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

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So I started my very first big project about 2 weeks ago and in the past few days ive hit a wall.

Ive been implementing things like a combat system, enemy AI, etc. But when it comes to sitting down and figuring out level design, I draw a blank. I have to make sure this wall doesnt stop me from continually putting it off until it becomes a dead project.

What kind of level are you trying to achieve? (What kind of game?)

In the meantime, I've begun work on implementing the data classes for items (both consumables and equipment - key items are treated as a set of bools instead for now, though I'm thinking of promoting them soon)

Right now...

Consumable and Equipment inherit things from the Item class
The Item class contains the item name, description, and image code
Consumable contains item effect and magnitude
Equipment contains weapon attributes and bonuses
Consumable and Equipment uses enums for item effect and weapon type respectively, everything else is integers or strings

Thinking of making a script that loads a list of all in-game items from an XML file and keeps the resulting "valid" in-game items in an array or list.

Would that be sound enough for a Unity 5.3.x project, or should I rethink some of the things?

Also worked on implementing the two additional slots for party characters, and it sorta worked out in the end. Now to reprogram it so that clicking on a character will invoke the detailed status screen, which is now its own dedicated window. (Should it duplicate some information in the shortened window?)

Also now thinking that both the Form and Skills button could use the fact that the player boxes are clickable, too - maybe having the player boxes to run/set a function or variable in the "big guy" field UI script is the key? I mean, pretty much every window, that script has control of.

Man, if only UI is easy. Or item coding.
 

Pehesse

Member
Jason Schreier, of Press Sneak Fuck fame is currently working on a book aiming to compile stories about game development! This is definitely a project to keep an eye on, and maybe more than that, if you have a story of your own to share? I'm not sure if this is a good idea/the right way to go about this, I'll just post the link to the thread discussing this and leave it to any interested party to see if anything should come of this.

http://www.neogaf.com/forum/showthread.php?t=1206064


In other news, I've completed gamepad implementation and it's working well so far!

[tweet]https://twitter.com/lavantdapres/status/718483122132754432[/tweet]
[tweet]https://twitter.com/lavantdapres/status/718491577539293184[/tweet]

I'm working through some long lasting to-do list stuff, before tackling the last remaining big chunk of animation. Maybe a trailer before the end of the month, too!
 

correojon

Member
So I started my very first big project about 2 weeks ago and in the past few days ive hit a wall.

Ive been implementing things like a combat system, enemy AI, etc. But when it comes to sitting down and figuring out level design, I draw a blank. I have to make sure this wall doesnt stop me from continually putting it off until it becomes a dead project.

Even though there isn´t a mathematical formula for making good levels, there are many "rules" you can follow. Play good games of the same genre as that you´re making and analyze them, you´ll surely start seeing a pattern. I´m making a 2D platformer and I´m studying in depth Super Mario World (the main inspiration for the game) and to a lesser extent, Mario 3, Megaman classic/X games, Shovel Knight, Braid, 1001 Spikes, Duck Tales...almost every game I can find which is famous for having great level design and even some games other Gaffers have posted here (Octahedron and Power Hover both have awesome level design) and Mario Maker levels. At this point I´m even getting ideas from things like Metroid Prime. There are many resources and game analysis online: read them, investigate and learn.

Tldr; don´t think that level design is based only on inspiration, look for examples of games that achieve what you want to do and try to identify what they´re really doing that is so enticing.
 
I like the enemy approach.

Eaelier levels for our game are pretty straight forward like most enemies. Most of the enemies I create early I consider "fodder" type that can work with any terrain.

As the game goes on I take into account the enemies and geometry as one group, based on the player's toolset, slowly increasing in difficulty. We give the player more tools as they progress and we keep this in mind for level progression.

Geometry can make really simple enemies a challenge - use this to your advantage.
 
zBCzY9Z.gif


starting to resemble something like the Road Warrior RPG i want to make.

https://twitter.com/kosmonautgames
I'm loving the look of this.
 

Jumplion

Member

Playing around with a game idea. Got an idea when I was going through the slaughter for Ludum Dare themes and one of them caught my eye and went to coding. Made a input/command system where each letter does something when you press their corresponding key. Thinking of a Wario Ware kind of style to this if I go on with this, would be a nice, quick thing to make for fun.
 

