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

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Holy shit that is A LOT of areas! Is your game also a Souls-like game? Cause I'm getting reminded of those fan world maps for the Souls games that people make.

It is yes :) Idea being to have many interconnected areas like dark souls 1. That feeling of joy everytime I followed a path and randomly appeared in a previous location was amazing and something I want to aim for.

Only gameplay thing I got done tonight was the super basic version of backstabs though. No custom animation or such yet, just "If you are in a certain location behind a enemies back you do a different anim and 10x damage (will be tweaked later)"

759ca92763.gif
 

KOCMOHABT

Member
PGlIuB9.gif


I created a basic beam/antennae physics system to have some secondary animation for my cars. I'll add flags and stuff eventually.

Turns out flag cloth simulation, why and how much it jitters in the wind is not trivial, i guess I'll hack something together again.

For this one I basically use spring physics on the angles for each segment of the pole and then i generate 4 vertices for each segment and combine them. Haven't really seen any useful info on deformation like this.

Looks plausible enough and I have a lot of control.
 

Kalentan

Member
It is yes :) Idea being to have many interconnected areas like dark souls 1. That feeling of joy everytime I followed a path and randomly appeared in a previous location was amazing and something I want to aim for.

Only gameplay thing I got done tonight was the super basic version of backstabs though. No custom animation or such yet, just "If you are in a certain location behind a enemies back you do a different anim and 10x damage (will be tweaked later)"

I really like the look of that! :O Keep up the good work.

-----------

Despite saying that I was going to hold off on doing spriting and just use LoZ sprites as a temp...

I did make this:

QwLb.png


I took a sprite from my other game, an older version, and then modified it a bit to make it like a half way point to the sprite from the original game that came after this. I thinking the arms will need to made longer though for when I eventually do attacking animations.
 

Jumplion

Member
Pro tip from a nooblet for mobile - integrate your respective App Store's stuff early instead of when you're 90% done and shit starts to break.
 
I went there two years ago with a game I made and met the Assault Android Cactus team during Sony's indy party. They do have a system for arranging meetings with other companies if you're an expositor, but I don't know if you can request meetings yourself. It also means you'll need to have multiple people so that some of you can take care of the stand while others go on meetings (something I learned the hard way). You'll probably want to get the full four-day pass that includes the two non-public expo days where you'll only meet up with press and other companies.

It was a great learning experience for me, but I ended up getting lots of feedback from the general public (they loved my game) and not any contacts from companies that could or would be interested in publishing my game. Going there all alone was a big issue since I couldn't take care of attracting people and showing them the game at the same time, and it took me two days before I got the time to make an attract mode-style video and print some stuff from the game to make my stand more attractive to the public.

My biggest gripes were that I was right in front of Capcom's huge MonHun 3DS stand, and to my left was a small stand with a couple Oculus demos, making it hard to compete with my indie mobile game. The people who played it liked it quite a bit, but I never managed to catch as much attention as I would've liked. It all boils down to trying to bite more than I could chew on my own, but it was still amazing and I'd definitely do it again, only I'll make sure to be a lot more prepared for when the time comes.

You should also ask the guys at WitchBeam for their version, since they were showcasing at Sony's indie booth rather than a private one, so things were probably a lot different around there.

Thanks very much for telling your story, that's hugely helpful... and hmm, showcasing at Sony's indie booth... now there's something I hadn't even considered. I may ask our Sony guy if that's a possibility for us. Would be a massive help.
 

JulianImp

Member
Thanks very much for telling your story, that's hugely helpful... and hmm, showcasing at Sony's indie booth... now there's something I hadn't even considered. I may ask our Sony guy if that's a possibility for us. Would be a massive help.

I had to apply through the TGS's site for the Sony indie space, so you might look into that as well. Being in touch with one of them is probably going to be a nice boon for your team as well, since it'll be easier to know what they're looking for in submissions in order to make sure you are telling them the right details and not leaving stuff out that might make your team's entry stand out.
 

KOCMOHABT

Member
DCl8PO1.gif


Hope you like :)

Not sure I'm happy with the wind yet. It's basically just some Math.sins stacked together with a position offset. Flags get speed in normaldirection depending on position and some sinus. I may optimize that.
 

Noogy

Member
Does anyone have any experience with Monogame and mFI gamepads on iOS? I've got most of it working (for some reason SaveSnapShot is broken) but I can't for the life of me figure out the ridiculous pause/menu button.

