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

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correojon

Member
In the last weeks I´ve managed to get a much quicker working flow for spriting with GIMP. However, I´ve been looking into other pixel art software and everyone talks wonders about Promotion. Have any of you used it? It´s only 50€ so cost won´t be a problem, but before jumping in I´d like to know if it allows for a quick workflow or if I´d better stick to GIMP.

Woo! Finally got my laptop back, now I can really dive into my project. I'm going to be using the summer as a sort of preproduction work for my capstone for university (which I can hopefully due since some complications came up), so expect some animations and some test visuals from me since that's what I struggle with the most and what I'm going to spend most of my time on.

Congrats! Now the fun starts ;)
 
Guys.

My mouth hurts like shit. right now. dental work from this morning. fuckers told me it was okay to brush teeeth.

But you all are making great shit.
I know I only at times say congrats to one or two of you.

But I'm fucking proud of each and everyone one of you. All your games look fucking beautiful.
 

octopiggy

Member
Guys.

My mouth hurts like shit. right now. dental work from this morning. fuckers told me it was okay to brush teeeth.

But you all are making great shit.
I know I only at times say congrats to one or two of you.

But I'm fucking proud of each and everyone one of you. All your games look fucking beautiful.
That read like you're high on painkillers. :)
 

Blizzard

Banned
That read like you're high on painkillers. :)
I thought the same thing, haha. But the post came across in a nice and benevolent way, must be good meds.

*edit*
I think the windows on the buildings are throwing off the sense of scale; if its any help, heres a pretty interesting article about making procedural cities.
Assuming they're background elements rather than key visual information, it might benefit from going more stylistic / impressionistic than photo realisitic
That is a super neat article!
 
Massive thanks for everyone's input <3 It's more than appreciated!

lol it looks like the majority of the votes go towards black, but I'm going to go the non popular route and stick with white due to how necessary it is to tying into the visual novel aspects of the game as well as most of the game will be filled with black space (think undertale battle screens).

I want something close to the old stuff I have done for shirts (like below) as it will work good for dialogue and showing emotion between characters

Jesus-Santos-Bear-TEST-02.png

Then you want a white outline that looks more purposeful, and stylized. Right now it looks like an after thought.

Also of note is that outlines on a game with the fidelity of yours should not be used in place of making sure there is a distinct shift in readability from the background - you should use colors that standout from the backgrounds without the outline, even. It'll just make everything look better.
 
Then you want a white outline that looks more purposeful, and stylized. Right now it looks like an after thought.

Also of note is that outlines on a game with the fidelity of yours should not be used in place of making sure there is a distinct shift in readability from the background - you should use colors that standout from the backgrounds without the outline, even. It'll just make everything look better.


Makes sense and thanks for the input. That is something I do need to address.

I currently don't have the option to make much changes for the build I'm making right now as I have a schedule to stick to (blame finances and needing to start a kicstarter in a time frame), but I probably will go back and redo the art a bit to fix this very obvious outline issue I have.

Character portraits for dialogue won't have this problem but in game models currently do :(


EDIT:

Just got started on the first enemy design basic setup.... now lots of frames to animate and add detail -_-

PlwkQGw.png
 
Latest WIP of the haunted cathedral level in Stage Presence. Nearly done now I think, just minor things that need tidying up or fixing. Wish I had more time I could dedicate to working on new environments these days. It's easily the most fun part of making a game, definitely more fun than doing networking coding or setting up the unlock system...

 

Razlo

Member
Progress is being made... I really need to finish alot between now and next week and it's getting there... (GIFcam makes everything look worse, but at least it records great ^_^)

rKiWjhU.gif


FVIJRmX.gif


first one is for a special attack that if executed, alters the storyline based on how many times you do it. It's my way of somewhat incorporating the brawler combat into the visual novel elements.

When can I pre-order? :D

Glad you're sticking with the white outline on the character. Makes the hero stand out from the background and is more stylized and unique. Best to follow your heart sometimes when you're making a game with such a strong visual style.
 
