming.
 

SeanNoonan

Member
Would you mind going into more detail? Since the engine is not exactly often used by people (especially in the indie sector) it's kind of hard getting impressions from people.
As a designer you're a slave to the code - more than any other middleware I've used. Flowgraph really isn't very flexible - you're not going to be building games in it like you could in say- Blueprint. But rather you'll be modifying whatever game you're working with (likely an FPS).

Community/support is also quite awful/non existent. It's a little like stepping back to UDK (was never a fan of that either), it's definitely an engine that gels better with larger teams, and a focus on code.

That said, they've said that C# is supported now, so that could help things a little...


Aaaaaaanyway. Reckon it's okay to have "Stats" as a sub section of a "Settings" screen?
q68f5qF.gif


As you can see, I'm running out of space :D
 
Thanks for the link. Looks good!

Now that I've released Super Night Riders on Steam, and while waiting for the certification on Xbox One, I got a bit of free time, so I've restarted working on Light Fairytale, which I didn't update since around 7 months :3

I've been working on the battle system, which is currently turn-based, in Wait style (the commands are selected before the action, such as in Bravely Default). Though I'm planning to switch to an Active battle system, such as in the SNES / PS1 Final Fantasy games.

lf_combat.gif

I like the movement of the little legs on the boxer character.


This game looks really good.
 
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