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

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Game I've been working on solo for a little over the past year now, Neon Krieger Yamato. Brawly platformer with fighting game style characters...

nky_factory_sample.gif


nky_space_sample.gif


nky_irene_sample.gif


nky_kang_fullcombo.gif


nky_coop_sample.gif

Love the idea. The brawler/platformer with fighting game type mechanics is something I've been thinking about for awhile (but I don't really feel I could pull it off on my own). Will be keeping an eye on this.
 
Jesus. Sorry I missed these.

based phil spencer.
You ain't lyin!

That sounds exciting. I imagine it will be a challenge learning how to implement a save/load system with different consoles?

Bandicam is legit, the 1080p file output is running great on my computer. A bit of framerate drop uploading it to youtube it seems, less so with .mp4 over .avi.

https://www.youtube.com/watch?v=fVcL_Q3jRfw&list=UUR6Ch_7uEcWlm2ARfoxgEHA

I have no clue how that will go down hahaha. I will just fly in blind, per usual, lol. If I have to I will reach out.

Also, much better. Bandi has become my go-to for recording.
Edit: I also notice that sometimes YouTube does cause some stuttering, etc at 60fps mode when playing. It happens randomly though and never in the same spots. I'm guessing it's a YouTube thing.
 

Blizzard

Banned
I find it kind of funny that the informational guide I'm reading about running your own company talks about an EIN being "sensitive information" that should be protected the same way you protect a social security number.

But, some state(s) publicly post the EIN for every company in their state, on a public website. Oh well!
 
I find it kind of funny that the informational guide I'm reading about running your own company talks about an EIN being "sensitive information" that should be protected the same way you protect a social security number.

But, some state(s) publicly post the EIN for every company in their state, on a public website. Oh well!

It seems everyone wants to know this information. KEEP IT SAFE - but everyone will ask for it so just give it to them.

It was faster for me to get my EIN than my DUNS, oddly enough, which I just needed for Apple.

The business side of things I dread doing. I share your pain :(
 

Blizzard

Banned
It seems everyone wants to know this information. KEEP IT SAFE - but everyone will ask for it so just give it to them.

It was faster for me to get my EIN than my DUNS, oddly enough, which I just needed for Apple.

The business side of things I dread doing. I share your pain :(
I got a D&B number too (if that's the DUNS you mention), and yeah I think the EIN was pretty quick.
 
I find it kind of funny that the informational guide I'm reading about running your own company talks about an EIN being "sensitive information" that should be protected the same way you protect a social security number.

But, some state(s) publicly post the EIN for every company in their state, on a public website. Oh well!

My wife's first montana drivers license just had her SS# on it. Governments be cray cray, yo.

I have lost (and, thankfully, refound) my companies EIN like 3 times... I really need to clean out my file cabinet.

I got a D&B number too (if that's the DUNS you mention), and yeah I think the EIN was pretty quick.

That DUNS number stuff was a Kafkaesque nightmare for me. To anyone who wants to publish to iOS, get on that shit early. It took me months of phone tag.
 

Xtra Mile

Neo Member
The team have been working hard since we received some awesome news I can't quite share, but it's given us a nice deadline to work towards.

I've been pretty flu-ridden, but managed to finish 3 Item pickups today:

Kiefen has been modelling out more of the enemies into 3D

We also have been implementing gibs!


Our Particle FX/Shader artist Cory has been making some really cool new atmospheric effects:
WtXZLoP.gif


We also have a character animator joining us shortly to start bring all the enemies and Freja herself to life!

And we recently discussed how we developed our artstyle over the course of development in our latest blogpost!
http://devblog.monothetic.com/post/109027763080/developing-beacons-visual-style

Some more cool news soon!
 

friken

Member
Well that was fast. Xbox One devkits just arrived o_O

I literally emailed them asking to start the ordering process I think Monday. Haven't seen an email yet and I just got them today.

Talk about fast holy shit.

Fantastic! I did the same, emailed to ask about devkits and the doorbell rang w fedex dropping them off.
 