Exuro

Member
Added a turret platform(still needs some graphics to differentiate it) along with collectibles(well, singular)! Also played around with the background. And some terrible touch graphics as I wanted to actually control this on my tablet instead of just looking at it. Here's gifs showing two different ways to beat a demo stage.


Movement is rhythmic so you can only move once you've stopped moving previously, so I had a rough time for some reason, partially to show player death.


An alternate way to beat the level, but you don't grab the collectible, which would be needed to 100% the level. Each level has several stages like the above, so it's a gauntlet of sorts. If you die too many times you have to start over from the beginning stage. This gif is only a single stage, as I still need to work some things out.
 

Blizzard

Banned
It's that time again! The most important and exciting time of the year!

That's right, it's Ludum Dare competition time, next weekend, April 15-18. The first round of theme voting is up: http://theme.ludumdare.com/

Themes:
Shapeshift
The light hurts you
Mutation
Evolution (LD-24)
Indirect Control
Exploration (LD-16)
You are the Dungeon
Fortress
Create Life
Power in Numbers
Playing Both Sides
Killing isn't needed
Death is Progress
Non Violent Weapon
You don't control the Hero
Upgrade
Artificial Life
You are your own bullet
You only have 3 minutes
No Text
 

Burt

Member
Here's a screen from a hub area in my game under the Broo...Equinox Bridge. Right.

g8eMVhD.png

This looks fantastic. How does the hub area work? Those sorts of areas can be tricky in sidescrolling games, so it's always interesting to hear someone's take on them.
 

Insolitus

Banned
This looks fantastic. How does the hub area work? Those sorts of areas can be tricky in sidescrolling games, so it's always interesting to hear someone's take on them.

Kind of like Mario 64 or Sonic Adventure. The game is set in a city broken up into multiple districts each having their own hub area. Hubs are indeed tricky to get right because some players get lost trying to find the next stage or just get tired of walking through the same areas over and over. So I'm trying to make the stages pretty easy to get to while throwing in a lot of secrets and NPCs to make revisiting the hub more interesting.The city also isn't going to be completely based on NY either, just the first area.
 

Blizzard

Banned
Apparently it's time to add strings to my scripting language, bytecode format, compiler, and virtual machine. Hopefully it won't be an enormous pain.
Of course not! Nothing could possibly go wrong.
2 weeks later, my scripts can call native functions using strings as parameters. I haven't added local string variables (that adds additional resource allocation / fragmentation / garbage collection / whatever concerns). Still, I should be able to start game functionality work again.

It was indeed a bit of an annoying process because I kept thinking I would have a solution, and then finding wrinkles I hadn't considered. One significant thing I ended up changing was my virtual machine basic type. I originally only used 32-bit ints for all stack entries, but now I use a structure that has a 32-bit type + a value union. This way I can put both 32-bit ints and string pointers on the stack. If I decide to add floating point in the future, I already have the framework.

I was aware of this sort of pattern, but I hoped I could avoid it with the simplicity of int types. I guess it's educational. :p
 

Insolitus

Banned
I really like how this is shaping up! Very cool background... and I'm getting lots of World Ends With You vibes, which is fine by me :-D

Thanks, and TWEWY did have influence my art direction.

Looking mighty fine. Be prepared for GAF to call it a Furry Game.

I would not be surprised. But the game's world is kind of surreal so I think inhuman characters fit a little better.

Wow, that looks amazing, superb work! How long did it take you to make that background?

I´m struggling to make big backgrounds, any tips you could give?

The bridge took 2 days while the rest of the background which isn't fully visible took 3. I guess the most important thing is to have a real life model or lots of concept images to work off of. Getting the right perspective is also kind of tricky and took a lot of testing in game before I drew the finished background. For things like the railings on the bridge or the underside part the distort tool in Photoshop is really helpful, you can just take a long repeating texture and warp it to fit whatever surface.
 

Burt

Member
Kind of like Mario 64 or Sonic Adventure. The game is set in a city broken up into multiple districts each having their own hub area. Hubs are indeed tricky to get right because some players get lost trying to find the next stage or just get tired of walking through the same areas over and over. So I'm trying to make the stages pretty easy to get to while throwing in a lot of secrets and NPCs to make revisiting the hub more interesting.The city also isn't going to be completely based on NY either, just the first area.
Ah nice, sounds fun! Can't do much better than Mario 64 and SA for hub worlds to take inspiration from.

