• 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.
Yeah, backing up this too. Used Source since 2004 and can't recommend it at all. The only thing I miss is the BSP brush building tools. It's a confused and backwards beast with possibly the worst art pipeline of any engine ever. Even when we created a custom branch which 'modernized' the engine to an extent, and were ready to reveal our first project (before Beacon) Valve offered us no engine support and asked for $250k for the licence...yeahhhhhh, no thanks.

On a different note, Beacon had like, 3 seconds of footage in Microsoft's E3 conference, so I can probably check that off the life goals list!

https://youtu.be/1_mLdDSi7L8

Congrats :D
 

Situacao

Member
Hey guys,

So, I haven't been that active here lately, but we've just released a new trailer and some screenshots for E3. I've been experimenting a bit with bloom and such, what do you guys think?

IfDjxdE.jpg


8c9ED5C.jpg


y4JbIiR.jpg
 
Reminded me of the discussion with lillith

KyJeFDk7ycUw0.gif

Oh, yeah, I saw that. It's kind of a bummer, to be honest. Not because the slowdown looks bad visually, but because it doesn't make sense.

Usually in bullet-time stuff the assumption is you're super focused (giving you more time to aim) or super fast, but that only applies to superpowered people. Link has never had the superpower of speed, yet here he is still moving at a relative normal speed while everything else is slowed down.

Since the slo-mo is activated by parrying at the perfect time, they could have gotten the same mileage by stunning the enemy at hand and giving Link some time for a few free hits. Instead he looks like the Flash.

I also hate backstabbing in Dark Souls for a similar reason. You press the button and then the enemy just waits there, doing nothing, even if it was previously quite mobile and active, waiting for you to line up and gore it. It feels so out of character.


That said, I'm in love with almost everything else Breath of the Wild is showing off. It's been highly inspirational to see how they're breaking their own formula and adapting modern conventions, even if none of it pushes the envelope very much (or at all).
 

Makai

Member
I think it's based on his Final Smash from Smash Bros, just slowed down. They like doing inter-game references like that.
 

welly_59

Neo Member
A friend of mine, along with a few others, has just released his first mobile game. You can view some concept art and stuff on their Facebook page:


https://m.facebook.com/pugsandzombies/?fref=nf

Development for this has taken way longer than they first expected so around about 2 months ago they set themselves a release date of today. They've managed to stick to it.....just....but they haven't been able to include all the features that they wanted. But if they hadn't set themselves the deadline then they wouldn't have got as far as they actually have.

If you've got an android device check it out

https://play.google.com/store/apps/details?id=com.SixteenSwans.FurrySurvivor
 

correojon

Member
Oh, yeah, I saw that. It's kind of a bummer, to be honest. Not because the slowdown looks bad visually, but because it doesn't make sense.

Usually in bullet-time stuff the assumption is you're super focused (giving you more time to aim) or super fast, but that only applies to superpowered people. Link has never had the superpower of speed, yet here he is still moving at a relative normal speed while everything else is slowed down.

Since the slo-mo is activated by parrying at the perfect time, they could have gotten the same mileage by stunning the enemy at hand and giving Link some time for a few free hits. Instead he looks like the Flash.

I also hate backstabbing in Dark Souls for a similar reason. You press the button and then the enemy just waits there, doing nothing, even if it was previously quite mobile and active, waiting for you to line up and gore it. It feels so out of character.


That said, I'm in love with almost everything else Breath of the Wild is showing off. It's been highly inspirational to see how they're breaking their own formula and adapting modern conventions, even if none of it pushes the envelope very much (or at all).

Well, Link is The Hero of Time and he´s already manipulated time many times before, in this game he even has the Stasis abbility to freeze things in place or to slow down time while using the bow in the air, so I don´t see it that out-of-character. Besides, how can it be a bad thing for Zelda to incorporate things into combat from Bayonetta? :D

Now seriously, the extended time may be to give the player the opportunity to do more complex actions than just hitting the enemy with the main weapon. For example you could be surrounded by 3 foes, dodge and enter Witch Time, lay down a bomb in the center of the group, run away to safety and detonate it (I don´t know if this is possible to do or if items are disabled during With Time). Or just change your weapon to one that´s about to break and get a critical hit.
 
Well, Link is The Hero of Time and he´s already manipulated time many times before, in this game he even has the Stasis abbility to freeze things in place or to slow down time while using the bow in the air, so I don´t see it that out-of-character. Besides, how can it be a bad thing for Zelda to incorporate things into combat from Bayonetta? :D

Now seriously, the extended time may be to give the player the opportunity to do more complex actions than just hitting the enemy with the main weapon. For example you could be surrounded by 3 foes, dodge and enter Witch Time, lay down a bomb in the center of the group, run away to safety and detonate it (I don´t know if this is possible to do or if items are disabled during With Time). Or just change your weapon to one that´s about to break and get a critical hit.