When can I pre-order? :D

Glad you're sticking with the white outline on the character. Makes the hero stand out from the background and is more stylized and unique. Best to follow your heart sometimes when you're making a game with such a strong visual style.

If I stay on schedule, in roughly 2-3 weeks I'll have a kickstarter up around that time, so you can pre-order ;-)

Thanks, I needed to hear that to be honest. As most of you know, decision making on the small stuff can be pretty damn hard sometimes >_<



Right now the best side effect of indie game dev I'm realizing is how much more you respect the small and big stuff in other people's games. I knew this before going in, but now I understand it through experience. Much respect to everyone in this thread, you are all doing amazing work (I genuinely mean that).


Going from there, I'm wondering what engines everyone's current project is in and what art program (or person doing your art) you are using to make assets?

I'm currently doing mine in GameMaker and importing my sprites I make in Illustrator/Animate in Flash in as vector art since GameMaker supports SWF flash files.
 

correojon

Member
If I stay on schedule, in roughly 2-3 weeks I'll have a kickstarter up around that time, so you can pre-order ;-)

Thanks, I needed to hear that to be honest. As most of you know, decision making on the small stuff can be pretty damn hard sometimes >_<



Right now the best side effect of indie game dev I'm realizing is how much more you respect the small and big stuff in other people's games. I knew this before going in, but now I understand it through experience. Much respect to everyone in this thread, you are all doing amazing work (I genuinely mean that).


Going from there, I'm wondering what engines everyone's current project is in and what art program (or person doing your art) you are using to make assets?

I'm currently doing mine in GameMaker and importing my sprites I make in Illustrator/Animate in Flash in as vector art since GameMaker supports SWF flash files.
I feel the same, big props to all warriors in this thread!

I´m using Game Maker also. For artwork, I´ve been using Gimp but have just switched to Promotion, I´m still learning how to use it effectively but it has a ton of awesome tools for pixel art.
 

Lautaro

Member
Here's a roguelite prototype that I've been trying to make in parallel to my other projects:

https://gfycat.com/TastyWhirlwindKillerwhale

I'm still not sure what project to focus on:

- I really like the idea of making a Mecha Tactical RPG but I still can't nail the art style and quality I want.

- I have this roguelite prototype that could easily be made in less than a year but it lacks a hook, something that makes it special in an increasingly saturated roguelite market... I was thinking of adding something like multiplayer invasions but I'm still not sure.

- I have other idea for an asymetric multiplayer horror game but is only that at the moment: an idea.

I'll probably try to make a bit of every one and see which one generates more attention. I no longer rely on motivation to make a game so I would like to make something with more chances of success.
 

Insolitus

Banned
Wow everybody's making so much great progress recently. Meanwhile I've been spending the last few weeks trying to finish the first hub area in my game but I keep getting sidetracked and having to fix glitches or some other nonsense. These are some of the sections that are mostly finished.

3gpwGfT.png


Park area, the background still needs work.
http://i.imgur.com/OzXNaWp.png

Some sewers
http://i.imgur.com/HqluLGN.png

I've also been trying to do prototype animations for the enemies as I go along. This one appears in the area for the last screenshot.

DJJfeJC.gif
 
Hey guys I've been looking over the progress on everyone's projects and it's really inspirational, so keep up the great work everyone!

I'm at the moment using Game Maker and I'm reasonably familiar with it in general and I'm working on a basic prototype.

At the moment I'm looking into Boids and Steering Behaviors. I've been doing lots of research the last few days and following some great youtube tutorials about vectors and steering behaviors.

Does anyone have any experience with this at all?

I have the general concepts down for flocking and separation to prevent many enemies from overlapping each other, it's a sort of collision avoidance.

