• 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.
I'm curious, where do you guys go to find music for your games? My friend is looking into selling music for indie games and I'm trying to help him get started. We were thinking of just e-mailing indie devs/pubs we have relationships with from our website but other than that I have no ideas.
 

Speely

Banned
You folks rock. Really enjoying your thoughts and contributions, and the look into the development process. :)

I'm curious, where do you guys go to find music for your games? My friend is looking into selling music for indie games and I'm trying to help him get started. We were thinking of just e-mailing indie devs/pubs we have relationships with from our website but other than that I have no ideas.

This is relevant to my interests as well.
 

shaowebb

Member
I'm curious, where do you guys go to find music for your games? My friend is looking into selling music for indie games and I'm trying to help him get started. We were thinking of just e-mailing indie devs/pubs we have relationships with from our website but other than that I have no ideas.

Contact artists through their bandcamp or facebook pages and hope to score some kind of deal thats affordable is my plan. I don't believe in people who work not getting paid up front after how the industry treated me. Free stuff... no clue.
 
Just had another question while I've been working on this design document. For schedules how would you plan the development process? In that template some things to me don't make sense like the motion and jumping being one of the last things to be developed and menus before collision between characters and objects.

For me this is what I think should be done. Idea for a JRPG btw.

base player
base npc

develop player and basic block classes (I assume block classes are objects in the environment?)
physics / collisions
interact with speech

develop other derived classes

design menus

designs levels


design music and sound

Not sure where abilities/ability systems and the like should go. Does that structure make more sense?
 
Glad youl like it :) I think your game and mine are totally opposite regarding art: yours highlights the dark parts and I´m trying to make it more colorful and cartoony, they really are like night and day when seen side by side. What engine are you using? If you´re using GMStudio I can post the code for the wind effect if you want it.

The enemy thing was based on Mario (just Goombas coming out of pipes) but now that you mention Braid, I just beat it 2 days ago so maybe it´s subsconsciously affected the design without me noticing. Nice eye!


Very interesting post, thanks for sharing the insides of your team. I remember Phil Fish saying in IndieGame: The Movie that while making Fez he had spent 2 years looking closely at a small window and that he was terrified he had lost all ability to perceive any glaring flaws in the game. Getting an outside opinion about the game is really important, it´s cool you could provide that. Now go and make a great game!

Yeah id live to see the code for the wind! And yes I'm using GaneMaker (thank God for GML).
 

Lautaro

Member
Just had another question while I've been working on this design document. For schedules how would you plan the development process? In that template some things to me don't make sense like the motion and jumping being one of the last things to be developed and menus before collision between characters and objects.

For me this is what I think should be done. Idea for a JRPG btw.

base player
base npc

develop player and basic block classes (I assume block classes are objects in the environment?)
physics / collisions
interact with speech

develop other derived classes

design menus

designs levels


design music and sound

Not sure where abilities/ability systems and the like should go. Does that structure make more sense?

I don't think is worth the effort going so deep in a design document, it should only have what's necessary to explain your vision to other team members.

If you are working alone is kind of useless in my opinion and you should focus in making a prototype and start iterating a lot until you have the mechanics you need because in paper you can't really evaluate them.
 
I'm mainly doing it to try and get some technical writing experience. Writing is what I'm best at, so trying to get in through the door that way. I couldn't create something this complicated on my own. I've been trying to learn programming since 09 and I just can't get it. The best I've been able to do are quiz games and text-based games.
 

JeffG

Member
Just had another question while I've been working on this design document. For schedules how would you plan the development process? In that template some things to me don't make sense like the motion and jumping being one of the last things to be developed and menus before collision between characters and objects.

For me this is what I think should be done. Idea for a JRPG btw.

base player
base npc

develop player and basic block classes (I assume block classes are objects in the environment?)
physics / collisions
interact with speech

develop other derived classes

design menus

designs levels


design music and sound

Not sure where abilities/ability systems and the like should go. Does that structure make more sense?
Schedules are based on dependencies.

