• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

desu

Member
3D game development: Amazon Lumberyard

I am trying to avoid monthly payments and royalties.

Just wondering why you choose Lumberyard? In case you've missed it, CryEngine 5 is royality free as well now. But even then, why exactly that engine? Will you be making a game that uses it's advantages (like a game with lots of foliage or use its GI) or is simply due to not having to pay royalities?
 

Blizzard

Banned
It turns out that rounds 1 through 3 of Ludum Dare voting have all had precisely 8 out of 9 top themes that I had downvoted.

I decided to accept the inevitable, and upvoted a single 1 of the round 4 themes. So when that's over, I'll expect "Planets" in the top 9 there, even though "Space Exploration" would have been better, and we already had millions of planet-orbiting and planet-puzzle games in the recent "Connected Worlds" theme.
 

Krathoon

Member
Just wondering why you choose Lumberyard? In case you've missed it, CryEngine 5 is royality free as well now. But even then, why exactly that engine? Will you be making a game that uses it's advantages (like a game with lots of foliage or use its GI) or is simply due to not having to pay royalities?

Actually, I did not know about CryEngine V. I will try that instead. I don't really need Amazon's additions.

Another reason I was going with CryEngine is that it has a level editor.
 

Krathoon

Member
Just wondering why you choose Lumberyard? In case you've missed it, CryEngine 5 is royality free as well now. But even then, why exactly that engine? Will you be making a game that uses it's advantages (like a game with lots of foliage or use its GI) or is simply due to not having to pay royalities?

Ooooooh. The engine has C# scripting. Great. It will give me a C# project to work on to improve my skills.
 

SeanNoonan

Member
Had a short break from gamedev activities (for a wee birthday break) and now I'm struggling to get back "in".

GAF, what are your motivational exercises and/or routines to get back in the zone?
 
Had a short break from gamedev activities (for a wee birthday break) and now I'm struggling to get back "in".

GAF, what are your motivational exercises and/or routines to get back in the zone?

When I'm feeling like that, I start looking at other people's projects and seeing the cool progress they're making. Quickly makes me feel guilty about not getting work done and pulls me back in to my project.
 

kode80

Neo Member
Looks great! I'm curious - are your technique and implementation general enough that it would hold up in an arcade flight combat sim where player and enemies fly through clouds, or is this designed to hold up only when viewing from afar / ground level?

Since non-commercial use is free, it might fit some of my student projects. I'll report results if that happens!
Thanks! The current implementation is restricted to ground level, however the technique itself does not have this limitation - it just requires separate passes depending on where the camera is (below/between/above). Seeing as the most common use case is a dynamic skybox, this is where I focused development. Long term I'm looking to expand to include these capabilities.

Please do let me know if you use it, I love seeing what people do with my stuff!
 

kode80

Neo Member
Had a short break from gamedev activities (for a wee birthday break) and now I'm struggling to get back "in".

GAF, what are your motivational exercises and/or routines to get back in the zone?

Find something that inspires you, without the constraints of "must be using my time towards important thing X/Y/Z", and work on that for a bit.

Another thing I do, especially if I'm lacking motivation, is pick the lowest hanging fruit and work on that. I find that usually all I need to break the initial rut, is just do something so that I'm actually being productive, no matter how easy/insignificant it may be. It's often a vicious cycle of not being motivated, so not doing anything = feeling guilty about not doing anything = even less motivated.
 
CgVYSHW.jpg

Feels good to almost have it all knocked out ^_^

Going to try and wrap up the spawning system, but so far, alot of my core code for gameplay fundamentals is outa the way ^_^

Look forward to seeing the actual game in some form next week-ish.
 

Mik2121

Member
do any of you C++ beasts or samurai work in Unreal? do you use Blueprints or C++ to work?

Making a guess here, probably Blueprints for iteration and testing, then translating to C++ for optimizations. I have my own personal learning project at home (though also use UE4 at work) and I do everything on Blueprints because I have no clue about programming, but if I knew, I would at least convert all the core stuff to C++.
 
Feels good to almost have it all knocked out ^_^

Going to try and wrap up the spawning system, but so far, alot of my core code for gameplay fundamentals is outa the way ^_^

Look forward to seeing the actual game in some form next week-ish.

Good for you, dude!

----------------------------------------------------------------------

So, Army's DLC is set to hit sometime early(ish) next month - it's looking pretty comparable in size to the base game, which is not something I set out to do but whatever. The main reason being none of the voice actors are back (it works in context of the story). It's supposed to be a much more traditional dating sim game - with the option to fuck Cthulhu. I have one new artist for the waifus and am using backgrounds from the Renpy database.

