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

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correojon

Member
Braid also has a major focus on story, so the gaps in gameplay can probably be blamed on that, if that's your cup of tea. Have you read the story theories regarding nuclear weapons? The story is pretty well intertwined with the gameplay and level design iirc, so any discrepancies might be there for other reasons than what one would imagine.
To be honest I couldn´t bring myself to read the books after World 1, too much text...I loved the last level, now THAT´s an awesome way to intertwine story and gameplay. But the rest of the game? Take the books out and there´s no story apart from the "princess is in another castle" at the end of each world.

I´ve read the theories about it all being about the nuclear bomb, but all of it is presented in the game in walls of text outside of gameplay. At the start of each world, in a room where there are no gameplay elements whatsoever, you are presented with all the story of each chapter and after that, the doors to actually enter the levels and PLAY are located. Story and gameplay are physically separated in the game, except for that glorious last level. I can´t understand why the story can act as a reason for separating two challenges with walks on flat terrain.

Yeah, maybe it is a 'there at the time' thing and as you correctly point out, Braid is essentially a puzzle game rather than a platform game (its just wrapped in a platform games clothing, like Spelunky is a rogue-like/lite wrapped in platformer clothes) but it's actually fairly common for a game to run out of ideas and be self-conscious about its length so start adding 'padding' and recycling ideas and either layering or iterating them.

Braid is pretty short, but it - presumably deliberately - is short because of its 'one and done' use of mechanics; its pretty easy to imagine it could easily be 3-4 times longer by having 'mashup' worlds where multiple previous mechanics are entwined, or where previously used puzzles are recycled, but with more difficult reflexive challenges (and veer into 'real platformer' territory), but I think it would run the risk of becoming a slog to get through.

I think it's probably a case of it being slightly better to leave a player satisfied and wanting more, than to be overly familiar and beginning to be bored
I agree, Braid does that part really well, not 2 puzzles felt the same and nothing felt reused just for the shake of adding content. In the few instances where content was reused (I think "The Pit" and "The Hunt" levels appear more than twice) it was given a twist with each world´s mechanic and it felt totally different. Besides, they were used at the start of each world were the new mechanic was still being introduced, so having a familiar environment worked great to see how the new mechanic could make you do things in new ways.

Not mixing mechanics can be a direct consequence of the game being primarily a puzzle: in platforms games it makes sense to remix things because player execution is an important factor of gameplay, but in puzzle games it´s finding the solution what carries the weight. So putting in a puzzle for which you already know the solution but have to go through a series of convoluted steps to actually apply it could´ve been horrible. Another good callby Jonathan Blow. Maybe this is why he chose to keep the space empty between puzzles, to not add "worthless" content or shift the focus from puzzles to platforming, which seem to have never been his intention.

Anyway I have no complaints about the game´s length, it´s true that it´s short but as you say all the challenges feel like they have a reason to be there and all mechanics are developed a fair amount.
 
Hey, what did you think of Braid? I finished it last week after having it in my backlog for a long time and was a bit letdown....The game´s good, but everyone always reffers to it as a masterpiece and I was expecting something more. I don´t know if it can be considered a platformer, I think it´s mainly a puzzle game with some platforming.

About game length: I wouldn´t make it a primary objective, that could easily lead you to putting in content that only adds length but not value and that will eventually hurt your game. Anything you put in the game should have some objective besides adding length.

I enjoyed Braid but it wasn't as amazing as I expected. I think this was also the main reason the game felt short. After reaching the attic I expected a new set of game worlds that really kicked the puzzles into high gear. Also doesn't help that I recently played the Witness which is a huge puzzle game.

Yeah I agree with respecting the player's time and ending things with them wanting more, but I guess it just feels weird to me to spend years working on a small game.

The thing Braid does (and World Of Goo does as well, the other poster child for New age Of Indie) is each world introduces a new gameplay concept based on the overall mechanics, and then each level in that world fully explores that concept, then you move on to the next world.

Basically the game doesn't outstay its welcome and feels consistently fresh while you're playing it; it ends when there's nothing left in each of those design spaces to explore, rather than iterating on those concepts just to make the game longer.

e: by contrast, Limbo - an already really short game - runs out of ideas really early on, and by the end has devolved into bullshit trial and error instadeath Rick Dangerous style platforming that sours the overall experience

I primarily played Braid to study its puzzle design and I agree with you completely.

Another big thing about Braid is that it understands solving puzzles isn't as fun as learning puzzle mechanics: the majority of the puzzles in the game teach the player something new vs force them to re-apply what they already understand.
 