To do "X" requires that "Y" is complete

So, Y is earlier on the schedule before X

So take your list of things in the game and start arranging them based on dependency.
 

LordRaptor

Member
Thanks for feedback on my robots people who did, I'm gonna carry on experiementing

Contact artists through their bandcamp or facebook pages and hope to score some kind of deal thats affordable is my plan. I don't believe in people who work not getting paid up front after how the industry treated me. Free stuff... no clue.

For free stuff, there's the indie go-to Kevin Mcleod who just has ridiculous amounts of quality stuff under a permissive attribution licence.

If you're contacting artists directly, bear in mind that if you're planning to sell your game on steam or whatever, musicians are one of the few people who can genuinely get a great deal on 'backend' payments, as its getting fairly common for titles to offer game soundtracks as added DLC, so you could propose an extremely fair to you both deal where (for example) they get full net DLC revenue
 

Pazu

Member
really liking Campo Santo's web layout. my team's got their noses to the grindstone and it's going to fall to me to build a site, but my coding skills are wee. any good resources out there to use (site templates?) to convey the same types of info on a mobile-responsive site?
 
So this week I am beginning to compile everything for my Kickstarter. Any tips from anyone?

My wife is a better PR person than I am (that's her job currently), but I was wondering what you guys know. Please share your wisdom!
 

Datwheezy

Unconfirmed Member
really liking Campo Santo's web layout. my team's got their noses to the grindstone and it's going to fall to me to build a site, but my coding skills are wee. any good resources out there to use (site templates?) to convey the same types of info on a mobile-responsive site?

Looks like it's jus a simple site using Foundation framework: http://foundation.zurb.com/sites/getting-started.html

You could also get similar results using bootstrap: http://getbootstrap.com/getting-started/

Something like this gets you going layout-wise: http://getbootstrap.com/examples/carousel/
 

Pazu

Member
So this week I am beginning to compile everything for my Kickstarter. Any tips from anyone?

My wife is a better PR person than I am (that's her job currently), but I was wondering what you guys know. Please share your wisdom!

-do a ton of research into successes and failures and look at the commonalities. pay close attention to the rewards tiers, how many backers are backing at which levels. do you have too many choices at price levels that are too close together? you can probably eliminate a rewards level and simplify

-make an awesome, compelling video. far and away the most important thing (and easier said than done)

-clarity -- make sure it's easy to understand exactly what your project is and the value proposition for supporting you -- and why people can and should trust you with their support

-calculate the cost of fulfillment, both in terms of price (producing physical goods, shipping domestically AND internationally, the fees Kickstarter and payment processors take) and time (these campaigns can and may become as big a time suck as your actual game's production)
 

asa

Member
Trying some new stuff with Power Hover, original plan was to start working on the new project and do the next big update for Power Hover in the fall, but we figured we might as well do this new game mode in between. Here's first Gif from the new CHALLENGE MODE!

giphy.gif


Mode will have tricky randomly generated tracks with various missions that player can complete. It's also separated from the main campaign so I can experiment a bit with different styles and abstract hazards.
 
-do a ton of research into successes and failures and look at the commonalities. pay close attention to the rewards tiers, how many backers are backing at which levels. do you have too many choices at price levels that are too close together? you can probably eliminate a rewards level and simplify

-make an awesome, compelling video. far and away the most important thing (and easier said that done)

-clarity -- make sure it's easy to understand exactly what your project is and the value proposition for supporting you -- and why people can and should trust you with their support

-calculate the cost of fulfillment, both in terms of price (producing physical goods, shipping domestically AND internationally, the fees Kickstarter and payment processors take) and time (these campaigns can and may become as big a time suck as your actual game's production)

Thanks! I'll be digging into alot of this this week; huge help!


lookin nice! really liking how the camera flows as well :)




I think I got the logo down for my game ^_^ might need some changes though

 

Popstar

Member
So this week I am beginning to compile everything for my Kickstarter. Any tips from anyone?