He's clearly not using the ocarina or stasis rune though, just parrying. Imagine if OoT Link showed feats of huge strength without wearing the silver gauntlets for example. That's what this feels like to me.

Also I can't stand Bayonetta (Kamiya games in general, tbh), so we may need to agree to disagree. lol
 

correojon

Member
He's clearly not using the ocarina or stasis rune though, just parrying. Imagine if OoT Link showed feats of huge strength without wearing the silver gauntlets for example. That's what this feels like to me.

Also I can't stand Bayonetta (Kamiya games in general, tbh), so we may need to agree to disagree. lol
My point was more on my second paragraph, how Nintendo always prioritizes gameplay over everything else. They surely took this approach because they though it was fun and may open many gameplay posibilities. It would be nice to have some reason to justify it other than "videogames!", but I preffer having this system in with no explanation over not having it because it doesn´t match the lore. But well, I´m aware I´m a gameplay extremist and always value it much more than anything else.

Anyway, not liking Kamiya´s games is inexcusable. Shame on you! (kidding of course).

I liked the gameplay of Bayonetta -- it's very responsive and varied -- so yeah. People who like that gameplay should like it.
I understand people not liking those kind of games, but Bayonetta´s combat system is one of the best out there (if not the best), so taking things from it and putting them into Zelda´s combat is awesome and something I wasn´t really expecting. I mean, what better way to improve combat than learning from the best? I hope P* and Nintendo continue doing more collaborations and more gameplay mechanics permeate between them.

On a side note, my dream game would be something like BotW (really, it´s scary how much this game has everything I´ve ever wanted) with a way to fly around and combat DMC/Bayo style, so any step in that direction is a dream come true to me.
 

Stuart444

Member
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/

In regards to the Unity changes from before:

So with this goal in mind we are going to make these changes to what we announced previously:

We’re making the Unity splash screen in Unity Plus optional, like it is in Unity Pro.
We’re raising the revenue cap in Unity Plus from $100k to $200k so that more of you are able to take advantage of it.

In order to be able to do this, we removed the option to subscribe to Unity Plus without a one-year commitment. We also restricted Pay to Own to only apply to Unity Pro and not Unity Plus (see Pay to Own details further down). We let these things go from Unity Plus in order to be able to introduce the new advantages.

Also Splash screen:

NEW SPLASH SCREEN

Apart from price changes, we’re also working on some changes to the Unity splash screen.

The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. You will also be able to customize it with your own (blurred) background image and your own company logo in addition to the Unity logo. This feature is coming, but give us a bit of time to perfect the technical aspects of it before we release it. The customizable splash screen will be available in all versions of Unity, but can be completely turned off in Unity Plus and Unity Pro. We’ll have a blog post with further details later.
 
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/

In regards to the Unity changes from before:



Also Splash screen:

For me, this is almost perfect. Develop the game in personal and then Pay roughly £300 for a year's sub and get the features I need when it comes to releasing. This is a way more affordable option than the current option of doing this at ~£650/y, or the newer option which would bump it up to ~£100.

I have to say, props to Unity for listening to the feedback. I think this is a solution that a lot of people will be able to get behind. Obviously some people will still be disadvantaged, but I think it will be significantly fewer than previously and additionally is going to make the engine more affordable for quite a few more.
 
For me, this is almost perfect. Develop the game in personal and then Pay roughly £300 for a year's sub and get the features I need when it comes to releasing. This is a way more affordable option than the current option of doing this at ~£650/y, or the newer option which would bump it up to ~£100.

I have to say, props to Unity for listening to the feedback. I think this is a solution that a lot of people will be able to get behind. Obviously some people will still be disadvantaged, but I think it will be significantly fewer than previously and additionally is going to make the engine more affordable for quite a few more.

Hmm, I suppose I'll also benefit from it if I do ever get my game into a release-able state.

Tonight I'm going to try to code in the transition functions to battle and see if it works... wish me luck and it's done in a week.
 

dude

dude
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/

In regards to the Unity changes from before:



Also Splash screen:

Very nice!


Hey guys,

So, I haven't been that active here lately, but we've just released a new trailer and some screenshots for E3. I've been experimenting a bit with bloom and such, what do you guys think?
Looks excellent!
It's interesting, because we're making a very similar game, as in a 2.5d space dog-fighting game. We're going for a more Star Control 2 Super-Melee feel though, and we're not focusing on single player right now. Will definitely check your game out when it's out though!
 