LordRaptor

Member
Also doesn't help that I recently played the Witness which is a huge puzzle game.

Yeah, he drilled deep into seeing how many different puzzles you can extrapolate from a relatively simple 'base template' and its impressively content heavy.

...but on the flipside, took 4 years of work to build and was greeted with "I'm not paying that fucking much for an indie puzzle game" on release ¯\_(ツ)_/¯
 
Coming out of lurk mode to ask Missle if he's documenting your color experiments in a blog somewhere. It'd be nice to have them all compiled in one spot.
 

hampig

Member
Thanks but these are mostly store bought sprites imported to voxels . I wish I could do art as well :) but thankfully there's a huge amount of awesome art to buy and use .

Shoot those are looking great. Can I find out more about this project from a past post or website?
 

neko.works

Member
Very cute! I'm not really sure about the AR display though--I feel like it would be more helpful if you changed it up a bit to make it more visually distinct--go beyond just some green and icons.

Yep, I'll probably add a fullscreen glitch effect when activated.

Light Fairytale is now on the Square-Enix Collective. Please check out the campaign and vote / leave your feedback!
collective.square-enix.com/projects/167/light-fairytale

240.png
 

orioto

Good Art™
I'm struggling with walking animation as planned!

The first one was wrong, anatomically speaking. I mean he's running like a horse.

HampooWalking.gif


The second one is, i think, better already.

HampooWalking02.gif


I think this one is decent enough but i'll have to see how it works in game and how it fits he motion.
 

Jintor

Member
Hi friends. Does anyone have any good tips for blogs/etc who have good detailed analysis on combat design (in the action/fighting game sense)? The holy grail at the moment to me would be a detailed breakdown of Hyper Light Drifter, but I'm willing to take anything. The last couple of places I looked were the blokes at Aztez, that Sirlin fella, a couple of Platinum blog posts, but I'm looking for more material as I do some theorycrafting on the side.
 

correojon

Member
Hi friends. Does anyone have any good tips for blogs/etc who have good detailed analysis on combat design (in the action/fighting game sense)? The holy grail at the moment to me would be a detailed breakdown of Hyper Light Drifter, but I'm willing to take anything. The last couple of places I looked were the blokes at Aztez, that Sirlin fella, a couple of Platinum blog posts, but I'm looking for more material as I do some theorycrafting on the side.

Look out for Saur´s videos on YT about Bayonetta, TW101 and DMC. They are mostly tutorials, but the way he breaks apart each game´s combat system up to the smallest details will surely help you.
 

Jobbs

Banned
I'd highly recommend some shoulder rotation too, it adds a lot and isn't that hard to do really (in most cases). Rotating elements like shoulders help sell the difference between "flailing arms and legs" and actual locomotion.
 
I'd highly recommend some shoulder rotation too, it adds a lot and isn't that hard to do really (in most cases). Rotating elements like shoulders help sell the difference between "flailing arms and legs" and actual locomotion.

Yeah, you're absolutely right. I didn't in this case because I couldn't figure out a way to easily do that without separating the layers first.
 

Nezzhil

Member
I'm extremely excited for your game! I love the look of it and something about it just calls to me. That being said, how much will it cost? I can't find the price anyplace.

Thanks for your polite words. The game will be released this next Monday 6 and it will cost 9.99$ during the first month. After that, 11.99$.
 

orioto

Good Art™
That's because you don't have nearly enough hip movement to sell the legs as motive.

Wq6s9z1.gif

I'd highly recommend some shoulder rotation too, it adds a lot and isn't that hard to do really (in most cases). Rotating elements like shoulders help sell the difference between "flailing arms and legs" and actual locomotion.

Thx guys! I'll try to work on that, it's not easy to find a middle ground cause too much hip motion will also be weird!
 
Shoot those are looking great. Can I find out more about this project from a past post or website?

I don't really have a website but you can follow me on Twitter @ausroachman

I'm always changing designs but I think I've finally found something that sticks out and matches my artistic abilities :)
 

2+2=5

The Amiga Brotherhood
I'm struggling with walking animation as planned!

The first one was wrong, anatomically speaking. I mean he's running like a horse.

HampooWalking.gif


The second one is, i think, better already.

HampooWalking02.gif


I think this one is decent enough but i'll have to see how it works in game and how it fits he motion.

