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

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Pehesse

Member
Sometimes I have a hard time deciding where to draw the line in world building. Today I was illustrating tombstones for a graveyard level in the game when my partner asked why there were so many crosses in the scene. I thought she was joking and didn't understand at first. I mean, I was just drawing tombstones with crosses on them because tombstones often have crosses on them, and people make that association.

But her point was that the cross as a religious symbol wouldn't have any meaning to the inhabitants of this fantasy world because they come from a different history and a different mythology with different deities.

So I had to scamper to decider what that replacement symbol would be (and soon realized I already had one set to go). Then I redrew the cross iconography to the other symbol. And it's fine, but it doesn't give quite the same aesthetic to me. It's very alien, and not really in a good way. So I'm left to decide whether I play true to the world I've set up or true to preferred design sensibilities. Hmm.




I guess another point to this story is that it's helpful to have outside perspective every once in a while. I could have easily missed this until it was impractical to make any changes!

As far as I'm concerned, I...

I actually like the new symbol. I mean, they're still clearly tombstones, but now you get a slight sense more of the unknown, of mystery, of cultures unfamiliar, which is something that always drew me to games (and all forms of fiction).

Plus it's a cool symbol.

Yeah, ditto.
 

Popstar

Member
Then I redrew the cross iconography to the other symbol. And it's fine, but it doesn't give quite the same aesthetic to me. It's very alien, and not really in a good way.
I think the problem is that the symbol is sorta 'bottom-heavy'. Most religious symbols draw the eye the up or towards the centre. That could be why it looks somewhat alien.
 

Blizzard

Banned
I think the problem is that the symbol is sorta 'bottom-heavy'. Most religious symbols draw the eye the up or towards the centre. That could be why it looks somewhat alien.
Or to put it a little more crassly, the result is a bunch of tombstones that look like they have penises on top of them. :p

You could try putting the diamond in the middle? I don't think there would be a big issue with the crosses, but I do agree with Popstar if you go with a fantasy approach.
 
I think the problem is that the symbol is sorta 'bottom-heavy'. Most religious symbols draw the eye the up or towards the centre. That could be why it looks somewhat alien.

That's a good point. The symbol is actually one of the letters in an alien character set, and the initial of a worshiped deity's name, but perhaps I can change the letter in the character set. I don't remember if there are any direct conflicts.

Thanks! :)


Or to put it a little more crassly, the result is a bunch of tombstones that look like they have penises on top of them. :p

You could try putting the diamond in the middle? I don't think there would be a big issue with the crosses, but I do agree with Popstar if you go with a fantasy approach.

yeah, good call. I'll give that a try for sure. Thank you! :)
 

LordRaptor

Member
But her point was that the cross as a religious symbol wouldn't have any meaning to the inhabitants of this fantasy world because they come from a different history and a different mythology with different deities.

The cross as iconography predates christianity, but yeah that would be contemporary familiarity. The Celtic Cross (cross with nimbus, as in your 3rd and 5th example gravestones) origins are primarily from the sun and its rays, transposed to absorb christian icons.

If you wanted another perspective on creating iconography, as well as purely the aesthetic, consider the practical; sculpting and engraving shit onto stone is pretty time consuming, particularly manually without the benefit of power tools. Most of the longest lasting icons we have are based on fairly simple geometric shapes, and often favour edges over curves when used ornamentally almost entirely for the practical reasons of masonry
 
I have a really specific problem I need help with.

Do you have an Xbox One S wireless controller, and GameMaker?

If so can you check the values of the analogue triggers with me using gamepad_button_value

It should go from 0.0 to 1.0 over a full press, but my controller is ticking over multiple times. This means a single full press of the trigger acts as multiple presses.

Here's the problem (watch the "gp" value):

https://twitter.com/dhindes/status/766236453399650304

And here's what it looks like working normally on a regular Xbox One pad:

https://twitter.com/dhindes/status/766237406857232384

Basically I need to know if you get the same problem, or if my Xbox One S pad isn't working properly, or if it's a GameMaker problem. I've tested both left and right trigger and they have the same problem.
 