My wife is a better PR person than I am (that's her job currently), but I was wondering what you guys know. Please share your wisdom!
Remember that people don't watch your video, read your page and then decide whether or not to back.

People are instead continuously making the decision whether to keep watching/reading or close the page. Before you convince people to back, you first have to convince them to stay engaged with the webpage.
 

correojon

Member
Yeah id live to see the code for the wind! And yes I'm using GaneMaker (thank God for GML).

Sure! This is how I do it:
There´s a controller object that has a timer and every certain time creates an instance of objFlowerWind:
Code:
if (activeStyle = STYLE_SAKURAFIELDS){
    if (timeWind > 0) timeWind -= 1;
    else{
         var d;
         d = UNIT;//We create the object offscreen so it can create a trail before appearing
         timeWind = timeWindMin + random(timeWindMax);
         instance_create(view_xview[0] + view_wview[0] + d, view_yview[0] + view_hview[0]/4 + random(view_hview[0]/2), objFlowerWind);
    }
}

objFlowerWind crosses the view and draws the wind trail, updating the position in every step

Create event:
Code:
type = irandom(1);//Set to 0 for fixed transparent trail, 1 for flower trail
amplitude = UNIT/2 + random(2*UNIT);
angle0 = random(360);
angle = angle0;
angleMax = angle + 180 + random(180);
sp = UNIT/4;
xIni = x;
x0 = x;
y0 = y;
lstTrailX = ds_list_create();
lstTrailY = ds_list_create();

if (type = 0) trailLength = 120;
else trailLength = 60;

var i;
for (i=0; i<trailLength; i+=1){
    ds_list_add(lstTrailX, x);
    ds_list_add(lstTrailY, y);
}
if (type = 1){
    sprite_index = sprSakuraFlower;
    lstFlowerImg = ds_list_create();
    lstFlowerScale = ds_list_create();
    lstFlowerDraw = ds_list_create();
    for (i=0; i<trailLength; i+=1){
        if (random(1) < 0.5){
            ds_list_add(lstFlowerDraw, 1);
            ds_list_add(lstFlowerImg, floor(random(image_number)));
            ds_list_add(lstFlowerScale, 0.2 + random(1));
        }else{
            ds_list_add(lstFlowerDraw, 0);
            ds_list_add(lstFlowerImg, 0);
            ds_list_add(lstFlowerScale, 0);
        }
    }  
}

Other Event: User Defined 0: I call this every step from another object, you can just change it for a normal step event.
Code:
//Update position
x -= sp;
angle = linearInterpolation(xIni, angle0, view_xview[0], angleMax, x);
y = y0 + lengthdir_y(amplitude, angle);

ds_list_delete(lstTrailX, 0);
ds_list_delete(lstTrailY, 0);
ds_list_add(lstTrailX, x);
ds_list_add(lstTrailY, y);

Draw Event:
Code:
//Draw the trail
if (ds_list_find_value(lstTrailX, 0) < view_xview[0]){
    instance_destroy();
    exit;
}

if (type = 0){//Wind gust
    draw_primitive_begin(pr_trianglestrip);
    var i, vW;
    vW = UNIT/4;
    for (i=0; i<trailLength; i+=1){
        draw_vertex_color(ds_list_find_value(lstTrailX, i), ds_list_find_value(lstTrailY, i)-vW*(1-i/trailLength), c_white, 0.8*i/trailLength);//We can use a shade of pink instead of white
        draw_vertex_color(ds_list_find_value(lstTrailX, i), ds_list_find_value(lstTrailY, i)+vW*(1-i/trailLength), c_white, 0.8*i/trailLength);//We can use a shade of pink instead of white
    }
    draw_primitive_end();
}else if (type = 1){
    var iF;
    for (iF=0; iF<trailLength; iF+=1){
        if (ds_list_find_value(lstFlowerDraw, iF) = 1) draw_sprite_ext(sprSakuraFlower, ds_list_find_value(lstFlowerImg, iF), ds_list_find_value(lstTrailX, iF), ds_list_find_value(lstTrailY, iF), ds_list_find_value(lstFlowerScale, iF), ds_list_find_value(lstFlowerScale, iF), angle, c_white, 1);
    }
}