I think that arms and legs movements like this
Hampoo_Walking.gif

would be better

if as i think you don't want to animate the body too much you could use animations like this as reference
spineboy_preview.gif
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
My first small project (which is actually mainly there to get to know the process) has released in the US a month ago (and will release in Europe in ~one month if everything goes well) and now the game has received the first review, which somehow has me very excited. It's nice to see that even such miniscule projects are approached fairly and given a detailled comment :)
 
Still trying to polish up the first part of the first dungeon players should encounter in my game.


I'm trying to think about possible improvements to the visuals after finishing the unshaded upper cliff edges...

(The right turn will lead to the second part of the dungeon.)

Also completely redid the world map's look with regard to the ocean and mountains, now targeting a much larger world size (256x256 tiles), this is just a small segment.

Planning to make a playable demo once I get the first few maps done and the game is functionally complete.

 

hampig

Member
I have a question for all of you working in Unity.

I have sprites, animations, and story written out for a game that is currently in RPG Maker MV. I'd like to sort of overhaul this project and move it over to Unity, but I want to get an idea as to what the commitment would be like.

The game takes place on one single, small map with some parallax stuff happening in the background.

It only has ~4 48x48 character sprites. The mostly relies on cutscenes and text bubbles so no real gameplay would have to be worked on outside of movement.

I'm a programmer by trade and have done extensive C# programming. I've also made a very simple game in Unity before so I wouldn't be going in totally blind.

I work full time and really only have 2ish hours a day to work on the project. How big of a process would this actually be?

Edit: I guess I'm wondering about conversation systems and more complex cutscenes.
 

LordRaptor

Member
I have a question for all of you working in Unity.

I have sprites, animations, and story written out for a game that is currently in RPG Maker MV. I'd like to sort of overhaul this project and move it over to Unity, but I want to get an idea as to what the commitment would be like.

It's certainly possible, and although I haven't looked I would guess that there are asset store assets that replicate every function that RPG Maker provides so I guess it's a question of how much money you want to spend and how much you are prepared to spend time 'reinventing the wheel' coding things yourself.

A very simplistic 2D movement system is pretty trivial to write, either 'freeform' or tile based, a basic conversation system using Unitys built in UI tools is also pretty easy (along the lines of
Code:
press button -> show dialogue box
if tempvar = 0 dialogue = "hello"; tempvar++;
if tempvar = 1 dialogue = "hello yourself"; tempvar++;
else dialogue="bye then" tempvar=0; hidedialoguebox;
)
So are things like moving the camera around, or making gameobjects move to places and then do things and waiting until they've done that before continuing.

I'm assuming you want to move off of RPGMaker because you're hitting limits in what it can do, so I guess the honest question is are those limits such that it is a deal breaker to continue using it?
If they are, the obviously the flexibility provided by Unity is substantial, but it is definitely going to eat a chunk of time getting Unity up to par with what you want it to do.
On the upside though, once you have done that initial setup work, you should find it smooth sailing to continue using it - Unity is not only flexible enough in terms of what you can do codewise, but it is also highly editable as an editor, and you would be able to create your own tools within it to fit your own preferred workflow.

sorry for slightly vague answer, but the actual answer is "it depends"
 

Minamu

Member
One of the biggest hurdle is probably trying to figure out the intricancies of Unity itself. It has a lot of C# quirks that I find impossible to know exist without extensive reading and/or video tutorials. I've never seen quaternion math in other engines for example. But since you're a proper programmer and Unity is 90% coding imho, you'll probably be fine. I can't think of a good and obvious system for cutscenes in default Unity though? It can be done but without any hijinks, I dunno.
 
I have a question for all of you working in Unity.

I have sprites, animations, and story written out for a game that is currently in RPG Maker MV. I'd like to sort of overhaul this project and move it over to Unity, but I want to get an idea as to what the commitment would be like.

The game takes place on one single, small map with some parallax stuff happening in the background.

It only has ~4 48x48 character sprites. The mostly relies on cutscenes and text bubbles so no real gameplay would have to be worked on outside of movement.

I'm a programmer by trade and have done extensive C# programming. I've also made a very simple game in Unity before so I wouldn't be going in totally blind.

I work full time and really only have 2ish hours a day to work on the project. How big of a process would this actually be?

Edit: I guess I'm wondering about conversation systems and more complex cutscenes.

It's certainly possible, and although I haven't looked I would guess that there are asset store assets that replicate every function that RPG Maker provides so I guess it's a question of how much money you want to spend and how much you are prepared to spend time 'reinventing the wheel' coding things yourself.