I guess I'm more concerned with solutions for collision detection with walls and things like that. What solutions does everyone here use for this?
 

correojon

Member
Hey guys I've been looking over the progress on everyone's projects and it's really inspirational, so keep up the great work everyone!

I'm at the moment using Game Maker and I'm reasonably familiar with it in general and I'm working on a basic prototype.

At the moment I'm looking into Boids and Steering Behaviors. I've been doing lots of research the last few days and following some great youtube tutorials about vectors and steering behaviors.

Does anyone have any experience with this at all?

I have the general concepts down for flocking and separation to prevent many enemies from overlapping each other, it's a sort of collision avoidance.

I guess I'm more concerned with solutions for collision detection with walls and things like that. What solutions does everyone here use for this?
Hi! I´m usin GM too and when I was at uni I did a small project on steering behaviours :)

I guess you´re making a top view game? If so, I think the best method to detect collisions is to check in a line with the direction and length of your current movement, something like:
Code:
var i, vWall;
vWall = noone;
for (i=1; i<=speed; i+=1){
  if (vWall = noone){
      vWall = place_meeting(x + lengthdir_x(i, direction), y + lengthdir_y(i, direction), objWall);
      if (vWall != noone){//Move to contact position
         x += lengthdir_x(i, direction);
         y += lengthdir_y(i, direction);
      }
  }
}

if (vWall != noone) //Do whatever you need, like setting the speed to 0, changin direction to bounce against the wall...
The code will surely have some errors, I haven´t actually checked it in GM.
I suggest you use your own variables for speed and direction instead of the built-in ones, so you have total control over them.
 
Hi! I´m usin GM too and when I was at uni I did a small project on steering behaviours :)

I guess you´re making a top view game? If so, I think the best method to detect collisions is to check in a line with the direction and length of your current movement, something like:
Code:
var i, vWall;
vWall = noone;
for (i=1; i<=speed; i+=1){
  if (vWall = noone){
      vWall = place_meeting(x + lengthdir_x(i, direction), y + lengthdir_y(i, direction), objWall);
      if (vWall != noone){//Move to contact position
         x += lengthdir_x(i, direction);
         y += lengthdir_y(i, direction);
      }
  }
}

if (vWall != noone) //Do whatever you need, like setting the speed to 0, changin direction to bounce against the wall...
The code will surely have some errors, I haven´t actually checked it in GM.
I suggest you use your own variables for speed and direction instead of the built-in ones, so you have total control over them.

Thanks for the feedback! Yeah it's a top down game, I guess for now it's sort of tower defense-ish so I want to have large swarms of enemies. I'm looking into steering behaviors and flocking etc..

So far I'm learning a lot, I'm sort of doing it all with vectors and building my own very basic faux physics engine. The main thing I'm looking at right now is trying to adjust steering when approaching a wall to try to avoid the wall. I'll try out a variation on your code and see what I can come up with.
 
I really like the almost stained glass pastel look!

Boids are just a name for objects (creatures, vehicles, people, birds etc..) that move around with steering behaviors based on simple rules for each individual that end up making it seem intelligent or really complex.

The term is mostly used when talking about objects that "flock" together like the way birds do, so swarm like enemies would be a good example.
 

Razlo

Member
j7qDniT.png



Initial menu flow for Billionaire Banshee on NES. Tried to keep a mini narrative through the menus.

Also needed to keep room for a lot of players (at least a potential of 9), so that's why some are more empty than others.
 
j7qDniT.png



Initial menu flow for Billionaire Banshee on NES. Tried to keep a mini narrative through the menus.

Also needed to keep room for a lot of players (at least a potential of 9), so that's why some are more empty than others.

This is really cool, is it going to be a fully functional ROM version of the game? Also, had any thoughts about which GunWorld 2 character you wanted to add?
 
We're starting the redesign of our characters for Red Cobra. The one on the left is the temp art we used in our trailer and at Indie Arcade last month.