EDarkness

Member
Hello all,
I wanted to present the game I´m currently working on, Arco.
the game is a new take on the puzzle and tower defense genre, we want to mix the methodic gameplay of games like plants versus zombies and puzzle quest with a frantic arcade gameplay.

0UVlneE.png


SpiOzM7.png


OfvrS5F.png


Hope you guys like it.

Looks great. I really dig the art. Hope it turns out well for you.
 

Xtra Mile

Neo Member
Fantastic! I did the same, emailed to ask about devkits and the doorbell rang w fedex dropping them off.

Out of interest, did you guys release a game previously or did you sign up for the ID program with your first game?

Looking at the requirements, I noticed this:

"We evaluate each developer individually on its own merits. In the initial phase of ID@Xbox, we’re looking for experienced independent game developers who have a proven track record of shipping games on console, PC, mobile, or tablet, or clear evidence of a game well in flight, such as a successful Kickstarter or entry in a showcase event such as the IGF. These developers will help us smooth the path for those who come later"
 
I did a thing.

pd_030215_hindd_lg.png

I dig thing :D

Fantastic! I did the same, emailed to ask about devkits and the doorbell rang w fedex dropping them off.

Yeah that was bonkers. I have no idea how that happened so fast.

This is good to know! We're still in the "game info form" approval process. Did that take long for you guys?

I believe it was about 18 days or so for us. The entire process from 1st contact with ID to devkit was about 6 weeks. Which I would consider fast o_O

If you've been in queue longer than a few weeks I'd reach out to your AM. They have been extremely great to work with on our end. I just hope Sony is as quick. We made our game submission about 24 hours ago so the sweating starts.

Out of interest, did you guys release a game previously or did you sign up for the ID program with your first game?

Looking at the requirements, I noticed this:

"We evaluate each developer individually on its own merits. In the initial phase of ID@Xbox, we’re looking for experienced independent game developers who have a proven track record of shipping games on console, PC, mobile, or tablet, or clear evidence of a game well in flight, such as a successful Kickstarter or entry in a showcase event such as the IGF. These developers will help us smooth the path for those who come later"

First game. There's a lot more info that went into the game information form as well as a small design doc than I've shown publicly as I still hold things close to my chest.
 

Xtra Mile

Neo Member
First game. There's a lot more info that went into the game information form as well as a small design doc than I've shown publicly as I still hold things close to my chest.


Thanks! Already on board the PlayStation wagon since last year, so I'll put in an application for ID tomorrow.
 
Thanks! Already on board the PlayStation wagon since last year, so I'll put in an application for ID tomorrow.

You lucky dog! If I may ask - how long did the approval process take for your GPP? We just hopped on board with Sony this past Monday and submitted our design docs yesterday. I'm itching to get this final piece of the puzzle placed :D
 

Xtra Mile

Neo Member
You lucky dog! If I may ask - how long did the approval process take for your GPP? We just hopped on board with Sony this past Monday and submitted our design docs yesterday. I'm itching to get this final piece of the puzzle placed :D

Took exactly five weeks to get approved. Also applied for Nintendo at the time (September 2014). All they asked for was some basic details and phone number, but I never got a call :(. Will try them again closer to release.
 
Took exactly five weeks to get approved. Also applied for Nintendo at the time (September 2014). All they asked for was some basic details and phone number, but I never got a call :(. Will try them again closer to release.
Oh damn I'm in for a long wait - i better pack granola bars! Nintendo took a few months for me before they called. I want to say about 3.
 

Jobbs

Banned
this was a fun design to do -- If I succeeded, she's frightening and also oddly alluring. This, like many other things in the game, is a "zombie" -- in my world, the recently dead retain human like characteristics for a while. Over time they become more monstrous.

The fungal growths on her body are similar to the ones seen on common enemies throughout this region of the game.

matildasketch.png
 

anteevy

Member
So, how do you approach beta testing for your games? How do you find beta testers, how many do you need, what beta content do you give them? I thought I had seen an indie game beta tester community site some time ago but I can't find it anymore.
 
this was a fun design to do -- If I succeeded, she's frightening and also oddly alluring. This, like many other things in the game, is a "zombie" -- in my world, the recently dead retain human like characteristics for a while. Over time they become more monstrous.