A very simplistic 2D movement system is pretty trivial to write, either 'freeform' or tile based, a basic conversation system using Unitys built in UI tools is also pretty easy (along the lines of
Code:
press button -> show dialogue box
if tempvar = 0 dialogue = "hello"; tempvar++;
if tempvar = 1 dialogue = "hello yourself"; tempvar++;
else dialogue="bye then" tempvar=0; hidedialoguebox;
)
So are things like moving the camera around, or making gameobjects move to places and then do things and waiting until they've done that before continuing.

I'm assuming you want to move off of RPGMaker because you're hitting limits in what it can do, so I guess the honest question is are those limits such that it is a deal breaker to continue using it?
If they are, the obviously the flexibility provided by Unity is substantial, but it is definitely going to eat a chunk of time getting Unity up to par with what you want it to do.
On the upside though, once you have done that initial setup work, you should find it smooth sailing to continue using it - Unity is not only flexible enough in terms of what you can do codewise, but it is also highly editable as an editor, and you would be able to create your own tools within it to fit your own preferred workflow.

sorry for slightly vague answer, but the actual answer is "it depends"

Seems like we're in the same kind of scenario, aside from me basically starting from scratch.

At least I have a mapping and tiling workflow that's fixed in place, so there's that. It's the coding that gets me every time...

Next up is probably finishing the field UI coding.
 

JulianImp

Member
I've got some awesome news to share with you guys: with the support of contacts in the Argentine game development community, I'm currently looking into taking our games for showcase at Tokyo Game Show's Latin Indie Stars area this year!

Basically I'm shouldering the responsibility of being the proxy between the TGS administration and the community, but the community backing me is what has given me the chance to have the guys running the event to consider us in the first place so won't complain about that.

I sent a first mail today to the people running TGS and received a reply telling me they were interested in the span of a couple hours, so now I'm trying to contact the people at the Argentine embassy in Japan who are in contact with the TGS to see if we can seal the deal for good.

Hype intensifies.
 

hampig

Member
It's certainly possible, and although I haven't looked I would guess that there are asset store assets that replicate every function that RPG Maker provides so I guess it's a question of how much money you want to spend and how much you are prepared to spend time 'reinventing the wheel' coding things yourself.

A very simplistic 2D movement system is pretty trivial to write, either 'freeform' or tile based, a basic conversation system using Unitys built in UI tools is also pretty easy (along the lines of
Code:
press button -> show dialogue box
if tempvar = 0 dialogue = "hello"; tempvar++;
if tempvar = 1 dialogue = "hello yourself"; tempvar++;
else dialogue="bye then" tempvar=0; hidedialoguebox;
)
So are things like moving the camera around, or making gameobjects move to places and then do things and waiting until they've done that before continuing.

I'm assuming you want to move off of RPGMaker because you're hitting limits in what it can do, so I guess the honest question is are those limits such that it is a deal breaker to continue using it?
If they are, the obviously the flexibility provided by Unity is substantial, but it is definitely going to eat a chunk of time getting Unity up to par with what you want it to do.
On the upside though, once you have done that initial setup work, you should find it smooth sailing to continue using it - Unity is not only flexible enough in terms of what you can do codewise, but it is also highly editable as an editor, and you would be able to create your own tools within it to fit your own preferred workflow.

sorry for slightly vague answer, but the actual answer is "it depends"

No, that was a perfect answer. I've only done 3D stuff in unity so I wasn't sure if 2D was much different. I was mostly worried about cutscene stuff and camera control because I don't know how the editor really works with 2D, but if it's not too bad like you say then I think I'll look into it. Really the project is just a hobby at this point, so I thought it might be nice to use as stepping stone into Unity.

Seems like we're in the same kind of scenario, aside from me basically starting from scratch.

At least I have a mapping and tiling workflow that's fixed in place, so there's that. It's the coding that gets me every time...

Next up is probably finishing the field UI coding.

Do you have any sort of tips? How did you get the mapping and tiling worked out?

Hype intensifies.

Great news! Good luck!
 

MrHoot

Member
Finished a new level's visuals today for my multiplayer party fighting game. Can you tell the obvious casino night inspiration ?

vZGgHrR.jpg
 

orioto

Good Art™
Soo i tried to add some of the things you 2+2=5, lilliththepale and jobbs told me, while keeping something i like more in what i did haha (mainly yours looks like he's slowly ramping on the ground, while i like him being running and not touching the ground a lot, ala mario) (There won't be a run animation for now so the walk animation has to feel quick enough).