The ship's controls are now low profile. The pilot is wearing a bomber jacket instead of a trench coat. He's hunched over in a more tense pose. Still a little rough in spots but more care has been taken with lines and proportions. We have started animating him and it's turning out pretty well.
 

Razlo

Member
This is really cool, is it going to be a fully functional ROM version of the game? Also, had any thoughts about which GunWorld 2 character you wanted to add?

It's going to be an actual cart. I think I'll make a card "They can grow gun plants"

I already finished all the cards for the NES version, the GunWorld 2 card was going to go into the tabletop game expansion, but maybe I'll see if it's too late to get in the NES version
 

correojon

Member
Thanks for the feedback! Yeah it's a top down game, I guess for now it's sort of tower defense-ish so I want to have large swarms of enemies. I'm looking into steering behaviors and flocking etc..

So far I'm learning a lot, I'm sort of doing it all with vectors and building my own very basic faux physics engine. The main thing I'm looking at right now is trying to adjust steering when approaching a wall to try to avoid the wall. I'll try out a variation on your code and see what I can come up with.

IN the code I posted the variable "i" will store the distance to the wall, you can use that to determine the "importance" to avoid the wall. For implementing different behaviours at the same time this is how I used to do it:
  1. Calculate the distance and direction to every instance that may affect your movement.
  2. Give each one a "weight" based on priority.
  3. Add them all to get the current speed and direction

For example, suppose you want to approach instances of objFriend but at the same time avoid walls (the code of my previous post could substitute the distance calculation done here):
Code:
var vDistWall, vDirWall, vNearestWall;
vNearestWall = instance_nearest(x, y, objWall);
vDistWall = point_distance(x, y, vNearestWall.x, vNearestWall.y);
vDirWall = point_direction(x, y, vNearestWall.x, vNearestWall.y);

var vDistFriend, vDirFriendWall, vNearestFriendl;
vNearestFriend = instance_nearest(x, y, objFriend);
vDistFriend = point_distance(x, y, vNearestFriend.x, vNearestFriend.y);
vDirFriend = point_direction(x, y, vNearestFriend.x, vNearestFriend.y);

speedX += lengthdir_x(vDistFriend, vDirFriend) - lengthdir_x(1/vDistWall, vDirWall);
speedY += lengthdir_y(vDistFriend, vDirFriend) - lengthdir_y(1/vDistWall, vDirWall);

x += speedX;
y += speedY;

We add the Friend related values because we want to move towards them. We also make the movement relative to the distance, so the furher away we are, the faster we´ll try to move towards our friend. Conversely, we´llmove slower as we approach, so it gives a smooth movement.

We substract the Wall related values to move away form the wall. We make this movement inversely proportional to the distance to the wall so when we are closer to the wall we´ll try harder to move away from it. When we are far form the wall, this part will have very low weight on the movement.

You can also combine this with other conditions, like if the distance from the wall is too big you can ignore that part. You also have to normalize the "weight" of the wall and friend parts so that the speed remains in an acceptable value:
Code:
var vFriendWeight;
if (vFriendlDist > distFriendMax) vFriendWeight = 0;//Too far, ignore
else if (vFriendDist <= distFriendMin) vFriendWeight = 0;//Too close, ignore
else vFriendWeight = (vFriendDist-distFriendMin)/(distFriendMax-distFriendMin);
spFriendX = lengthdir_x(vFriendWeight, vDirFriend);//Between 0...1
spFriendY = lengthdir_y(vFriendWeight, vDirFriend);//Between 0...1

//Do the something analogous for the walls
...

//Calculate new speed
spX = speedMax*(spX/speedMax + spFriendX - spWallX);
spY = speedMax*(spY/speedMax + spFriendY - spWallY);

//Normalize speed and calculate new direction
direction = (atan(spY/spX));//Check for deg to rad conversion, not sure what GM uses for the angle functions
speed = sqrt(spX^2 + spY^2);

The rest of the steering behaviours can be implemented in similar ways. You can also drop spX and spY and work with angles by manipulating the direction directly.