The bridge took 2 days while the rest of the background which isn't fully visible took 3. I guess the most important thing is to have a real life model or lots of concept images to work off of. Getting the right perspective is also kind of tricky and took a lot of testing in game before I drew the finished background. For things like the railings on the bridge or the underside part the distort tool in Photoshop is really helpful, you can just take a long repeating texture and warp it to fit whatever surface.

Ha, and that was my next question, cool stuff.
 
Thanks, and TWEWY did have influence my art direction.

Mmm hmm! Speaking of art direction, when working on my game (which is still woefully incomplete), I was wondering about this... what is the line between "influenced by" and "copying wholesale"? Last thing I want to do is to look like I copied and edited pieces of art accidentally. (Speaking of which, I think I still have yet to nail the art style in stone. It's sort of oddly hovering between something similar to Final Fantasy V, VI, and Tales of Phantasia...)

I would not be surprised. But the game's world is kind of surreal so I think inhuman characters fit a little better.

Hmm, makes me wonder what kind of world it'd be like, if you haven't mentioned it yet (and it's all right if you can't) :)

The bridge took 2 days while the rest of the background which isn't fully visible took 3. I guess the most important thing is to have a real life model or lots of concept images to work off of. Getting the right perspective is also kind of tricky and took a lot of testing in game before I drew the finished background. For things like the railings on the bridge or the underside part the distort tool in Photoshop is really helpful, you can just take a long repeating texture and warp it to fit whatever surface.

Oh my. That sounds like a lot of work...

Given my game's intended look and feel, I guess I'd better start thinking about how to make use of Tiled's export-to-PNG tools for battle backgrounds. Going for a look that wouldn't look too tiled or not-tiled... something like a sort of inbetween, with enough unique tiles to make things not look "repeating".

(And I'm still toiling about the hover non-activity... I guess I really should start making use of Unity Answers and stuff, but sometimes I think I'm just a bit afraid to talk in there.)

As for dev progress? Sorted out lines of code (should be a bit faster initializing things, also fixes the location window not showing on first load), finalized item data structures (and I can add additional things easily now), and with that, I'm planning to add an actual inventory.

1. Scrollable list of items with all listed items clickable? How would that work? (Assume the Item window is its own dedicated window which will move out of its way when using/equipping.)
2. Still have yet to do the "hover on something UI, update help box" thingy, since I can't do it for some reason... I must be missing something.
 

Blizzard

Banned
Ludum Dare voting day 2:
Adaptation
Build your way out
Upgradable
Limited View
Microworld
Corruption
Anything can Explode
Cells
Teleport
Single Resource
Two Colors
Artificial Intelligence
Upgrades
One Item, Choose
One Massive Enemy
Trading
Medieval Sci-fi
Transportation
World within a World
You are not supposed to do that!
 

JackelZXA

Member
I've been working on this off and on for a while, but I feel like I'm getting to a point where I should show it off. All the art is by me and I coded the alpha.
It's a fast paced, 2D Action game that doesn't really have a name yet but currently I'm just calling it: 'Ninja Girl Ashe' (Ashe is the player character's name)
I've been wanting to join the thread for a while and getting this prototype done feels like a good time to start.

tumblr_o55mw0Ta7K1qcq8slo1_500.png

~> Link to a prototype of my game. It has simple animation and movement (Not everything is here, such as turning animations, crouching...) Let me know what you think. :D
I have an older build with all the base animations and special moves from before I started converting the sprite to allow for pallet control but porting that logic forward shouldn't be much work.