LordRaptor

Member
Xinput triggers are a pain in the ass in Unity as well, for what that's worth; they go from -1 to 1 across both triggers treating them as a single axis.
 
Now that I've given a thought on the object pools, I just realized that I'd only really need to have the temporarily colliders as part of the object pools.

Given that the NPC objects always exist on a given scene, would it be all right if I just simply made that the NPC objects also carry said extra temporary collider at all times, and have their own scripts deal with it when it's time to do so? Then again, writing separate object pooling code might enable me to reuse things later.

...Though I'm having a hard time thinking what else I could use object pooling for - NPCs never get deleted, same for objects. Probably only visual effects (like particles that might show up in cutscenes) would benefit, and even then these objects can just "exist" at the beginning. Hmm...
 

LordRaptor

Member
Unless you need NPCs to deliberately ignore collisions, why wouldn't you just give them permanent colliders?
Colliders are basically free when they're not actually interacting with anything, you can have hundreds in a scene. If you move your collision checks / AI out of Update and into a coroutine, they'll only ever run collision checks when necessary and still be extremely performant.

If you want / need the player to be able to move through NPCs but not the other way round, you can just put NPCs on their own collision layer where the players collider will never affect them / be affected by them.
 
Unless you need NPCs to deliberately ignore collisions, why wouldn't you just give them permanent colliders?
Colliders are basically free when they're not actually interacting with anything, you can have hundreds in a scene. If you move your collision checks / AI out of Update and into a coroutine, they'll only ever run collision checks when necessary and still be extremely performant.

If you want / need the player to be able to move through NPCs but not the other way round, you can just put NPCs on their own collision layer where the players collider will never affect them / be affected by them.

Won't help when two NPCs decide at the same time to move into the same spot that was perfectly clear ;)

Bonus point for smooth movement, so that state might persist for a while.

...

Hmm, maybe I should just make it so that if two of them were to somehow bump into each other, one backs off? Maybe that'd be simpler to implement... (as I already have something similar for it for the path points method), and... would be interesting, too as I'd be able to have them appear to be "bumped off". Would be more lively, especially if you add a sound effect!

Maybe changing how you think about it can make you turn a bug into a feature.

(No, NPCs really need to be able to block the player.)
 

Lautaro

Member
Ha! sometimes I wish my sources of inspiration were more obscure, my customers see right through me:

BFZXzuH.jpg


And the rest of the reviews also mention Homeworld and BSG. My references are so mainstream that I'm like an anti-hipster XD
 
And with that, I've solved my NPC collision problem without even needing to do memory pools or extra object instantiations. I turned on collision detection at all times... and for wandering NPCs that happen to crash into something else, they get kicked back to the original position, smoothly, though at double speed and keeping their facing. Simply bumping back the offending NPC with a visual effect actually looks fun. <3 (It probably helped that I always kept track of the original position and had helper functions for determining the travel time expected.)

Heck, there's even a weird sort of priority now. Wandering NPCs lose to NPCs that walk a set path, which then lose to players.
 

bearbytes

Member
Hey guys, been a while since I posted anything in here, though I have stopped in now and then.

Magnetta was greenlit about two months ago, and I also moved into a new house during that time so things have been busy.

Anyways, we've got a couple new trailers up, and the store page is up on Steam. Take a look, the game comes out on August 31st!

Magnetta on Steam

New trailer

Glitch mode trailer
 

Fox1304

Member
Hey guys, been a while since I posted anything in here, though I have stopped in now and then.

Magnetta was greenlit about two months ago, and I also moved into a new house during that time so things have been busy.

Anyways, we've got a couple new trailers up, and the store page is up on Steam. Take a look, the game comes out on August 31st!

Magnetta on Steam

New trailer

Glitch mode trailer

Looking good ! Does the glitch mode affect gameplay or is it only a visual thing ?
 

JulianImp

Member
Hmm...

So for NPC blocking use, I only need to allocate as many of these special colliders as there are wandering NPCs (not everything else to the player) if I get it right?