Destroy Event:
Code:
//Cleanup
ds_list_destroy(lstTrailX);
ds_list_destroy(lstTrailY);
if (type = 1){
    ds_list_destroy(lstFlowerDraw);
    ds_list_destroy(lstFlowerImg);
    ds_list_destroy(lstFlowerScale);
    
}

I can create 2 types of wind gusts: the transparent trail and a trail of flowers. Just delete everything where type = 1 to work only with the transparen trail and set type = 0 in the create event.

Basically I move the object following a sin() function, store it´s coordinates and draw a primitive with varying width using those coordinates. In every step I remove the last positions from the list storing the coordinates so the trail doesn´t grow constantly without control. Also, in the draw event I check whether the instance has crossed the view to destroy it (though this check should probably go better in the step event).
 

Razlo

Member
I think I got the logo down for my game ^_^ might need some changes though


I think a lot of people are going to compare and confuse the game with The Witcher (due to title, not gameplay obviously). If you don't have your heart totally set on that name, I'd change it while you can. I like the Wild part of the logo, but "Hunt" and the knife aren't integrated as well as I think they could be.
 
I think a lot of people are going to compare and confuse the game with The Witcher (due to title, not gameplay obviously). If you don't have your heart totally set on that name, I'd change it while you can. I like the Wild part of the logo, but "Hunt" and the knife aren't integrated as well as I think they could be.

As silly as it is, I agree with this. Wild Hunt is pretty associated with Witcher at this point.
 

Blizzard

Banned
As silly as it is, I agree with this. Wild Hunt is pretty associated with Witcher at this point.
Notch (someone much richer than us) had issues with "Scrolls" compared to "The Elder Scrolls" (a bigger stretch than Wild Hunt). I think changing the name is unfortunately the best option.
 
Remember that people don't watch your video, read your page and then decide whether or not to back.

People are instead continuously making the decision whether to keep watching/reading or close the page. Before you convince people to back, you first have to convince them to stay engaged with the webpage.

yeah, I gotta be conscious of that while making this.

I think a lot of people are going to compare and confuse the game with The Witcher (due to title, not gameplay obviously). If you don't have your heart totally set on that name, I'd change it while you can. I like the Wild part of the logo, but "Hunt" and the knife aren't integrated as well as I think they could be.

As silly as it is, I agree with this. Wild Hunt is pretty associated with Witcher at this point.

Notch (someone much richer than us) had issues with "Scrolls" compared to "The Elder Scrolls" (a bigger stretch than Wild Hunt). I think changing the name is unfortunately the best option.

Yeah, this is a big problem with having planned this a long ass time ago before Witcher 3's title was announced -_- It's based off the tale of the Wild Hunt of Odin, so I may be stuck with it for the time being but I'll try and rename it.

bleh, thanks Witcher 3 for stealing the thunder
LLShC.gif


I'll look at redesigning the logo as well. It's the first run of it so I know there's revisions needed :p

Sure! This is how I do it: /snip

thanks! this helps! I'll toss something into my game when I can pop back into it and mess with it.
 
Yeah, this is a big problem with having planned this a long ass time ago before Witcher 3's title was announced -_- It's based off the tale of the Wild Hunt of Odin, so I may be stuck with it for the time being but I'll try and rename it.

Trust us, you do not want the potential headache that could come out of this if for whatever reason CDPR decided they weren't happy with it. General public could randomly use it as an excuse to criticize your game unfairly or accuse you of trying to copy Witcher 3 as well.

Like, it's a totally unnecessary risk with potential headaches. I think most of us would suggest that you change it now before going forward.
 