Here's what the sprite looks like with and without pallets applied: (The glow causes slowdown currently)
tumblr_o3tejkesfl1qcq8slo1_250.gif
tumblr_o3zcyzlX6V1qcq8slo2_250.gif
tumblr_o3syz02Z0X1qcq8slo3_r1_250.png


Here's abunch of the attack and damage animations that aren't in this build:
tumblr_ntiuhjcjpr1qcq8slo1_500.gif
tumblr_nth0yek03b1qcq8slo1_250.gif


tumblr_nq6lxltV6m1qcq8slo1_400.gif
tumblr_nx4b9pbtqJ1qcq8slo1_400.gif
tumblr_ny614dLASU1qcq8slo2_250.gif


tumblr_ns4tw9bNQs1qcq8slo1_500.gif
tumblr_nr3vsfO6mZ1qcq8slo1_400.gif


Comments and feedback appreciated. I want to get real time equipment swapping in on stuff like the bandana, sunglasses, hair color, armor, and facemasks implemented next.
Right now it's partially implemented, which lets you change between the 3 presets I made. Weapons work but there's issues with the gun using sword pallets and such.
I also want to get all the animations and attacks in and get hitboxes functioning for combat, as well as Wall Jumping, Backflips, Rolling, Sliding, and Edge Climbing.
 

Blizzard

Banned
Thing I learned today: In Visual Studio, if you press ctrl-shift-down or ctrl-shift-up, you can immediately jump to the next or previous occurrence of a keyword. Unfortunately it does not work on comments or types.

I wish there was a hotkey like F3 to instantly jump to the next instance of any word though, without having to Ctrl-F first.


Also a general Visual Studio tip for anyone who doesn't know: You can press Ctrl-'-' and Ctrl-shift-'-' to jump forwards and backwards between recent locations. If you jump to the end of a file, Ctrl-'-' will take you back, for example.
 
Thing I learned today: In Visual Studio, if you press ctrl-shift-down or ctrl-shift-up, you can immediately jump to the next or previous occurrence of a keyword. Unfortunately it does not work on comments or types.

I wish there was a hotkey like F3 to instantly jump to the next instance of any word though, without having to Ctrl-F first.


Also a general Visual Studio tip for anyone who doesn't know: You can press Ctrl-'-' and Ctrl-shift-'-' to jump forwards and backwards between recent locations. If you jump to the end of a file, Ctrl-'-' will take you back, for example.

This is pretty useful. Thanks.
 
Thing I learned today: In Visual Studio, if you press ctrl-shift-down or ctrl-shift-up, you can immediately jump to the next or previous occurrence of a keyword. Unfortunately it does not work on comments or types.

I wish there was a hotkey like F3 to instantly jump to the next instance of any word though, without having to Ctrl-F first.

Also a general Visual Studio tip for anyone who doesn't know: You can press Ctrl-'-' and Ctrl-shift-'-' to jump forwards and backwards between recent locations. If you jump to the end of a file, Ctrl-'-' will take you back, for example.

These should make things a bit more easy for me while I work on the game code. Thank you!

Sometimes it does feel like Visual Studio has a lot of things hidden...
 

correojon

Member
...I think I'm in a world of hurt when I start doing battle backgrounds... welp.

I guess we're in the same boat, no?
I always start aiming for a very detailed background, but midway through it I realize that it will force me to spend more time with the rest of the backgrounds to have a consistent look for the game...So in the end I spent a lot of time doing backgrounds that I then ditch and start a new, until 5 or 6 iterations later get something I´m happy with...but the itch behind my head compelling me to add more detail never goes away.

It´s not funny :(

If I could pull something like what Insolitus has done in just 5 days, I wouldn´t hesitate for a moment, but something like that would surely take me more than 2 weeks and look much worse.


The bridge took 2 days while the rest of the background which isn't fully visible took 3. I guess the most important thing is to have a real life model or lots of concept images to work off of. Getting the right perspective is also kind of tricky and took a lot of testing in game before I drew the finished background. For things like the railings on the bridge or the underside part the distort tool in Photoshop is really helpful, you can just take a long repeating texture and warp it to fit whatever surface.
The whole thing only took you 5 days? Wow, you sure had mad skills. Thanks for the tips, I think my biggest mistake is that I don´t use concept art and try to pull off directly what it´s in my head and...well, it almost never turns out as I expect :p I´ll follow your tips, thanks!
 
I always start aiming for a very detailed background, but midway through it I realize that it will force me to spend more time with the rest of the backgrounds to have a consistent look for the game...So in the end I spent a lot of time doing backgrounds that I then ditch and start a new, until 5 or 6 iterations later get something I´m happy with...but the itch behind my head compelling me to add more detail never goes away.