I paid for an unrelated piece of art - Dr. Cthulhu - late last year. I am using that for one of the waifus because I might as well; it most likely will not be used in the future. This was from another artist.

SCREEN7_SEXYCTHULHU_zpsok89jl8w.jpg


I'm right now thinking of submitting to Valve so as to get a Coming Soon page up on Steam. My question is this:

a) do I use the singular in-game shot of Dr. Cthulhu as the sole screen? Or would that not be enough to entice people, especially those who did not buy the first game?

b) do I want until May 2nd (when the waifus will be done) and put a few screens of them up alongside Dr. Cthulhu?

I obviously want some lead time to get the Wishlist Notifications out there, but I also don't want people thinking it is the same old same old.
 
do any of you C++ beasts or samurai work in Unreal? do you use Blueprints or C++ to work?

My game is 100% Blueprint. It keeps a very silky smooth 60fps at 1080p constantly. Some coders like to make a big deal about Blueprint being supposedly much slower but it's never been the case for me. Straight from the horse's mouth:
https://answers.unrealengine.com/questions/93492/is-blueprint-scripting-slower-than-c.html

Programming in code will give have a very slight advantage in performance over blueprints. However the difference between the two would be nearly imperceptible during play. Any notable difference would likely be due to a bug that should be reported and we would aim to fix as quickly as possible. Blueprints are indeed intended for full game creation for those who do not have a programming background or are more visually minded.
 

Makai

Member
Congrats. I can't imagine using Blueprints for something super data-driven. Do you know how well it hooks into a database, JSON, etc?

Thanks! And I'm not sure. It's possible to make C++ functions callable in Blueprint, though, so you could always make a game mostly in Blueprint, but keep all server/database functions in C++ if needed.
 
When I'm feeling like that, I start looking at other people's projects and seeing the cool progress they're making. Quickly makes me feel guilty about not getting work done and pulls me back in to my project.

I do the same, although it can get depressing seeing how much smoother everyone else's development is going.
 
Had a short break from gamedev activities (for a wee birthday break) and now I'm struggling to get back "in".

GAF, what are your motivational exercises and/or routines to get back in the zone?

Think about the existential dread. That's normally enough to kick start me into actually doing something :)
 

missile

Member
Had a short break from gamedev activities (for a wee birthday break) and now I'm struggling to get back "in".

GAF, what are your motivational exercises and/or routines to get back in the zone?
Never get out of it in the first place. Ha!
Am still thinking (silently) about my stuff while hanging out with others.
 

Razlo

Member
Working on a pitch for a combiner robot game. It's a tabletop game (that's how my games typically start out, but working on an NES port of my 1st game now). It uses miniatures that are individual robots that you can combine when you activate them all and get them near each other.


Cf99TzrUIAA2BEw.jpg:large


Here is a yakuza group that's traded in their bikes for bots to better rule their city. They are a bit vain though, so each of their robots look like them. Art done by NIW Industries, who is also working on the art for the fighting game Cerebrawl.
 

Jobbs

Banned
A publication asked for a few screenshots, and so I started snapping -- before i knew it I had taken almost 20, so I stopped.

These are all native 1080p shots captured. It's alwaysa hard call between trying to evoke intrigue vs action

www.ghostsonggame.com/media/gi1.png
www.ghostsonggame.com/media/gi2.png
www.ghostsonggame.com/media/gi3.png
www.ghostsonggame.com/media/gi4.png
www.ghostsonggame.com/media/gi5.png
www.ghostsonggame.com/media/gi6.png
www.ghostsonggame.com/media/gi7.png
www.ghostsonggame.com/media/gi8.png
www.ghostsonggame.com/media/gi9.png
www.ghostsonggame.com/media/gi10.png
www.ghostsonggame.com/media/gi11.png
www.ghostsonggame.com/media/gi12.png
www.ghostsonggame.com/media/gi13.png
www.ghostsonggame.com/media/gi14.png
www.ghostsonggame.com/media/gi15.png
www.ghostsonggame.com/media/gi16.png
www.ghostsonggame.com/media/gi17.png

What are the 3 or 4 most interesting of the bunch?

FYI this content all takes place within about the first 1/3 of the game, I'm not showing other stuff before the game comes out (most likely)
 

Pehesse

Member
A publication asked for a few screenshots, and so I started snapping -- before i knew it I had taken almost 20, so I stopped.