I've seen plenty of objective C samples but am unable to translate that to C#/Monogame. The weird way the pause/menu button is implemented on mFI controllers eludes me.
 

ASIS

Member
Wow... Uhh I have to ask you guys, how long have you been designing games?and how big is your team if you are not doing this alone? Cause all of the stuff here look incredible!

Seriously kudos to you all and I hope to play your games when they are done.
 
Wow... Uhh I have to ask you guys, how long have you been designing games?and how big is your team if you are not doing this alone? Cause all of the stuff here look incredible!

Seriously kudos to you all and I hope to play your games when they are done.

Stegalosaurus had 3 "full" team, 3 contract for Army of Tentacles.
 
DCl8PO1.gif


Hope you like :)

Not sure I'm happy with the wind yet. It's basically just some Math.sins stacked together with a position offset. Flags get speed in normaldirection depending on position and some sinus. I may optimize that.

Looks great , love the style. What sort of game are you making ?
 

Makai

Member
PGlIuB9.gif


I created a basic beam/antennae physics system to have some secondary animation for my cars. I'll add flags and stuff eventually.

Turns out flag cloth simulation, why and how much it jitters in the wind is not trivial, i guess I'll hack something together again.

For this one I basically use spring physics on the angles for each segment of the pole and then i generate 4 vertices for each segment and combine them. Haven't really seen any useful info on deformation like this.

Looks plausible enough and I have a lot of control.
Nice dust effect! Clearly Mad Max inspired.
 

KOCMOHABT

Member
Looks great , love the style. What sort of game are you making ?

Not set in stone:
You are leader of a small car gang trying to make it across the great desert encountering different events along the way.
The combat will play a bit like a party RPG except your characters are the cars and their "spells" are abilities based on load out.


Does that sound interesting? It's the first time I am thinking of maybe publishing a game commercially but I am just 2.5 weeks in.

And also it's the first time I am making a 3D game with shaders and such, I am amazed by the computational power at hand. I am more of a technical guy so I need to switch from some necessary prototyping to some technical stuff from time to time. I thought flags and poles would be cool and the physics involved might be fun to explore. Didn't really look at/ find actual solutions to these kind of physics so I just hacked it together myself, might be physically incorrect, but to me looks plausible enough.

Since I am really new I don't really know hoe to do marketing and such. I have a blog in which I sometimes go into detail
https://kosmonautblog.wordpress.com
and a Twitter
https://www.twitter.com/kosmonautgames
But nothing else. Should I setup indieDB pages? What else?

Nice dust effect! Clearly Mad Max inspired.
Clearly :)
Maybe too much. Right now you have a truck with provisions as the "main character" who must survive :p
 

missile

Member
Yeah! It does look nice... but I think we can get the 3D to look as good, with a little time!

- the gameplay just didn't work in 2D, sadly... too many compromises in getting it to work. - it didn't feel right at all.
Flying is inherently three-dimensional. I understand your concerns.
 
Not set in stone:
You are leader of a small car gang trying to make it across the great desert encountering different events along the way.
The combat will play a bit like a party RPG except your characters are the cars and their "spells" are abilities based on load out.


Does that sound interesting? It's the first time I am thinking of maybe publishing a game commercially but I am just 2.5 weeks in.

And also it's the first time I am making a 3D game with shaders and such, I am amazed by the computational power at hand. I am more of a technical guy so I need to switch from some necessary prototyping to some technical stuff from time to time. I thought flags and poles would be cool and the physics involved might be fun to explore. Didn't really look at/ find actual solutions to these kind of physics so I just hacked it together myself, might be physically incorrect, but to me looks plausible enough.

Since I am really new I don't really know hoe to do marketing and such. I have a blog in which I sometimes go into detail
https://kosmonautblog.wordpress.com
and a Twitter
https://www.twitter.com/kosmonautgames
But nothing else. Should I setup indieDB pages? What else?


Clearly :)
Maybe too much. Right now you have a truck with provisions as the "main character" who must survive :p

Sounds pretty awesome to me . An rpg mad max , with survival elements like water / fuel , awesome premise .

Definitely got the look nailed down . I get massive Homeworld vibes for some reason , must be all that desert dust flying :)

Can't wait to see more .

Edit/ just followed you on Twitter :)
 
I hate maths guys.

Trying to make my character correctly rotate in a circle around a locked on target is so insanely hard. I dunno if i'm just bashing my head against it and ignoring a simple solution but boy is it frustrating
 

correojon

Member
I hate maths guys.