It´s not funny :(

If I could pull something like what Insolitus has done in just 5 days, I wouldn´t hesitate for a moment, but something like that would surely take me more than 2 weeks and look much worse.

Heh... art is hard, no?

I think it is probably in my best interests to not even try... just try to do something that works well enough and within a given style. And... well, I'm not even sure how things should look like yet. :p
 
What sort of a device are you using for drawing art? I assume you aren't using a mouse to draw

Since most of the art in my game is pixel art, or at least art drawn in per-pixel by hand, I just use my mouse. Right now I'm touching up the town tileset for my game, and adding some clutter to it.

If only I had more people. Such is the life of a solo effort... Heh. But I will keep doing it until everything is done.
 

Blizzard

Banned
Ludum Dare round 3 voting is up:

Companion
Everything is Connected
Nowhere is Safe
Be the Environment
Non-violent game mechanics
3 Rules
The Environment is your Enemy
Parallel Worlds
The game is aware of the player
The Moon
Death is Key to Victory
Consequences
Only 3 Colours
No instructions
No Text Allowed
Ecosystem
Safety in Numbers
Unconventional Movement
You are the Final Boss
Space Exploration

I like "No Text Allowed".
 

correojon

Member
Ludum Dare round 3 voting is up:



I like "No Text Allowed".

That´s one of the objectives I´ve set for my game, no text at all, everything should be communicated by gameplay and level design.

Unfortunately I´ll be out of the city this weekend so I won´t be able to take part :( GM48 is also this weekend...this sucks
 

Burt

Member
So I'm definitely, totally, surely launching the Kickstarter for Chronicle of Ruin on April 19th, and would love any trailer/campaign/PR feedback and tips that anyone might have.

I've really come up short on the marketing aspect of the game and campaign because, well, there's always more work to be done and bits you don't want to show because you know they're going to look much better when you get around to them three days down the line, so yeah, any sort of advice in that regard would be spectacular. But, there's always room for improvement in the campaign too, so if you want a preview link, just let me know and I'll get that over to you.

Also been working on adding death variations for enemies, which makes for some interesting situations like this!

https://gfycat.com/PerkyUnsightlyGourami
Ha, reminds me of the east area in Hyper Light where
the little green plant dudes can save your ass if you get them to death-explode on a group of enemies.
 
So I'm definitely, totally, surely launching the Kickstarter for Chronicle of Ruin on April 19th, and would love any trailer/campaign/PR feedback and tips that anyone might have.

I've really come up short on the marketing aspect of the game and campaign because, well, there's always more work to be done and bits you don't want to show because you know they're going to look much better when you get around to them three days down the line, so yeah, any sort of advice in that regard would be spectacular. But, there's always room for improvement in the campaign too, so if you want a preview link, just let me know and I'll get that over to you.

Firstly, you need to make lots of dope gifs from that trailer, especially the last shot! You've got an aesthetically pleasing game, so you need to use that to your advantage to draw interest.

OK, so, with Beacon and our debut reveal trailer, we made sure we as prepared as possible beforehand.
We had all of our infrastructure setup previously (website/social media/soundcloud/tumblr/etc) and then also made sure we had a presskit.

We then sent out individually personalized emails to each editor of every site we wanted to get coverage on....sooo a lot of emails. It's best to try and target the person who would most readily cover your game if you can. Focus on what makes your game unique, don't try to refer to other games too much when describing stuff, even if its a source of inspiration. You want to highlight what makes it fresh.

We were obviously quite lucky that we had the timing of GDC to help with coverage, meaning we got some initial announcement news and then early previews from press at the events.

This would be a good week to announce though, GDC is over, PAX East isn't until next week, so it's likely you'll be able to draw some attention to your game!
 

Burt

Member
Firstly, you need to make lots of dope gifs from that trailer, especially the last shot! You've got an aesthetically pleasing game, so you need to use that to your advantage to draw interest.
Thanks! And oh yeah, plenty of gifs in the bag already.

Still trying to find the right balance between smoothness and file size for this one. The shame of it is that Kickstarter's image hosting is such garbage that it really messes up a lot of them, and it often takes a ton of tweaking to get them to look 'acceptable' even after you have a good gif.