These are all native 1080p shots captured. It's alwaysa hard call between trying to evoke intrigue vs action

www.ghostsonggame.com/media/gi1.png
www.ghostsonggame.com/media/gi2.png
www.ghostsonggame.com/media/gi3.png
www.ghostsonggame.com/media/gi4.png
www.ghostsonggame.com/media/gi5.png
www.ghostsonggame.com/media/gi6.png
www.ghostsonggame.com/media/gi7.png
www.ghostsonggame.com/media/gi8.png
www.ghostsonggame.com/media/gi9.png
www.ghostsonggame.com/media/gi10.png
www.ghostsonggame.com/media/gi11.png
www.ghostsonggame.com/media/gi12.png
www.ghostsonggame.com/media/gi13.png
www.ghostsonggame.com/media/gi14.png
www.ghostsonggame.com/media/gi15.png
www.ghostsonggame.com/media/gi16.png
www.ghostsonggame.com/media/gi17.png

What are the 3 or 4 most interesting of the bunch?

FYI this content all takes place within about the first 1/3 of the game, I'm not showing other stuff before the game comes out (most likely)

The ones I like most are 05, 10, 11, 14 and 15. I guess if I had to keep only three they'd be 11, 14 and 15.
 

anteevy

Member
Thanks! And I'm not sure. It's possible to make C++ functions callable in Blueprint, though, so you could always make a game mostly in Blueprint, but keep all server/database functions in C++ if needed.
Yeah, that's usually the way to go. Everything that gets ugly in BP or is not exposed to BP you can simply create in a Blueprint Function Library in C++ and then use in your BP graphs. I used C++ for JSON import from Tiled, Twitch integration and some custom Steam stuff among others (the default online subsystem implementation was missing some features I needed, so I used the Steam API directly).

Generally you won't notice a performance difference between BP and C++, at least for gameplay stuff. Might be different for some complexer calculations and algorithms though, like when you're doing your own pathfinding stuff.
 

Pehesse

Member
it's a hard call, I think I'll take it down to like 5 and then let them pick the ones they like of those. Thanks =)

Yeah, it really depends on what you want to convey/focus. My choices were because of overall composition/picture balance and color choices, but you could choose to showcase more dialog, or a better emphasis on the GUI, or specific animation/poses... tough calls!

It'd probably be easier to tell the ones I think work less (judging only on the merits of what they convey as communication screenshots taken without any other context)
-04, overall too blue, the purple dashes on the bottom right look a bit strange, overall a bit empty
-07, a bit too static/geometric (all perfect 90° angles)
-08, right and bottom halves too empty
-16, not sure why about that one but I'm not feeling it
 
A publication asked for a few screenshots, and so I started snapping -- before i knew it I had taken almost 20, so I stopped.

These are all native 1080p shots captured. It's alwaysa hard call between trying to evoke intrigue vs action

www.ghostsonggame.com/media/gi1.png
www.ghostsonggame.com/media/gi2.png
www.ghostsonggame.com/media/gi3.png
www.ghostsonggame.com/media/gi4.png
www.ghostsonggame.com/media/gi5.png
www.ghostsonggame.com/media/gi6.png
www.ghostsonggame.com/media/gi7.png
www.ghostsonggame.com/media/gi8.png
www.ghostsonggame.com/media/gi9.png
www.ghostsonggame.com/media/gi10.png
www.ghostsonggame.com/media/gi11.png
www.ghostsonggame.com/media/gi12.png
www.ghostsonggame.com/media/gi13.png
www.ghostsonggame.com/media/gi14.png
www.ghostsonggame.com/media/gi15.png
www.ghostsonggame.com/media/gi16.png
www.ghostsonggame.com/media/gi17.png

What are the 3 or 4 most interesting of the bunch?

FYI this content all takes place within about the first 1/3 of the game, I'm not showing other stuff before the game comes out (most likely)

5, 10, 11, 15 IMO Nice variety of stuff going on there
 

correojon

Member
A publication asked for a few screenshots, and so I started snapping -- before i knew it I had taken almost 20, so I stopped.

These are all native 1080p shots captured. It's alwaysa hard call between trying to evoke intrigue vs action

www.ghostsonggame.com/media/gi1.png
www.ghostsonggame.com/media/gi2.png
www.ghostsonggame.com/media/gi3.png
www.ghostsonggame.com/media/gi4.png
www.ghostsonggame.com/media/gi5.png
www.ghostsonggame.com/media/gi6.png
www.ghostsonggame.com/media/gi7.png
www.ghostsonggame.com/media/gi8.png
www.ghostsonggame.com/media/gi9.png
www.ghostsonggame.com/media/gi10.png
www.ghostsonggame.com/media/gi11.png
www.ghostsonggame.com/media/gi12.png
www.ghostsonggame.com/media/gi13.png
www.ghostsonggame.com/media/gi14.png
www.ghostsonggame.com/media/gi15.png
www.ghostsonggame.com/media/gi16.png
www.ghostsonggame.com/media/gi17.png

What are the 3 or 4 most interesting of the bunch?