Trust us, you do not want the potential headache that could come out of this if for whatever reason CDPR decided they weren't happy with it. General public could randomly use it as an excuse to criticize your game unfairly or accuse you of trying to copy Witcher 3 as well.

Like, it's a totally unnecessary risk with potential headaches. I think most of us would suggest that you change it now before going forward.

Will do.

I am going to look and see if it exists but might just go with the name "Wild" but I have to sit on it. If anyone has suggestions I'll gladly hear them
 

Jumplion

Member
Finally getting bits and pieces of time to work on my project. Got a handful of animations with a character in the style I'm going for.

Kind of feel the arms are moving way too much in the running animation, doesn't help with the character style that it looks like they're moving their arms back and forth instead of fully, but I could test it with the shaded arms like I did way back.

Actually surprised at how decent the vault animation came out.
(slight edit, not sure if I like it?)
(another attempt. I'm super iterative in what I do, when I start I can't stop yo)
Next I'm going to take a crack at some environment art, fill in some more of the game design document and art/visual bible.
 

correojon

Member
Finally getting bits and pieces of time to work on my project. Got a handful of animations with a character in the style I'm going for.

Kind of feel the arms are moving way too much in the running animation, doesn't help with the character style that it looks like they're moving their arms back and forth instead of fully, but I could test it with the shaded arms like I did way back.


Actually surprised at how decent the vault animation came out.
(slight edit, not sure if I like it?)
Next I'm going to take a crack at some environment art, fill in some more of the game design document and art/visual bible.

Whenever I see a cool stickman animation I always think of Xiao Xiao:
http://www.albinoblacksheep.com/flash/fight3
 

Jumplion

Member
Whenever I see a cool stickman animation I always think of Xiao Xiao:
http://www.albinoblacksheep.com/flash/fight3

Yeah, Xiao Xiao and all those old stickfigure animations in the bygone age of flash are a huge influence on me, used to be super into Pivot animations back in the day. It's super sad to me that, far as I can tell, we only have One Finger Death Punch, it's a super cool style that I'm hoping to expand on.

This project isn't going to be quite like those wacky stickfigure fights, I'll elaborate later when things are more in place. Suffice it to say it's a more "serious" kind of game.

Also, boy, I really should shell out for the pro version of Spriter. IK would be super useful to smooth out/speed up animation creation. I'm a bit wary since I get these tiny bugs that make the workflow a bit annoying over time, but I'll suck it up eventually.
 

correojon

Member
Yeah, Xiao Xiao and all those old stickfigure animations in the bygone age of flash are a huge influence on me, used to be super into Pivot animations back in the day. It's super sad to me that, far as I can tell, we only have One Finger Death Punch, it's a super cool style that I'm hoping to expand on.

This project isn't going to be quite like those wacky stickfigure fights, I'll elaborate later when things are more in place. Suffice it to say it's a more "serious" kind of game.

Also, boy, I really should shell out for the pro version of Spriter. IK would be super useful to smooth out/speed up animation creation. I'm a bit wary since I get these tiny bugs that make the workflow a bit annoying over time, but I'll suck it up eventually.

I played One Finger Death Punch on mobile and really enjoyed it, until it became too grindy and the only way to advance was to pay. If they had released a single pay-version of the game I would´ve bought it.

Anyway I love these kind of games, looking forward to hearing more news about yours
 

missile

Member
Bring the lights up!

1XpWKYm.gif


Finally, I've improved Heckbert's median-cut color quantizer to pay respect™
(press X if you do so) to all the highlights in your scene! :)

I've fully rewritten his standard algorithm (see paper referred last time). My
new version is now able to allow different strategies which can be switched /
modified at runtime, while the algorithm computes the optimal colors,
regarding how and which the next color cube should be chosen and how it should
be split. Different metrics can be used to get the next cube for further
investigation. One strategies I've now implemented is for the highlights in
the scene, which requires to change the selection process of the next cube and
also how it should be split compared to the standard median-cut procedure.