The old one:
HampooWalking02.gif


The new one (a little slower):
HampooWalk01%27.gif


I can still put even more hip balancing i guess
 

correojon

Member
Soo i tried to add some of the things you 2+2=5, lilliththepale and jobbs told me, while keeping something i like more in what i did haha (mainly yours looks like he's slowly ramping on the ground, while i like him being running and not touching the ground a lot, ala mario) (There won't be a run animation for now so the walk animation has to feel quick enough).

The old one:
HampooWalking02.gif


The new one (a little slower):
HampooWalk01%27.gif

It looks a bit weird, I think the problem may be that the feet aren´t reaching forward at all. I strongly suggest you try to get a copy of The Animator´s Survival Toolkit, it will rally help you to understand how a walk cycle is done (it will completely change the way you think about animating too!).
 
Soo i tried to add some of the things you 2+2=5, lilliththepale and jobbs told me, while keeping something i like more in what i did haha (mainly yours looks like he's slowly ramping on the ground, while i like him being running and not touching the ground a lot, ala mario) (There won't be a run animation for now so the walk animation has to feel quick enough).

The old one:
HampooWalking02.gif


The new one (a little slower):
HampooWalk01%27.gif


I can still put even more hip balancing i guess

So this guy is super cute and everything, and I don't know your game, but is walking that important?

Alternatives:
- You could have him hop everywhere and do a squish and stretch on the image.
- You could have him be like a cutout and do a "teeter walk" where you just move the image as though a person was making a cutout "walk."
- You could put him in a little vehicle, like a tiny car or a flying saucer or on a skateboard or whatever. Vehicles are way easier to animate than creatures.

Just some suggestions. It might not be worth getting caught up in animation and having it delay the rest of your game. Also you might find you hate animation and give up on your game entirely because it sucks doing it so much. Etc.
 

orioto

Good Art™
It looks a bit weird, I think the problem may be that the feet aren´t reaching forward at all. I strongly suggest you try to get a copy of The Animator´s Survival Toolkit, it will rally help you to understand how a walk cycle is done (it will completely change the way you think about animating too!).

So this guy is super cute and everything, and I don't know your game, but is walking that important?

Alternatives:
- You could have him hop everywhere and do a squish and stretch on the image.
- You could have him be like a cutout and do a "teeter walk" where you just move the image as though a person was making a cutout "walk."
- You could put him in a little vehicle, like a tiny car or a flying saucer or on a skateboard or whatever. Vehicles are way easier to animate than creatures.

Just some suggestions. It might not be worth getting caught up in animation and having it delay the rest of your game. Also you might find you hate animation and give up on your game entirely because it sucks doing it so much. Etc.

I'm not sure i get you :p If you suggest i drop the animation or replace it by something static, how is what i did not good enough then lol.

But i want to be clear. It's a running animation, and the idea is that he's actually kinda bouncing on his tiny legs, this is stylized. He's not walking like a human.
 
I'm not sure i get you :p If you suggest i drop the animation or replace it by something static, how is what i did not good enough then lol.

But i want to be clear. It's a running animation, and the ida is that he's actually kinda bouncing on his tiny legs, this is stylized. He's not walking like a human.

I know it's stylized, haha. And I'm not saying you have to stop. I was just suggesting alternatives because it's very common in indie games to get hung up on something that might not be in your wheelhouse. I'm not saying you can't do animation -- I just know you do some really awesome static art, and it might be better to do mostly idle animations. What you have isn't bad, but you're posting a lot about it so I was getting the feeling you were struggling with it. If I'm out of line then just ignore me XD

Not telling you what to do, just throwing out ideas :) Of the ones you posted I do like the new slower one though.
 

hampig

Member
I'm not sure i get you :p If you suggest i drop the animation or replace it by something static, how is what i did not good enough then lol.

But i want to be clear. It's a running animation, and the idea is that he's actually kinda bouncing on his tiny legs, this is stylized. He's not walking like a human.

Is there any way we can see it in context, moving? I think something is definitely lost, especially if you're making a stylized run, when it's isolated like this.
 

orioto

Good Art™
I know it's stylized, haha. And I'm not saying you have to stop. I was just suggesting alternatives because it's very common in indie games to get hung up on something that might not be in your wheelhouse. I'm not saying you can't do animation -- I just know you do some really awesome static art, and it might be better to do mostly idle animations. What you have isn't bad, but you're posting a lot about it so I was getting the feeling you were struggling with it. If I'm out of line then just ignore me XD

Not telling you what to do, just throwing out ideas :) Of the ones you posted I do like the new slower one though.