FYI this content all takes place within about the first 1/3 of the game, I'm not showing other stuff before the game comes out (most likely)

4, 6, 10, 15 & 17

I picked the ones I thought showed more variety. I think #4 shines specially, as the rest are all taken in small dark corridors, but 4 shows that the levels will be more open.
17 may be the least impressive for the lack of lighting effects, but it shows another distinct location (it may not sell the game on it´s own, but does a great work as contrast to the other pictures).
 

correojon

Member
Hey, I have a weird problem that I need some help with.

My game, Wildfire, works fine on Windows 7. However on Windows 8 and 10, some players are having audio issues, ranging from either no sound at all, or only certain sounds / distorted sounds playing.

If you're running Windows 8 or 10, would you be able to download and play this and tell me how it sounds?

https://www.dropbox.com/s/ng2s60ggkl8gj7v/wildfire_alpha_newtutorialv2b.zip?dl=1 (80MB)

The easiest way to tell is if you start running and jumping and you don't hear any footstep noises at all. You should also hear some light background music.
Tested on Windows 8, everything worked fine.
 

asa

Member
Hey, seems like Power Hover got Editor's Choice from Google Play. I can only see Finland's store front and would like to know situation in other countries as well.

Anyone from the USA/or other countries care to look into Google play Editor's Choice category and check if Power Hover is listed? Appreciated!
 

correojon

Member
Hey, seems like Power Hover got Editor's Choice from Google Play. I can only see Finland's store front and would like to know situation in other countries as well.

Anyone from the USA/or other countries care to look into Google play Editor's Choice category and check if Power Hover is listed? Appreciated!

It appears in the Spanish list, congratulations!

BTW, any plans on releasing the new levels on Android as well? Has the revenue situation improved since last news?
 
Hey, seems like Power Hover got Editor's Choice from Google Play. I can only see Finland's store front and would like to know situation in other countries as well.

Anyone from the USA/or other countries care to look into Google play Editor's Choice category and check if Power Hover is listed? Appreciated!

It's present on the UK section too, once you click on the "Editors Choice" section. Congrats guys! (I'll be getting a new phone in a couple of weeks, so I'll give it a download then :) )
 

Jumplion

Member
Is anybody planning on participating in the ludem dare this weekend? I would love to make an attempt but I don't know if I will have the time :(

Planning on it myself. Setting up my tools and finishing up any homework that I'll have over the weekend right now. It'll be my first official Ludum Dare.

(evidently, if anyone's doing LD and needs a programmer I can do that didgeridoo)
 

Pehesse

Member
Hey, seems like Power Hover got Editor's Choice from Google Play. I can only see Finland's store front and would like to know situation in other countries as well.

Anyone from the USA/or other countries care to look into Google play Editor's Choice category and check if Power Hover is listed? Appreciated!

It's there in the french store, too! And in the top row, no less :-D Congrats!

As for Ludum Dare, I won't be doing it, but good luck to all participants, I'm always amazed how you get anything done in so few hours!
 

asa

Member
Thanks Pehesse,HandsomeCharles and correojon.

appAnnie updated,Power Hover is in Editor's choice list in 59 countries and counting. Whee :)
 
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

Thanks for replyin!

Oh shit, I must've missed reading that blend shapes transfer okay over, phew!

My question is more if I have to name any extra bones specifically to bring over properly or if they'll just import over with the action. (or any other gotchas I need to keep in mind when bringing a character over to Unity)

(eg. If the character is in the run state, if it'll bring over the set blendshape for that animation/action)

---

I've been working on this walk cycle for the last couple of days (...okay maybe close to a week).

There's still a few things to look at; making the walk a bit more fluid, finding where to add weight, some of the arm joint frames "snap" and I'm trying to figure out why and a vertex group might need some clean up in the back.

All in all, I'm pretty psyched that it's mostly working. Next up is working on the run cycle and battle animations then move on to the rigging the rest. I'll go back and do clean up later on.

GIf loops weird because I make GIFS badly
 
Going to try the Ludum Dare this weekend with a new programmer (and the old one too, lets see if they can work together).

We met the new programmer at the EGX rezzed this past week, he is super cool and funny and seems to undertand Unity really well.
If the old and new programmers work well together we could incorporate him into the bigger games we are making, and that would be great.

Is anybody planning on participating in the ludem dare this weekend? I would love to make an attempt but I don't know if I will have the time :(

Yup!
 

Krathoon

Member
Well, I have decided not to use Cryengine. Blender support is very poor. Some people have this plugin called Cryblend to handle the export of the models, but it seems like you have to jump trough allot of hoops to get it to work.

Back to Unity.
 
Status
Not open for further replies.
Top Bottom