Hmm, I suppose I'll also benefit from it if I do ever get my game into a release-able state.

Tonight I'm going to try to code in the transition functions to battle and see if it works... wish me luck and it's done in a week.

Good luck! What are the transitions? Are we talking about movement of objects or screen/animation transitions? If it's the former I can recommend some really good (and cheap) plugins that might help speed up the progress
 

LordRaptor

Member
incorporate things into combat from Bayonetta? :D

I liked the gameplay of Bayonetta

Yeah, Bayonetta Witchtime was my take on where they'd drawn influence for that from.

Splash screen:

Huh, this is really close to the ideal compromise solution I posted before - I like it.

e:
lol at dark skin still being a paid benefit. I can't believe anyone at Unity really believes that that is going to be a deal breaker in buying / subscribing or not.
 
Good luck! What are the transitions? Are we talking about movement of objects or screen/animation transitions? If it's the former I can recommend some really good (and cheap) plugins that might help speed up the progress

Just the screen transitions ("fight wooshes", anyone?) Was also thinking this might also be a good time to learn how to write shader code or something to modify the screen contents...

I think I already know how to handle having the player data consistent between scenes, so I only need to do that and program the actual battle code in. (It's full of blanks!)
 
Those Unity changes are great. Sounds like they listened to me on the "Personal Edition" thing being lame on the splash screen, all it does is devalue the product it's coming with. Just having a Unity splash screen isn't a dealbreaker, tons of games have engine splashes, it's all good.

The fact that all platforms are available to free version is also fucking amazing.
 

anteevy

Member
Sweet graphics :) Unreal? I kinda want to update our graphics too but I don't really know what direction to take it. I wanna keep the cubish design but it could always look more stylish like yours :)
Thanks! :) Yes, it's UE4. So you're talking about Holy Sheep (http://www.neogaf.com/forum/showpost.php?p=206457733&postcount=15158)? Some random thoughts: ambient occlusion, glowing highlights, sparkly particle effects, fog/clouds, another color, ...
When I built the prototype in Unity, it looked quite similar btw: http://www.neogaf.com/forum/showpost.php?p=98325161&postcount=9533
I'm no artist, so my approach basically was to try stuff and if it looked good, I'd keep it. :D
 

Situacao

Member
Looks excellent!
It's interesting, because we're making a very similar game, as in a 2.5d space dog-fighting game. We're going for a more Star Control 2 Super-Melee feel though, and we're not focusing on single player right now. Will definitely check your game out when it's out though!

Hey, thanks! At one point, our main inspiration was Star Control too, but since then we've started to aim for something a bit different (that we've yet to finish ahah).

Looking forward to see your game too!

ElectricCanineAfricanhornbill-size_restricted.gif

Preparing for tonight's match. :D

I really like how your game looks really good in its (apparent) simplicity. Great stuff!
 
Started adding new power station buildings , experimenting with using them as a way to control the amount of units you can build.

Right now i have resources nodes on maps, with units costing x amount of resources, but im considering also weaving in power nodes in some way also.

iMJ5Qzd.gif
 

Noaloha

Member
I'm so pleased with myself right now.

I should mention first that I'm not a dev or anything. I made one tiny game last year over the course of October as part of a Gaf gamejam and that's the extent of my experience. Sooo, while the gif below is obviously super basic and entry-level stuff for you clever folks, I hope you can indulge my sharing of this Baby's First Coding victory.

Briefest of backstory to explain why I spent this afternoon in Game Maker after it gathering dust for the last eight months -- I designed a little board game a year ago, just as a hobby project. It's a two player game that has each player choosing 5 instructions in secret for some units on the board, then revealing those instructions to each other and implementing the orders step by step. These steps happen simultaneously rather than "your piece goes, then my piece goes". Two units per player, with a 'ball' in the centre which needs to pushed past a goalline.

I couldn't say why, but I recently started getting the urge to see if I could transfer the entire game into a digital form as a 2p couch/local thing.

I don't really know what I'm doing in Game Maker, so I am pretty sure that I cannot do such a thing.

BUT, I can at least say that over the course of today I successfully managed to proof of concept the first 0.5% of it -- basic movement of a piece driven by pre-selected instructions. Woo!

Again, this probably doesn't look very impressive at all, but I'm mad proud, ha.

yIReZR9.gif

Just in case it isn't clear, the controls in use here are WASD to select the sequence of arrows, then spacebar to confirm. After that the sprite plays out the instructions herself.
 

orioto

Good Art™
I don't have animation progress to show cause we're slow with animation states and the jump, but i've worked on the general game design and began thinking about the kind of thing i want for enemies (they are ghosts)

HippoOriginal.jpg


Also doing researches for the backgrounds and locations of the game.
 