You can add more conditions like constraining the angle in which the instance looks for walls or friends, the maximum rotation or acceleration per step...Good luck with this, I remember it being something really cool to look at when you had a lot of instances moving together in a room :)
 

JulianImp

Member
I've recently discovered asset pre/posptrocessors in Unity, and it sure is a nifty feature! Processing certain files and setting things up programatically (ie: building prefabs with certain components whenever a mesh is imported) is great, and helps streamline the pipeline immensely.

I've also had to implement a rudimentery system for having nested prefabs that auto-update dependencies when a base prefab changes, even though I had to build it assuming there'd be set nesting tiers that can hold any number of objects but only track those a single level below them (which in turn track those below them, and so on) in order to make it 100% certain that endless loops could never happen.

My only complaint is how barebones Unity's documentation is regarding all these features that are seldom used by most engine users. Far too many method entries lack code examples and are limited to self-referential explanations that don't help at all, and since the methods are so rarely used it means finding information on them using a search engine is also hard. Like, I had to do some searching to find HideFlags, and then some more when I noticed the flags wouldn't get saved into prefabs for some reason, so I had to set them manually on the objects' Awake method and even go as far as using [ExecuteInEditMode] since hide flags only work while inside the editor anyway.

Man, working on a large project at my new job's so exciting! Having to constantly come up with algorithms and tools to save time for the rest of the team's both challenging and really fun, since it had been a while since I last had to do so much research on stuff I had never used before.
 
I've recently discovered asset pre/posptrocessors in Unity, and it sure is a nifty feature! Processing certain files and setting things up programatically (ie: building prefabs with certain components whenever a mesh is imported) is great, and helps streamline the pipeline immensely.

Yeah, the customizability of the Unity editor is really nice. With our new game I'm trying to outsource some coding to our designers (the horror) through Lua scripts, so I wrote a postprocessor that snarfs any changed .lua files in a certain directory into the corresponding ScriptableObject asset. That way I can have both an in-editor tool with a TextArea component for quick editing and a "Open in external editor" button. Now to write the Lua wrappers for the game objects...

The documentation for a lot of features is indeed pretty half-assed; I often have 30 browser tabs open after a day of googling and coding. I also don't feel completely comfortable using undocumented stuff like the reorderable list in UnityEditorInternal, but it's just soooo handy and I don't want to reinvent the wheel.
 

crwilso

Neo Member
Spent the tail end of last seek on AI, hence our SSS post:

WvXnkbf.gif


Shame most of my progress is invisible at the moment. Though I suppose I am working on a stealth game ;)
 
Spent the tail end of last seek on AI, hence our SSS post:

WvXnkbf.gif


Shame most of my progress is invisible at the moment. Though I suppose I am working on a stealth game ;)

There's too many gamedev acronyms - it took me a few minutes to figure out you weren't talking about SubSurface Scattering.

Also, Sandfox is looking as delicious as ever. The things you can do when you go Full Wilso.
 

neko.works

Member
I've been redesigning the UI in Light Fairytale with a new sci-fi look, as the old one didn't make much sense in this world.

Here's comparison shots, old on the left, new on the right + zoomed-in on the bottom.

I'd love having feedback on this, so please give me your thoughts: Is it better now, what do you like / dislike ect.

468.jpg
 

Minamu

Member
I'm the opposite xD The former is much better, especially the way the portait cuts off the text box. I do like the colored arrow in the new one though (but yellow specifically wouldn't work with the white style).

The white just looks more fancy and professional to me.
 

Insolitus

Banned
I've been redesigning the UI in Light Fairytale with a new sci-fi look, as the old one didn't make much sense in this world.

Here's comparison shots, old on the left, new on the right + zoomed-in on the bottom.

I'd love having feedback on this, so please give me your thoughts: Is it better now, what do you like / dislike ect.