The fungal growths on her body are similar to the ones seen on common enemies throughout this region of the game.

matildasketch.png
Looks good. I get some serious Tina Turner Thunderdome vibes from this :D
 

Violet_0

Banned
Have been doing art for other projects, but I'm about to begin my very first solo project and diving into UE4 Blueprint because sadly, I'm quite bad at programming.

this is exactly what I'm doing now. Just curious to see how far I can get with blueprints, I mean in *theory* you could make a complete game this way
 

Jobbs

Banned
excellent design, love the claw hand!

Looks good. I get some serious Tina Turner Thunderdome vibes from this :D

thanks guys.

this is something I was just talking about on twitter. the original version of the character had exposed breasts (link). The intent wasn't really to be cheap fan service or for us to leer at. This is a dead woman who was once a regular person on the crew, and I felt this added to the horror as well as to the empathy. In any case, I kinda go back and forth because I feel people might view it as being fan service or otherwise objectifying, whereas the most I intended was for it to be scary but also oddly alluring -- I kinda wanted to elicit a stronger reaction, but without cheapening anything. That may be a tough needle to thread so I may just skip it and go with the safe version.
 
this was a fun design to do -- If I succeeded, she's frightening and also oddly alluring. This, like many other things in the game, is a "zombie" -- in my world, the recently dead retain human like characteristics for a while. Over time they become more monstrous.

The fungal growths on her body are similar to the ones seen on common enemies throughout this region of the game.

matildasketch.png
This is fantastic, exaggerated but believable anatomy is my favorite art style for human characters. Do you have an art blog or anywhere that I can see more?

Edit: Got it!. Edit 2, I see that's the game general blog, do you have anything that's specifically art from the game? If you don't you definitely should! The art and visuals are stunning.
 
If any Unity devs haven't made the switch from Monodevelop to Visual Studio - DO IT.

Soooooo much faster than Mono with no slow or incorrect autocomplete, works right out of the box flawlessly. Damn. Dunno why I haven't done this earlier. I feel like I just grew an extra brain cell. Just 1, but its a start for me!
 

misscelan

Member
Hello GAF :),

I just uploaded another video update of my 3d platformer.
If you have some time to watch it and give me some constructive criticism I would really appreciate it!




Thanks!
 
If any Unity devs haven't made the switch from Monodevelop to Visual Studio - DO IT.

Soooooo much faster than Mono with no slow or incorrect autocomplete, works right out of the box flawlessly. Damn. Dunno why I haven't done this earlier. I feel like I just grew an extra brain cell. Just 1, but its a start for me!

I've always used Visual Studio, but I will admit that Visual Studio 2013 has some serious buggy-ness that wasn't present in the earlier versions (Intellisense stops working, highlighting stops working, files randomly fail to open correctly, etc.).

They're easy to fix (close the file a couple of times and reopen it) but they really slow me down when they happen. Apparently they're pretty common issues as well (judging by questions about them on the web) but they never got fixed. The 2015 preview apparently has some of them fixed, but it's got its own issues...
 
I've always used Visual Studio, but I will admit that Visual Studio 2013 has some serious buggy-ness that wasn't present in the earlier versions (Intellisense stops working, highlighting stops working, files randomly fail to open correctly, etc.).

They're easy to fix (close the file a couple of times and reopen it) but they really slow me down when they happen. Apparently they're pretty common issues as well (judging by questions about them on the web) but they never got fixed. The 2015 preview apparently has some of them fixed, but it's got its own issues...

I'll have to use it more regularly. Just started toying about with 2012 pro today. I will have to dive into some serious coding to see it's quirks. I just like that so far it feels infinitely faster than Mono and haven't had an issue with it most of the morning preparing v1.0 for our mobile title.

I'll keep my eyes peeled. Hopefully it works out to be a better candidate than Mono and so far it is looking that way, for me, at least.
 

Lautaro

Member
Yeah, VS is such an improvement over MonoDevelop.

That said, it seems VS is the cause behind Unity freezing sometimes when I get a null reference error, is weird and I haven't found a solution.
 
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