That might also need a bit of consideration - right now NPCs have their own scripts (but shared), and have variables on the script changed in the editor and/or prefabs to give them new appearances or behaviour. Where should I start allocating the objects?

You could look into the MVC model (model, view, controller):
  • The model contains the code for movement, interaction and so on
  • The view contains visual stuff, such as character sprites, GUI elements, etc.
  • The controller is the part that watches for input and conditions that in turn trigger the model
The controller sends events to the model, which updates stuff, and then the view takes some exposed properties from the model to update itself. This system is extremely modular so you could, for example, have a single movement model and use a controller for player input or AI system interchangably, since they'd both be calling methods such as Move, Interact of Use, but what happens in said methods is entirely up to the model. Even without using views, model-contoller is a good way to build stuff, since it supports Unity's component system and makes it easier for you to swap things in and out.

Now, for your specific issue, you could send individual modifiers and behaviors as parameters that you pass to your GetPoolObject method, and have the pool manager set those parameters to the instance that is passed. Numeric changes would be simple, but graphical changes would probably end up being a pain because of size differences.

Still, you're only supposed to pool things you know you'll be recycling, and having every single entity have unique parameters would go against that concept, so you might actually not want to pool NPCs while pooling their movement sensors and other things you know you'll be using and reusing constantly throughout the game.
 

bearbytes

Member
Looking good ! Does the glitch mode affect gameplay or is it only a visual thing ?

Thanks!

Well, it's a bit of both. Each level has a glitched version that unlocks after you've cleared the normal version. So it's the same level, only more difficult because the enemies and terrain become visually scrambled, and the game will occasionally freeze up and stuff like that.

The game keeps track of your best times in both normal and glitched levels. Story wise the game's villain has trapped some of your friends inside the glitch world, so you have to beat those levels to save them (Though you can technically beat the game without doing so)

There is also an unlockable "cleaning kit" weapon that you can use in glitched levels to "de-glitch" them for a few seconds.
 

Pehesse

Member
Ooh exciting! :D

Congrats

Exciting indeed :-D

Thanks a lot!

1.0


Congrats! Let me know on twitter when the game is ready to be purchased.

Many thanks as well :-D Hopefully soon! It'll all depend on how many bugs the testers find. Current plan is still mid-october, though it could be pushed earlier if it all goes well - or back, if not! Fingers crossed!

Itch.io just added Kickstarter integration.

Looks nice.

Itch.io looks like it's doing everything right. Can't believe I hesitated making a page there for so long. It's great to use!
 

LordRaptor

Member
Weird. Does that mean holding both down would equal 0?

No, 0 is both unpressed. :|

It's like shrodingers variable, it can be -1 and 1 at the same time, and you don't know until you check for both.

If I ever buy an asset from the unity store, its going to be one of the controller ones that handles all the things that Unity doesn't, like hotswapping controllers and assigning inputs nicely not via the input manager
 

Fox1304

Member

We've finally entered beta phase for Tanoo Jump. It's so nice to see the game being played by real users, getting some useful feedback and watching how it behaves on "normal circumstances".
If anybody fancies trying the game, you can sign up for the beta here : http://www.polarbeardgames.com/stay-tuned/
Or drop me a PM with your email so that I can send you a TestFlight invitation if you're a iOS player.

Following the trend spearheaded by EA, we've announced the Beta with a teaser showing why our two species are at war. Next will be the teaser for the trailer announcing the release date.
j/k, we don't have that much free time !

You can check it here : https://www.youtube.com/watch?v=RDerxVTKu50
And some quick gameplay here : https://www.youtube.com/watch?v=8YssEOTdsw0

It's funny
and scary
how many websites are already proposing the APK online even though we just entered the beta. Some fake "cheats", "hacks" websites also. Internet is so fast and crazy ...
 

Pehesse

Member
Congrats! I remember reading this thread back when you first started posting about this game. Super exciting :)

Thanks a lot :-D :-D :-D

Since it was lost in the Last Page netherworld, I'll repost the "offer": if any of you are interested to help test the game (and I mean *test*, not play), feel free to PM me! Since I'm pretty sure most here understand what testing entail, I won't go over the usual caveats!