468.jpg

The new UI does look a little better, I just think it should be a darker or less saturated shade of blue.
 

neko.works

Member
Even if it was a fantasy game, I think having blue for all of your windows looks a lot better. A splash of color like that really helps!

Actually, I was not talking about the colors, but the general UI design, such as the windows frames, font ect.

You could set the colors to blue even on the old UI, and you can set the new UI to gray too, as seen in the image bellow.

I'm the opposite xD The former is much better, especially the way the portait cuts off the text box. I do like the colored arrow in the new one though (but yellow specifically wouldn't work with the white style).

The white just looks more fancy and professional to me.

Well, I actually got more trouble making the new UI than the old! And I think the new sci-fi look fits the game.

The new UI does look a little better, I just think it should be a darker or less saturated shade of blue.

I've chosen retro-style colors, such as in SNES / PS1 era JRPGs.

469.png
 
I've recently discovered asset pre/posptrocessors in Unity, and it sure is a nifty feature! Processing certain files and setting things up programatically (ie: building prefabs with certain components whenever a mesh is imported) is great, and helps streamline the pipeline immensely.

Yes they were a godsend when I discovered them.

Before setting up that code it took ~15 minutes to make just a simple change to any of my level geometry.
 

Minamu

Member
Grey all the way :) But not with that blue color on the arrow, maybe a lighter tone from exhibit A above it, or some other color entirely.
 

correojon

Member
Actually, I was not talking about the colors, but the general UI design, such as the windows frames, font ect.

You could set the colors to blue even on the old UI, and you can set the new UI to gray too, as seen in the image bellow.



Well, I actually got more trouble making the new UI than the old! And I think the new sci-fi look fits the game.



I've chosen retro-style colors, such as in SNES / PS1 era JRPGs.

469.png
I like the style of the white one much more, it´s really elegant. Beign able to change the color of the background is a huge plus, I was also going to suggest you used a light blue but it seems you already got that covered. Good job!
 
Spent the tail end of last seek on AI, hence our SSS post:

WvXnkbf.gif


Shame most of my progress is invisible at the moment. Though I suppose I am working on a stealth game ;)

Can you tell me more about what your stealth mechanics are? Are you using a light and shadow system, or line of sight? Do enemies hear you?
 

correojon

Member
Finally got rid of a bug which had been breaking the level editor almost since I started development :) So long, you won´t be missed. While I was in the mood I did a bug hunt and got rid of many more bugs. However, there is one very important bug that happens randomly and which I haven´t been able to identify if is still alive or not :S

Still, it was a very satisfying experience, now I feel like the game´s much more solid and it was well employed time :)
 

TheKroge

Neo Member
eYWAzxs.png


Updated battles in my game to show more clearly the hitpoints, and how much health they've lost.

Our battles are formation based, so you order the ships to go in a certain formation, and if you've had a lot of battles before you have a chance to repair the ships, this is vital. Also in battle, it's turn-based esque so you can pull back, reform, move some fresher ships to the front line, and then go at it.

http://store.steampowered.com/app/439960
 

neko.works

Member
Grey all the way :) But not with that blue color on the arrow, maybe a lighter tone from exhibit A above it, or some other color entirely.

Currently, all the different themes have a highlight color: Yellow for the blue theme, blue for the white theme, ect. But yes, the blue arrow don't fit the theme, I'll search for a better color!

I like the style of the white one much more, it´s really elegant. Beign able to change the color of the background is a huge plus, I was also going to suggest you used a light blue but it seems you already got that covered. Good job!

Thanks!
 

ephemeral

Member
I've recently discovered asset pre/posptrocessors in Unity, and it sure is a nifty feature! Processing certain files and setting things up programatically (ie: building prefabs with certain components whenever a mesh is imported) is great, and helps streamline the pipeline immensely.

I've also had to implement a rudimentery system for having nested prefabs that auto-update dependencies when a base prefab changes, even though I had to build it assuming there'd be set nesting tiers that can hold any number of objects but only track those a single level below them (which in turn track those below them, and so on) in order to make it 100% certain that endless loops could never happen.