OK, so, with Beacon and our debut reveal trailer, we made sure we as prepared as possible beforehand.
We had all of our infrastructure setup previously (website/social media/soundcloud/tumblr/etc) and then also made sure we had a presskit.
A lot of that's together, think I'm gonna skip the Tumblr, still polishing off the last bit of a presskit.

We then sent out individually personalized emails to each editor of every site we wanted to get coverage on....sooo a lot of emails. It's best to try and target the person who would most readily cover your game if you can. Focus on what makes your game unique, don't try to refer to other games too much when describing stuff, even if its a source of inspiration. You want to highlight what makes it fresh.

And this is the part that I'm dreading.

First of all, because I'm an iterative person, so I know that by the time I get to the third email, I'll look back at the first and be like, "Damn, how'd I write that piece of shit?"

Second, the game itself doesn't fit all that well into a genre, or even an explanation of reasonable length. It's most heavily inspired by the Ogre Battle games, which 1) can't even agree on a genre between themselves on their Wikipedia pages, and 2) haven't been around in ~20 years. Then you throw the JRPG layer on top of that, and you have something like 'RTS-meets-SRPG-meets-JRPG'. Basically, there isn't really concise, accurate terminology for the game, which is important in both PR and Kickstarters.

Third, it's niche, so I'm sure a lot of places won't cover it regardless, which pretty much just means that I've wasted my time. 'Niche' is good in a lot of contexts for indie games, but pixel art JRPGs? Not so much. I've preemptively braced myself for inaccurate RPGMaker comments.

So yeah, good advice, but thinking about doing it sends me into a catatonic state.

I have been hedging my bets a bit by getting in touch with Kickstarters whose fans I know exist within that niche I'm targeting, so hopefully some shout outs to the right audiences will counterbalance a lot of the hurdles I have with more standard PR.

We were obviously quite lucky that we had the timing of GDC to help with coverage, meaning we got some initial announcement news and then early previews from press at the events.

This would be a good week to announce though, GDC is over, PAX East isn't until next week, so it's likely you'll be able to draw some attention to your game!

I guess you could say that I've 'announced', but I haven't done any actual PR this week for two reasons. Number 1, Dark Souls 3 sucking all the air out of the room. Number 2, if I do get coverage right now, it just makes it all the less likely for me to get coverage next week when the Kickstarter is actually live. I might get a few mentions now, but it's really doubtful that any outlet would throw two articles my way in less than a week, and I'd much rather have the articles be able to direct straight to a live Kickstarter rather than my Twitter/website.

Hopefully by early next week people will be coming out of DS3 hypnosis and I'll be able to squeeze in a few days before the PAX deluge so that the beginning of my KS funding curve doesn't get too heavily affected.
 

Insolitus

Banned
So I'm definitely, totally, surely launching the Kickstarter for Chronicle of Ruin on April 19th, and would love any trailer/campaign/PR feedback and tips that anyone might have.

Whoa man that looks awesome, I love Fire Emblem so this is right up my alley. I don't know the first thing about doing trailers or PR but if there's anything I could say needs improvement I think the enemies should react a bit more to getting hit, the slowly swaying back and forth looks a little off.
 

Violet_0

Banned
the battlefield arenas need some work - the forest already looks quite nice, the mountains one has a neat background, the plains one is a bit, uh, plain. The sprites need shadows but I guess that will probably be added later anyway

this one is a bit subjective, but the character portraits are too static for me. I'd like to see some more flair in their poses

as for the trailer, I think it wouldn't hurt to speed it up a notch, add more cuts, make it a little flashier
 

turbocat

Member
If this is taboo, my apologies.

I'm looking to get into the realm of marketing/trailers for games. I don't have a ton of experience to this point, but you can see an example of my work with The Swindle trailer here: https://www.youtube.com/watch?v=a9rMgl1XfXc

If you're getting to the point where you feel like you need a bit of help with this stuff, I'd be more than happy to talk it over with you. Feel free to PM me!
 
If this is taboo, my apologies.

I'm looking to get into the realm of marketing/trailers for games. I don't have a ton of experience to this point, but you can see an example of my work with The Swindle trailer here: https://www.youtube.com/watch?v=a9rMgl1XfXc

If you're getting to the point where you feel like you need a bit of help with this stuff, I'd be more than happy to talk it over with you. Feel free to PM me!