So, finally, I can adjust for the highlights in an image, not in a fixed way,
but in discrete steps by simply varying a parameter. Hence, one can put as
much focus on the highlights as needed resp. how much other colors/shades one
is able to sacrifice.

Pr9UlUU.png

original

4c4XjXi.png

emphasis put on highlights: 0%

wpbv6Ly.png

emphasis put on highlights: 10%

ef0WxHI.png

emphasis put on highlights: 50%

YBLcC7Y.png

emphasis put on highlights: 100%

As one can see, since the maximal color palette here has 256 entries, with
more emphasis put on the highlights, one needs to give up on some other
colors/shades from the palette.

Some real world comparisons.

Here's a shoot of Vienna's Volksgarden, which is drowned in a sea of roses
around this time of the year. You should visit this place, your gf will love
you for it! ;)

KlJe2HE.png

original

d9ElGwK.png
Qv3Kp4b.png

left: median-cut, right: missile's highlighter

As one can see, without the highlighter the image looks dull. While using
just the median-cut (left), the most important aspect is lost, the red color
of the roses making the picture alive. Of course, you have to trade in some
other colors here, which can be seen in the sky (have you even noticed?) but
can be countered with a little bit of dithering.

So using this algorithms, I can now control how the highlights descent down
into a palettized colored world. Given computer generated images, this will
come in quite handy, because the highlights are usually a bit more expensive
to compute and are at times the only aspect of an image making it pop. Hence,
keeping them alive while down-conversion won't waste all the computation time
and still make the low-colored image pop. Of course, this can also have some
advantages in making animated-gifs in terms of quality improvements. Different
story.
 

missile

Member
However, nothing beats an octree! Holy!

I've also now modified my other color quantizer, which is based on an octree
data structure, to optimize of the highlights. Man, it really pwns. It spits
colors like crazy, which are also much better distributed throughout the whole
quantized space by "default". Amazing! This should made incorporating human
vision metrics for weighting the distribution much more easily. Anyhow.

left: missile's highlighter (see above) vs. right: missile's octree highlighter

4c4XjXi.png
vs.
dtZFvEI.png

no emphasis for the highlights

wpbv6Ly.png
vs.
sod87Nk.png

similar emphasis for the highlights

The octree highlighter should really produce some stunning 256-color images.
 
So, I've decided to do an experiment.

We're already starting work on Game 2. But I'm, this weekend, going to try adapting one of my plays to game and maybe put it up on Itch.io. Maybe throw it up on Greenlight. I figure it shouldn't take me too long as all I have to do is copy and paste the dialogue, alter parts, add branches.
 

Lautaro

Member
Its gonna take a while to have all the assets and reaching the quality I want for my other ideas (like the Mecha RPG) so I think I'll focus in another idea for which I have enough assets and resources at the moment: a monster tamer RPG with turn based combat.

Here's a look to the prototype I'm making: https://gfycat.com/SpiffyBriskIriomotecat

Provisional name would be "Beastmancer" but is too early to be definitive about anything.
 
I wouldn't go with just Wild either, due to the Ubisoft game called WiLD:
https://youtu.be/hVcv4lihhUQ

Maybe try:
  1. Wild City
  2. Wild Eyes
  3. Wild Life
  4. Wild Fight

Thanks. Yeah damn it lol all the big studios grabbed the names and my brain keeps forgetting that they did so -_-

I'm exploring names currently and compiling a list. In fact my daughter helped me out by writing a list of names as well for me ^_^

I'll add yours to the list and evaluate as my name list grows. Huge thanks :)

Been doing mostly art this week for character portraits and menus. I'd show stuff, but I'm going to hold off for a bit till the kickstarter is active to have anything to show ;)


Wilder Hunter


lol added to list :p
 

JulianImp

Member
Finally got my hands on an Arduino 101, a Mega and lots and lots of random components, buttons, sensors, a small (QVGA) color touchscreen and even a few servos and gears. I'm really tempted to begin experimenting on some unorthodox controllers using that together with Unity, since I did a simple 2-player pong using two potentiometers and all a month ago as part of R&D at my previous job and I really liked the results, but I have way too much on my hands: day job, freelance programming on a classicvania, helping the small indie team I talked about in my previous post, and I might even end up having to wrap up the development of a small AR app for my previous job as freelance work to top it all off.