Trying to make my character correctly rotate in a circle around a locked on target is so insanely hard. I dunno if i'm just bashing my head against it and ignoring a simple solution but boy is it frustrating
What I sent you didn't work? If you give some more detail I may be able to help more.
 
Not set in stone:
You are leader of a small car gang trying to make it across the great desert encountering different events along the way.
The combat will play a bit like a party RPG except your characters are the cars and their "spells" are abilities based on load out.
Looking great.

The colouring of the ground doesn't work for my brain. I can't see the hills?
 

KOCMOHABT

Member
I hate maths guys.

Trying to make my character correctly rotate in a circle around a locked on target is so insanely hard. I dunno if i'm just bashing my head against it and ignoring a simple solution but boy is it frustrating

So you want a character to move around another one in a circle?

You get the difference vector between the 2 character's positions. char_to_circle.Position-char_circling.Position. If you don't use vectors, just get the difference x/y.

You take the arc tangens (usually math.atan2( diff_vector.y, diff_vector.x) ) to get the angle (in global world coordinates) of the difference vector.

You add some value to the vector (if he moves counter-clockwise) otherwise you subtract a value. this is your new angle: Ang_new

Now your new targetposition for the character is char_to_circle.Position + new Vector(Cosinus (Ang_new), Sinus(Ang_new)) * distance_to_circle. Depending on coordinate system it might be -sinus.

BS7j30w.gif
 
So you want a character to move around another one in a circle?

You get the difference vector between the 2 character's positions. char_to_circle.Position-char_circling.Position. If you don't use vectors, just get the difference x/y.

You take the arc tangens (usually math.atan2( diff_vector.y, diff_vector.x) ) to get the angle (in global world coordinates) of the difference vector.

You add some value to the vector (if he moves counter-clockwise) otherwise you subtract a value. this is your new angle: Ang_new

Now your new targetposition for the character is char_to_circle.Position + new Vector(Cosinus (Ang_new), Sinus(Ang_new)) * distance_to_circle. Depending on coordinate system it might be -sinus.

Hence why I said I hate maths :D

I understand somewhat how to do it but i get stuck in the pure maths part of it really badly

What I sent you didn't work? If you give some more detail I may be able to help more.

See gif:

When strafing sideways around the enemy you constantly move further away instead of staying in a circle around them
 

correojon

Member
Hence why I said I hate maths :D

I understand somewhat how to do it but i get stuck in the pure maths part of it really badly



See gif:


When strafing sideways around the enemy you constantly move further away instead of staying in a circle around them

That shouldn´t be happenning, post your implementation so we can take a look at the code, the math´s pretty solid so the problem may be somewhere else (maybe you are updating the distance to the target anywhere else?).
 

ephemeral

Member
I hate maths guys.

Trying to make my character correctly rotate in a circle around a locked on target is so insanely hard. I dunno if i'm just bashing my head against it and ignoring a simple solution but boy is it frustrating

What engine are you using? I spent quite some time yesterday with this stuff and I can send you the code if you want - it's for Unity.
 

Joe

Member
I haven't used Stencyl but if you're looking for an easy way to get into game design and learn about more about programming I would try Game Maker Studio since it has both drag and drop features as well as it's own language which is fairly simple to understand.

Not at all. I don't find Stencyl very straightforward.

Have you tried Scratch?

Let me put it like this:

I found UE4s blueprints more intuitive than stencyl :D
Ok, awesome. Thanks a lot. I'm going to check out Game Maker Studio and Scratch...thanks again!
 
What engine are you using? I spent quite some time yesterday with this stuff and I can send you the code if you want - it's for Unity.

UE4 sadly and all blueprints :(

I've got it quite tight now by messing with the rotation a bit but it still isn't perfect. Good enough for prototype stage though
 

Ianan

Member
It is yes :) Idea being to have many interconnected areas like dark souls 1. That feeling of joy everytime I followed a path and randomly appeared in a previous location was amazing and something I want to aim for.

Only gameplay thing I got done tonight was the super basic version of backstabs though. No custom animation or such yet, just "If you are in a certain location behind a enemies back you do a different anim and 10x damage (will be tweaked later)"

This is freaking awesome! Is this all done in blueprint or have you done some C++?
 

Lautaro

Member
Just finished the launch trailer for our game, it's all gameplay footage so it should give a decent idea of what the game is actually about. Let me know what you guys think!

https://youtu.be/pRGvBRgAlgk

I'll say what people said to me when I made my first trailer: its too long, it shouldn't be longer than 1 minute and it should jump right into action or at least make the starting text very short. People are constantly bombarded by media so they have less attention span than before.