Very impressive!

I'm curious to get your impressions on an initial trailer I made for a (minimalistic tile-matching puzzle) game I am currently working on.
 
Just a question to the peeps around here that animate from Blender into Unity.

I've been looking for a way of doing facial rigging/animation to import into Unity but can't seem to find a concrete solution. Anyone here that can speak to their experiences in this?
 

turbocat

Member
Very impressive!

I'm curious to get your impressions on an initial trailer I made for a (minimalistic tile-matching puzzle) game I am currently working on.

I like it! Clean, simple, and easy to understand are usually the ways to go when you're not a known quantity. I didn't understand what the game was at first, but as the trailer went on, I caught on. There might be lots of other approaches that would be successful for your game, but the one you chose makes a ton of sense. Nice work!
 
I like it! Clean, simple, and easy to understand are usually the ways to go when you're not a known quantity. I didn't understand what the game was at first, but as the trailer went on, I caught on. There might be lots of other approaches that would be successful for your game, but the one you chose makes a ton of sense. Nice work!

Thank you!
 
Any animation pros have tips? I realized a better workflow for how I frame by frame implement stuff is in house photo references -> rough flash sketch animation -> in game implementation/testing -> tweaking -> final vector drawings

Is there a better flow for this those experienced doing so?
 
Just a question to the peeps around here that animate from Blender into Unity.

I've been looking for a way of doing facial rigging/animation to import into Unity but can't seem to find a concrete solution. Anyone here that can speak to their experiences in this?

I don't use Unity but I do use Blender and have worked with facial animation extensively.

Facial animation can be accomplished in one of two ways. The first is through the use of morph targets, or Blendshapes as Unity calls them (in Blender, they are called Shape Keys - every tool has its own term for this thing, annoying huh?). The other way is through good ol fashioned skeletal controls, with bones rigged to the different features of the face.

I prefer shape keys when possible, but sometimes skeletal controls are better. It depends on each specific model. Sometimes, a combination of both is best. Shape keys are nice because you don't have to weight paint or rig the face, you literally just sculpt the vertices into the shape that you want. Saves time.

The Unity documentation mentions blendshapes here.
http://docs.unity3d.com/Manual/class-Mesh.html

As for actually creating these in Blender, you can find lots of tutorials on Shape Keys with a quick google search. This can get you started.
https://www.blender.org/manual/fr/animation/shape_keys.html
 
so after being inspired by the most recent unity 5 stuff I have decided to give this a go. I am 34, and in my teens i was competent but not great at photoshop (and this was years before CS) and have no experience with any 3d modeling programs. However, with the zero cost of entry and plenty of well made options on the asset store I think I can atleast start getting some experience to educate myself for other projects down the line.

my first project, I want to make a top down zelda-like game but using 3d assets and particle effects. I thought for sure there would be a tile extension that would allow me to do this, but I should have known that because tiles are inherently 2d there doesnt seem to be a tile based solution. Instead it looks like im doing it as just a fixed top down camera. Anyone have experience creating a similar style game? Is this the proper course for me to go down? I was looking at tile world creator but after researching further it appears very limited beyond just the aforementioned 2d tile system. I should mention that while my modeling and art skills are minute, and my programming knowledge very very outdated, I did invest a lot of time into half life and similar mods back then.
 

LordRaptor

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my first project, I want to make a top down zelda-like game but using 3d assets and particle effects. I thought for sure there would be a tile extension that would allow me to do this, but I should have known that because tiles are inherently 2d there doesnt seem to be a tile based solution. Instead it looks like im doing it as just a fixed top down camera.

Unity 2D games are actually (mostly, with huge caveats) Unity 3D games faking it, so there's a lot of ways to do 'tiles' - the built in easy way would be to just use Quads rotated to face 'up' snapped to a grid with one big ass invisible box collider representing the 'floor' of the available play space. This would be pretty boring to do much work with, so you'd probably want to make some sort of custom editor for 'painting' tiles though.
Or if you don't actually need 'tiles', you could just draw a map in an art package of your choice and export that as a big ass texture and use a single Plane to do much the same thing.

An actual honest to god Tile solution would be to use Tiled with Tiled2Unity (both free)
 
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