My only complaint is how barebones Unity's documentation is regarding all these features that are seldom used by most engine users. Far too many method entries lack code examples and are limited to self-referential explanations that don't help at all, and since the methods are so rarely used it means finding information on them using a search engine is also hard. Like, I had to do some searching to find HideFlags, and then some more when I noticed the flags wouldn't get saved into prefabs for some reason, so I had to set them manually on the objects' Awake method and even go as far as using [ExecuteInEditMode] since hide flags only work while inside the editor anyway.

Man, working on a large project at my new job's so exciting! Having to constantly come up with algorithms and tools to save time for the rest of the team's both challenging and really fun, since it had been a while since I last had to do so much research on stuff I had never used before.
I tried to google some help to no avail, do you mind steering me in the right direction?
 

crwilso

Neo Member
Can you tell me more about what your stealth mechanics are? Are you using a light and shadow system, or line of sight? Do enemies hear you?

Sure :)

To be honest, we're aiming for a blend of all 3. Even though our game is 2D, stealth is a huge part of our game so we're looking to things like Thief (the good ones ;)) and Dishonoured for inspiration.

The intention is that light and dark aren't binary - it'll still take time for enemies to recognise you and act accordingly. Obviously how long this takes will be down to a fairly global concept of visibility that we're conveying via a LUT on the player character.

Objects can of course block line of sight, and we intend to have objects you can duck behind. This is much more binary - but works together with the enemies ability to hear things. I'll be honest, I'm not sure how far down the rabbit hole we'll go with hearing (Do enemies always know a sound is you? Can AI hear each other? and so on), but I'm looking forward to experimenting.

Documentation is practically non-existent, but UE4 has a really nice Perception system we can tap into to get a lot of these senses and related functionality without having to reinvent the wheel. As soon as we have something conclusive I'll share it here of course

Hopefully that answers your question? :)
 

JulianImp

Member
I tried to google some help to no avail, do you mind steering me in the right direction?

Sure, here's the documentation for some of the methods:

Postprocessing assets and creating/replacing prefabs by code:
http://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessAllAssets.html
http://docs.unity3d.com/ScriptReference/PrefabUtility.html
http://docs.unity3d.com/ScriptReference/AssetDatabase.html

Hiding objects in the inspector:
http://docs.unity3d.com/ScriptReference/HideFlags.html

While I'd love to talk about the nested prefab system in more detail I'd rather play it safe with NDAs and not say too much about it. Basically, the core system used lots of AssetDatabase and PrefabUtility calls to manage prefabs and source files, but the core of the system (managing entries, propagating changes and whatnot) was all made from scratch.
 
New Game+ Benefits just went live on Steam a few minutes ago.
I know it's not a full game release, but it's nerve wracking.
Spent the morning making sure nothing would set on fire.

I think I'm going to see Civil War now.
 

ephemeral

Member
Sure, here's the documentation for some of the methods:

Postprocessing assets and creating/replacing prefabs by code:
http://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessAllAssets.html
http://docs.unity3d.com/ScriptReference/PrefabUtility.html
http://docs.unity3d.com/ScriptReference/AssetDatabase.html

Hiding objects in the inspector:
http://docs.unity3d.com/ScriptReference/HideFlags.html

While I'd love to talk about the nested prefab system in more detail I'd rather play it safe with NDAs and not say too much about it. Basically, the core system used lots of AssetDatabase and PrefabUtility calls to manage prefabs and source files, but the core of the system (managing entries, propagating changes and whatnot) was all made from scratch.
Thanks a lot for sharing this. Can't wait to try it out - it's very tedious to add all the components manually.
I'm waiting for unity to fix the nested prefabs so not gonna spend time integrating that stuff unless I really have to, since I bet it's a lot more work than one would think.
 
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