(No worries if you'd rather wait for the final game, of course - in fact, I wish I could, myself, as I kind of hate playing it, now, but you know how it goes!)
(And if you don't want to hear about/play the game in any way, shape or form, that's fine too, we can still be friends... MAYBE)
 

GrizzNKev

Banned
Hey guys, been a while since I posted anything in here, though I have stopped in now and then.

Magnetta was greenlit about two months ago, and I also moved into a new house during that time so things have been busy.

Anyways, we've got a couple new trailers up, and the store page is up on Steam. Take a look, the game comes out on August 31st!

Magnetta on Steam

New trailer

Glitch mode trailer

This is absolutely incredible.
 

Pehesse

Member
Camera test:


Shout out to my boy JulianImp for the big help :D

Full 3D? You're out to remake ZTD now, aren't you? :-D On a more serious note: is there going to be direct character control? So less VN, and more adventure with narration through text or something? Getting some earlier Resident Evil vibes from your camera angles, I think you might even have the right atmosphere for some survival-like elements!
 

Blizzard

Banned
Anyone doing Ludum Dare next weekend?

The themes we can vote for don't seem too great up to now...
I might do LD this time. It was sad to read the comments from PoV about how many problems came up last time. He's taking a break and there are no ratings this time -- he'll be back for December, probably. Apparently people were blatantly voting for games without playing them, and in one case creating multiple accounts to upvote a single game. People are taking the ratings way too seriously for a jam that's supposed to be about creating, in theory.

Most everyone hates the themes every single LD. Though some people liked the first round of themes (see posted comments). This is possibly the first time a theme I suggested made it into the first round, and I liked the round.

I didn't like the second round much.

To give you an idea how unhappy people always are, I think the last LD or two, POSSIBLY one theme even had >50% upvotes. One of them, I think every single final 20 theme was downvoted to less than 50%.
 

Banjo

Member
Hi guys!
This is a little project that I've been working on for 2 months and a half, on weekends. When I started, I knew nothing about UE4 or 3DS Max, so the idea was just to learn the basics and then start something original. Here are some screenshots of this weekend progress

 

Jobbs

Banned
LD always sounds like fun but the one time I actually tried it it wasn't very fun :( it's hard being a perfectionist and incredibly self critical + doing a jam game
 

Blizzard

Banned
LD always sounds like fun but the one time I actually tried it it wasn't very fun :( it's hard being a perfectionist and incredibly self critical + doing a jam game
That's a good point. I'm OCD about some details in my code, and game jams are hopefully a good way for me to practice NOT being a perfectionist about everything.

I think learning to accept that a game jam project will be flawed is a good thing. Learning to limit scope and create something reasonably polished and self-contained is also a good thing.

For me, it's just nice to do something totally different than my normal projects, and immediately see the result of some random idea. If that turns into a full game, even better. It's like a creativity break or boost.
 

LestradeTGQ

Neo Member
I usually lurk here instead of posting, but I just wanted to say that there's a lot of neat stuff in here! Nice to see more GameMaker devs, too.
 
Apologies for the large gif, but one of the coolest, unintentional things happened in the game I've seen so far. We've very much built the game with dynamic systems in mind to interact and add interesting outcomes when they all collide together, whether we designed them to do so or not (Spelunky's always been a big influence). it adds that extra layer of emergent gameplay to make the world feel alive, hopefully providing exciting scenarios to occur.


So basically to break down what happened in this:
The player has a Tesla Rifle, that when charged will hit an enemy, stunning it, then bouncing onto the next nearby target. The basalt spire is an environmental trap that can randomly spawn and broken if targeted by the player (or randomly breaks regardless)

Basically, I shot the charged up Tesla, it hits the spire, triggering it to break, but at the same time, ricochets off and hits the droid, stunning it as it walks underneath...only to then be crushed by the falling basalt. So awesome.
 
That's super cool. I was a little confused by what happened because of the colour of the final explosion though - it looked the same as the weapon impact explosion. Should the rocks explode differently?
 
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