Also I would avoid showing something with slow framerate like those parts where there's a lot of ships, I know you want to sell the idea of having big battles but if they run at less than 30 FPS in the launch trailer then it leaves a bad image IMO.
 

desu

Member
The biggest downside to Quixel (which... depending on your circumstance and workflow might be an upside) is that its basically a Photoshop plugin - you need full fat photoshop to use it all, where Substance painter is standalone.

Yep (luckily I own a full 5.5 License).

Either way, I have not tried any of them yet, but I still want to check out both.

Both seem to produce really awesome results.
 

TheKroge

Neo Member
I'll say what people said to me when I made my first trailer: its too long, it shouldn't be longer than 1 minute and it should jump right into action or at least make the starting text very short. People are constantly bombarded by media so they have less attention span than before.

Also I would avoid showing something with slow framerate like those parts where there's a lot of ships, I know you want to sell the idea of having big battles but if they run at less than 30 FPS in the launch trailer then it leaves a bad image IMO.


Hey good point about the ship battle, I hadn't noticed that before. As far as length, due to the genre we wanted to match the length of other launch trailers for similar titles. Our original trailer was only 30 seconds long and people complained..
 

elyetis

Member
All blueprint, I know basic C++ but want to stay away from it as much as possible, especially with the new BP>C++ converter meaning the game still runs well
I still kind of undecided between going full BP, or going the C++ route.
I recently went back to my little UE4 project of remaking my small 2d game I did in C with SDL ( which looked like this or this, so basic and very very ugly ) when I finished my studies.
Now it pretty much look like this ( still very ugly, but in 3d! ) :
http://s1.webmshare.com/qDrXQ.webm
It also have damage, kill/death working, even if it doesn't have animation even if it wasn't there when I made that gif. So in itself most of the mecanics from my original game are working ( minus things like buffs, network multiplayer, or replay function ), but I feel like it get harder and harder to add more things ( more units, or those missing mecanics like buffs, etc ) while it was pretty much the opposite in my C version. And I really feel like doing some of those things ( or even everythings ) in C++ while maybe harder at the begining would also end up simplifying things for me in the long run...
 
Still not super happy with my lock on strafing but I got rolling done, parrying done, counter attacks done, souls equivalent done, and humanity equivalent done :)

Productive day!

Tomorrow will be doing a bunch of UI work ready for some later additions as well as adding strong attacks, charge attacks and starting to transition the player away from the couch knights model to the default mannequin model ready for custom model replacement later.

Then I'm gunna knuckle down on making a basic enemy, work on the AI - I have a lot to learn on that front!
 

Sàmban

Banned
What kind of game does the name ASIDEUS make you guys think of? I want something iconic or at the very least "different" for the game I'm working on.
 

DNAbro

Member
Sàmban;199057716 said:
What kind of game does the name ASIDEUS make you guys think of? I want something iconic or at the very least "different" for the game I'm working on.

Horror is the first thing that comes to mind.
 

correojon

Member
In the last days I´ve added many new items to the level editor (different platform and block types, powerUps...). Also, I´ve almost effortlessly implemented the powerUp and getHIt states, which cause all elements to freeze in place (even particles and graphic effects) while the player plays a small animation before returning to what he was doing (so if you were in the middle of a jump, you will continue moving with the same speed and momentum and the same for all the other elements). All the hard work put into the early stages of the game is paying off, it´s great when you code in advance and it just works when the time to use it finally arrives :)

Sàmban;199057716 said:
What kind of game does the name ASIDEUS make you guys think of? I want something iconic or at the very least "different" for the game I'm working on.

Something about egyptian gods to me. Did I win?
 
Sàmban;199057716 said:
What kind of game does the name ASIDEUS make you guys think of? I want something iconic or at the very least "different" for the game I'm working on.
Sounds like a Japanese scrolling shoot 'em up you would get on PC engine.

Plus starts with Ass.
 
Sàmban;199057716 said:
What kind of game does the name ASIDEUS make you guys think of? I want something iconic or at the very least "different" for the game I'm working on.

There are so many ways I could read that, but none of them make it to the top.

A-Side US, some sort of cassette tape/America thing.

Asidious, some sort of demonic horror thing.

A.S.I. Deus, a Deus Machina style cyberpunk thing.

I really can't get a handle on it.
 
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