It's really crazy how I used to dream about building a game boy-like console by myself back in my high school years, and how cool it is that things such as Arduino exist nowadays. I never had the time, money nor dedication to delve into electronics all that much, so it's amazing to see all the cheap tools that exist nowadays for newbies and enthusiasts such as myself.
 
Thanks. Yeah damn it lol all the big studios grabbed the names and my brain keeps forgetting that they did so -_-

I'm exploring names currently and compiling a list. In fact my daughter helped me out by writing a list of names as well for me ^_^

I'll add yours to the list and evaluate as my name list grows. Huge thanks :)

You know what, why not try Odin's Hunt? I mean, it's not exactly the same as Wild Hunt, but it's pretty close.

As a bonus, if you Google it Wild Hunt shows up. There also isn't a game with that name, as far as I can tell. (I've got a soft spot for Norse stuff, so anything with/regarding Odin sounds pretty awesome)

Actually, combining it into Odinhunt isn't terrible either (I think...?).

EDIT:
Feral Fight.
Woops, missed this (that's what I get for skimming!). This one's great, too.
 

missile

Member
Finally got my hands on an Arduino 101, a Mega and lots and lots of random components, buttons, sensors, a small (QVGA) color touchscreen and even a few servos and gears. I'm really tempted to begin experimenting on some unorthodox controllers using that together with Unity, since I did a simple 2-player pong using two potentiometers and all a month ago as part of R&D at my previous job and I really liked the results, but I have way too much on my hands: day job, freelance programming on a classicvania, helping the small indie team I talked about in my previous post, and I might even end up having to wrap up the development of a small AR app for my previous job as freelance work to top it all off.

It's really crazy how I used to dream about building a game boy-like console by myself back in my high school years, and how cool it is that things such as Arduino exist nowadays. I never had the time, money nor dedication to delve into electronics all that much, so it's amazing to see all the cheap tools that exist nowadays for newbies and enthusiasts such as myself.
copy *.*

I'm on a similar road. I have the Nano at home and do some programming on it
now and then. My goal is to build/program a video adapter/CRTC in software,
i.e. a video signal generator coupled with a tiny framebuffer to display
graphics on a PAL/NTSC (mini) CRT TV. This should be my video adapter built
from scratch where one is in control of every aspect from an image' bits in
memory up to the spot drawn on the CRT screen. Depending on the resources
left, a simple game or some simple 3d objects flying around would make
everything sounds. Basically, I want to have a fully self-contained solution
where one is 100% in charge of generating and displaying the graphics seen on
the screen. I programmed some exact timing procedures in assembly, recently,
which are accurate down to the nanosecond. Getting exact timings are the nuts
and bolts in realtime video signal generation because everything is determined
by sending the exact signal at the right time.

Yeah, very interesting project, really, love working on it, but I'm like you
here, quite a sh!tload of other things to do as well.

Enjoy yours and post some progress if you have! Always interested.
 
Feral Fight.


Also gives homage to Final Fight. You're welcome.

Thanks :)

Feral Fight is already on my list. I like it but am feeling it's a little too "on the nose" for my future goals with the game. It's still totally a good name though so it's still possible :)


You know what, why not try Odin's Hunt? I mean, it's not exactly the same as Wild Hunt, but it's pretty close.

As a bonus, if you Google it Wild Hunt shows up. There also isn't a game with that name, as far as I can tell. (I've got a soft spot for Norse stuff, so anything with/regarding Odin sounds pretty awesome)

Actually, combining it into Odinhunt isn't terrible either (I think...?).

EDIT:

Woops, missed this (that's what I get for skimming!). This one's great, too.

Really goodpoint. My wife made a similar note saying "just name the game the same as your protagonists name?".