No problem man but i'm working on it and i tried to use that board to have feedback. I worked 2 hours on this and tried 2 time, it's not the end of the world. I'm not gonna give up like that.. There is a lot more to do.. Hearing you it's like i posted 50 versions here lol.

I ask feedback i come back with an update with things i was told to improve and i got two guys telling me i should read a book or not animate the game :p

Is there any way we can see it in context, moving? I think something is definitely lost, especially if you're making a stylized run, when it's isolated like this.

We're gonna try to put it in game to see how it works anyway yes.
 
No problem man but i'm working on it and i tried to use that board to have feedback. I worked 2 hours on this and tried 2 time, it's not the end of the world. I'm not gonna give up like that.. There is a lot more to do.. Hearing you it's like i posted 50 versions here lol.

I ask feedback i come back with an update with things i was told to improve and i got two guys telling me i should read a book or not animate the game :p

Cool :D I think I just keep opening this same page and seeing the cute little critter so I think they're all new posts. Anyway you do you :D I love your art. My experience has always been to try and cut down as much work as possible because making games is fucking hard enough as it is. So I give that advice to everyone :)
 

orioto

Good Art™
Cool :D I think I just keep opening this same page and seeing the cute little critter so I think they're all new posts. Anyway you do you :D I love your art. My experience has always been to try and cut down as much work as possible because making games is fucking hard enough as it is. So I give that advice to everyone :)

Thx!
Yeah it's been quoted some times in the last page. But i realize maybe that's not the ideal place to ask for too much feedback lol, or it will quickly be full of my hamster.

Actually to be honest you're maybe right about something, more than you know. My game has a gameplay twist that has to do with different control method. Visual feedblack are really important for a platformer and it may quickly become a hell to animate. I'll see if i have to simplify things.
 
Had a glance at op and some recent pages and I got super excited to make a game before I remembered I don't have the skills or ability to maintain motivation to do anything lol.
 
Yep, I'll probably add a fullscreen glitch effect when activated.

Light Fairytale is now on the Square-Enix Collective. Please check out the campaign and vote / leave your feedback!
collective.square-enix.com/projects/167/light-fairytale

240.png

Oh wow, looks great, really promising.

Love the art style (both the 2D portraits and 3D graphics), early looks at the turn-based combat and story and character info/goals.
Edit:Nice music track too, and looking at twitter the more sci-fi looking interface was a nice choice as it looks great in the game and with the portraits.
 

Lautaro

Member
Had a glance at op and some recent pages and I got super excited to make a game before I remembered I don't have the skills or ability to maintain motivation to do anything lol.

Skills are obtained with time and patience.

Motivation is secondary if you have self-discipline.
 
Do you have any sort of tips? How did you get the mapping and tiling worked out?

Not really. It depends on how you do the tiles in your tileset image. It's quite hands-on, though, so you will know if you messed up while mapping.

I use Tiled to make maps, and draw the tilesets externally with paint.net. Not dedicated, but it does get the job done, especially since I'm not really aiming for authenticity. These maps then get imported via Tiled2Unity.

Sometimes it does feel slightly painful when you discard a lot of assets in one go... But that does happen. I've dumped an entire character sheet and mountain tiles simply because they no longer look right at this point of development.

I hope I can finish the first dungeon and have the level connectors set up and play test it (without encounters) tonight or tomorrow.
 
So I have been developing an FPS in Unity. Things are going smoothly, but I'm noticing the Unity camera has a strange jitter/stutter when strafing around objects. Perhaps someone might know how to get rid of this jitter? I noticed it seems to do with Unity's physics and it's "fixed timestep." Oddly, Unity's physics are tied to a default of 50 frames per second, which is apparently why this is occurring (fps controller camera is bound to a rigid body, which is physics based).

A quick search on google shows many Unity devs are suffering from this, while I don't notice any problems out of the gate with Unreal 4. I'm a bit frustrated, because the last thing I want to do right now is fiddle with Unity's engine/physics to resolve this kind of problem.

This problem alone is making me consider jumping ship to Unreal before I get too deep into the development of the game.
 
So I have been developing an FPS in Unity. Things are going smoothly, but I'm noticing the Unity camera has a strange jitter/stutter when strafing around objects. Perhaps someone might know how to get rid of this jitter? I noticed it seems to do with Unity's physics and it's "fixed timestep."

Have you tried enabling interpolation? That usually does the trick.
 

wilboo

Neo Member
So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!
 
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