Working on a new effect for healing the player.

I have some bits that the player can grab up that will heal the player when they track back to the HUD.

They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.

Effect:
healthPickupTest.gif


Close up HUD:
healthPickupTest2.gif


Thoughts?
 
Working on a new effect for healing the player.

I have some bits that the player can grab up that will heal the player when they track back to the HUD.

They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.

Effect:
healthPickupTest.gif


Close up HUD:
healthPickupTest2.gif


Thoughts?

I like it. My only critique would be that the additive brightness/bloom thing might be too bright (I like the effect, though) so maybe that should be toned down a bit, or clamped a bit lower.
 
I like it. My only critique would be that the additive brightness/bloom thing might be too bright (I like the effect, though) so maybe that should be toned down a bit, or clamped a bit lower.
It's clamped right now. I can def lower it a bit for a softer glow but there's never a time when you will find that much health. 1-3 tops as of now.

Although the effect of multiple health droplets is cool so I may just add a curve for each subsequent droplet to lower intensity in rapid succession.

Any of that is a right quick edit. I'm sure I'll be toning a lot of the effects down. We have a few minibosses that use various screen effects for engagement so I still have a lot to test when SHTF.
 
It's clamped right now. I can def lower it a bit for a softer glow but there's never a time when you will find that much health. 1-3 tops as of now.

Although the effect of multiple health droplets is cool so I may just add a curve for each subsequent droplet to lower intensity in rapid succession.

Any of that is a right quick edit. I'm sure I'll be toning a lot of the effects down. We have a few minibosses that use various screen effects for engagement so I still have a lot to test when SHTF.


I'd say keep the effect but have it only effect the bar that is charging up. Looks awesome though :D
 
I'd say keep the effect but have it only effect the bar that is charging up. Looks awesome though :D
Thanks.

I could do some object bases glow but I do prefer full screen - I use a few different effects to denote conditions on the player. Most are quick with the exception of vehicle weapon overheat on some drivable mechs and EMP debuffs which last a few moments.
 

Pehesse

Member
Working on a new effect for healing the player.

I have some bits that the player can grab up that will heal the player when they track back to the HUD.

They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.

Effect:
healthPickupTest.gif


Close up HUD:
healthPickupTest2.gif


Thoughts?

Lovin' it!
 
Working on a new effect for healing the player.

I have some bits that the player can grab up that will heal the player when they track back to the HUD.

They track to the nearest empty space on the HUD to fill it in. I kinda like it over my previous health pickup effect.

Effect:
healthPickupTest.gif


Close up HUD:
healthPickupTest2.gif


Thoughts?

Super yummy, but does the glow have to appear everywhere? can you isolate it to just the HUD?
 

LordRaptor

Member
So this nonsense with No Mans Sky is pretty crazy... I know Feep had some problems with his game name and had to change it too.

Pretty discouraging, in a "yet another thing you have to actually seriously worry about" kind of way.

Thoughts?

It looks really good - is there a reason you aren't colour coding resource plus bar showing quantity of resource?
Looking at the gif I sort of expected the green elements to fill the empty bar (which would be green)
 
It looks really good - is there a reason you aren't colour coding resource plus bar showing quantity of resource?
Looking at the gif I sort of expected the green elements to fill the empty bar (which would be green)

Thanks!

The 3rd resource bar is for alt-power - and it's not technically available at that point in the game but in our debug mode it is which is why it's gray. It's color will depend on the alt-weapon you use. In debug i can test any weapon any time regardless if i haven't acquired it and resource allocation is turned on - so the bar is turned on.

I've changed the way you acquire alternate resources since using alt weapons are fun and only having a limited amount running into a boss fight kinda sucks - and we want people going haywire with using them end-game so I have worked in a generation scheme using your main weapon. It's not OP and can be hectic to acquire when the action hits so that will minimize abusing how generation works. We reward the player for being on their game with their main weapon. That reward is more PEW PEW with alt en. We like how it feels so far since it puts an emphasis on mastering your main weapon and no enemies drop alt power. It's a recent change and it makes sense knowing how the main weapon and energy refunds work. The main weapon is always the go-to and that's what we want.

The coloring of all the bars at this point is still in flux.
 

LordRaptor

Member
The coloring of all the bars at this point is still in flux.

I mean, it is super simplistic (and therefore highly 'readable') to have pickups that fill bar be the same colour that the bar is - have you tried this with red pickups / green bar?

If you are already colour coding things elsewhere - eg red = danger - this is not helpful advice and I realise that.
Colour coding is a thing that is both surprisingly difficult and surprisingly contentious in my experience.
 
Status
Not open for further replies.
Top Bottom