The protagonist is named Wotan, which is an alternate name for Odin, but "Wotan's Hunt" dosnt sound as cool as "Odin's Hunt". I was considering naming it just "Wotan", but don't know if it's fitting.

Once I get a condesed list of top name picks I'll post them here n see what everyone thinks.

Thanks to everyone as well. I know I may just sound overly picky but all the input given has been a massive help.
 
I really should try to think of a better name for my game, heh. It also happens to be a JRPG if everything goes right.

Still at work trying to get the sprites and backgrounds just right :)

I'm thinking of a system, where when you run into an encounter on the field map, some persistent variables get updated and you get loaded into a battle scene with the correct encounters and backgrounds loaded. Now to think about how I should handle the background and player party variations.

For the 2D backgrounds, I think having something hold an array of every possible image, and then having scripting load the right one will do the trick, no?

And as for the sprites representing the characters, what would be the best way to do it? I'm thinking of putting all 6 characters and hiding the ones not in the active party (up to 3) in the scene file containing the battle stuff, but that sounds inelegant.

(Apparently trying to program a 2D JRPG is pretty hard in Unity2D. Heh, a "programming exercise"... might as well as make it its own thing at this point.)
 

LordRaptor

Member
The protagonist is named Wotan, which is an alternate name for Odin, but "Wotan's Hunt" dosnt sound as cool as "Odin's Hunt". I was considering naming it just "Wotan", but don't know if it's fitting.

Wotan Clan...?

For the 2D backgrounds, I think having something hold an array of every possible image, and then having scripting load the right one will do the trick, no?

If your games tile based, I think the way the old FFs did it was to check what tile you're on, and then load an appropriate background image; eg grass tile = forest BG, sand tile = beach BG, stone tile = Dungeon BG, etc.
 

TheKroge

Neo Member
My friend doesn't have a GAF account, but I'm helping him set up his site and stuff. Here's an intro to his game "Lightspeed Frontier":

http://www.lightspeedfrontier.com/forum.html#/20160517/shipshow-do-they-work-5228634/

Story goes, you're an average Joe working shifts at a frontier outpost until one day when you've stockpiled enough cash to get an old rusty command pod and see where the solar wind takes you.

DeKqS4d.jpg


But the outer reaches of the galaxy can be a scary place. Corporations have been around for years, and have been monopolizing resources and benefiting from their ill-gotten gains. Also, it can be tough to track down criminals who are traveling at relativistic speeds, so naturally many of them have joined up to have a space pirate tea party out there... complete with guns, anger, and unreasonably high opinions of themselves.

NnR55Db.jpg


So back to the ships. It's your job to equip yourself with means necessary to make a living out in these parts, and that means fast engines, a well built vessel, and guns. Lots and lots of guns. You will receive transmissions to your space dock for quests to help fund your new fun-loving lifestyle. You will run into pirates who would love nothing more than to pick their teeth with the broken shards of your spirit. But if you're lucky, you can loot their remains for your own gain. All of this to say, your goal is to build the best damn ship in the outer reaches, and here are some considerations for you.


* Ships rely on real (or close to it..) space physics. Your mass and weight distribution are key factors in your ship designs. You will need to balance how much armor you have with where your important ship components are placed.

* You don't have to watch for engine placement that much as all of them will puch your ship foreward perfectly, but they need to be protected from enemy fire so consider that before lunging forward.

* Your guns will fire in the direction that you place them on your ship. Side guns shoot to side, front guns shoot to the front. You get the idea.

* You can heal your ship by going back to your space station. There, the healing arm of life will dispense green nanobot goodness all over you - for a price.

sz4Oeap.jpg



It looks freaking awesome to be honest, and he's going to be bringing it to Greenlight in the next month. If you're interested in the types of games, help us get some discussion started on the forums!


http://www.lightspeedfrontier.com/forum.html#/20160517/shipshow-do-they-work-5228634/
 
Status
Not open for further replies.
Top Bottom