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

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Jocchan

Ὁ μεμβερος -ου
That looks great, make a gif for us!
After work, sure :)
Here come the GIFs:

5Zcsnfx.gif

KgJL841.gif


They play a bit too fast, but slowing them down makes them look way too slow.

Is so good to still see the gun I did concept art for in the game.

Glad to see Dudebro still live and kickin! Hope all is going well Jocchan.
It went from one barrel to seven, but the overall concept kinda stayed the same :)
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.

Can't have a dudebrogame without some blood splatter. Looks great, keep it up!
Thanks!
 

Blizzard

Banned
Hi guys,

Just wanted to share our current project 'Impact Winter'.

http://steamcommunity.com/sharedfiles/filedetails/?id=379015391

https://www.youtube.com/watch?v=wBDGkW8-Z3g

We got Greenlit on Steam last week, in under 3 days - which was incredible! We're very humbled by the positive feedback and response.

Thought it would be good to post here in case any other indie devs are setting up for Steam Greenlight and need any advice (or questions answered). Feel free to create a separate thread if you don't think it fits here. We didn't want to create one because it looks like shameless self-promotion.

Also, feel free to ask any questions about dev (or the game in general).

Thanks guys and keep up the great work!
Thanks for the Greenlight page example! If Greenlight is still up if/when I get there, it's good to see what a good page might look like.
 

Blizzard

Banned
A programming practice occurred to me earlier today. It may be trivial and common, but I wanted to post it anyway in case some people do not think about it. Casey from the Handmade Hero stream may have also talked about this sort of thing.

I have a situation where I want to check if something is true for AT LEAST one of many things. It's probably pretty natural to write something like this in whatever language:
Code:
bAtLeastOne = false;

for(unsigned int uCurIndex = 0; uCurIndex < uNumThings; uCurIndex++)
{
   if(allTheThings[uCurIndex].someMethod())
   {
      bAtLeastOne = true;
      break;
   }
}

The great thing is, this is efficient, right? If the condition gets met you don't even have to go through all the rest of the things!

The issue is that I want the WORST case to still have good performance, being the case where something is true for the very last thing checked. I want to have enough processor budget that I can check every thing, every time. So instead of the code above, I'm going to leave out the "break" that stops the loop short.

Now granted, I'm not an expert on compiler optimization, and some C++ compilers may well do something funky and stop the loop short anyway if they can somehow determine that repeatedly setting a boolean is "meaningless". This would mean my change is worthless. But I think the general principle is still a good idea. Namely, if you need to support the worst case, feel free to write code that operates on the same level as the worst case even in better cases. That way, if there's a performance problem you can find and profile it earlier, rather than having an occasional, very hard-to-reproduce performance issue that annoys some players.

*edit* I confirmed that Visual C++ SEEMS to optimize the loop out in release mode, though I'm not 100% sure I understand the assembly. I suppose I'll leave the break after all, oh well! Live and learn.
 
*We haven't animated the camera or weapons at all. Right now we're just trying to get "the feel" down.
CautiousPreciousBluebreastedkookaburra.gif


LateNippyKookaburra.gif


Quote to reveal link.

Criticisms, suggestions, and more are welcome.

System Requirements
-------------------
Minimum System Requirements
* Windows 7 SP1, or Windows 8+ 64-Bit
* 2GHz Dual-core Intel i3 or equivalent AMD CPU
* 2 GB RAM
* NVIDIA GeForce card with DX10 and at least 1GB of video memory
* AMD Radeon card with DX10 and at least 1GB of video memory

Lower specs may work but are not guaranteed.
 

Blizzard

Banned
CautiousPreciousBluebreastedkookaburra.gif


LateNippyKookaburra.gif


Quote to reveal link.

Criticisms, suggestions, and more are welcome.
To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).

Of course, Mirror's Edge also didn't have doing parkour moves with weapons, which kind of makes sense.
 
To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).

This is what I'm seeing. Something you could try would be to slightly rotate the weapon/hands model away from the wall. (If the wall is on the right, the weapon should be rotated at an angle away from the wall).
 
To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).

Of course, Mirror's Edge also didn't have doing parkour moves with weapons, which kind of makes sense.
We haven't animated the camera or weapons at all.

The camera will tilt slightly, the gun will become one handed and go off to an angle. We also plan to add a slight camera bounce on impacts.

Right now we're just trying to get "the feel" down.
 

Blizzard

Banned
We haven't animated the camera or weapons at all.

The camera will tilt slightly, the gun will become one handed and go off to an angle. We also plan to add a slight camera bounce on impacts.

Right now we're just trying to get "the feel" down.
I think those changes will actually help the feel. It's hard to say until then.
 
Positive feedback from people who have tried out my game is a fucking drug. I wish I wasn't so emotionally invested in the reactions people have to Primitive. I know some people are going to hate it and that it will hurt like hell, but right now I'm in a really good mood.
 

Xtra Mile

Neo Member
Here come the GIFs:

5Zcsnfx.gif

KgJL841.gif


They play a bit too fast, but slowing them down makes them look way too slow.


It went from one barrel to seven, but the overall concept kinda stayed the same :)
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.


Thanks!

Nice. Reminds me of Metal Slug. One of my favs.
 
Here come the GIFs:

5Zcsnfx.gif

KgJL841.gif


They play a bit too fast, but slowing them down makes them look way too slow.


It went from one barrel to seven, but the overall concept kinda stayed the same :)
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.


Thanks!
I'm sure this goes without saying, but I really hope I'm not being credited for anything at all in relation to this. I don't deserve any credit. I'm sure you know that, but I don't know that you know that I'd be upset to be credited given how fuck all I did after offering some support.

So if there's a 'no thanks to you' section, pop me in that one ;)

This is looking great and I can't wait to play the final product.
 

Skinpop

Member
In opengl should I use different shaders depending on vertex format?
I'm implementing bones animation(I'm about to get to the animation part tomorrow) and I'm currently using the same shader for both objects that use bones and that doesn't. The shader is not doing any skinning yet so the the bones data is probably ignored, I'm just wondering if I'm setting myself up for trouble by not having separate shaders. Obviously I rather not bind another shader program if possible :) (though I suppose I could use subroutines in case I need separate shaders).

edit:
Also, I've been reading up a lot on animation systems the last month or so. Seems like I'm in for a perpetual head ache over the next couple of weeks. I'm just going for the basics though, probably won't do anything fancier than simple animation blending. I've been avoiding the animation stuff since I know it's probably going to be the hardest systems to implement, but I want to start working on proper mechanics and movement so I need that stuff in asap.

I've also set up a dev-log to keep records on the development. What is the rules on gaf for stuff like that? Can I post a link here(once I've actually written something?)?
 

nvvman

Neo Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
 

lionplex

Neo Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Oh man, that looks rad. Makes me want to blast some Meshuggah and just play.
 

Burt

Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Oh awesome! Been following this game for forever, at least since you got a devblog up at TIGSource I think. Good luck with the Kickstarter.

Daily pixel art from me...

pd_090215_journey.png


As much fun as these are to do, I really need to get back to working on games...

Art is games, bruh. But I know the feeling.

Reminds me of a battle background we have coming together, UI cut out of that bottom section:

jIhUp1K.png
 

nvvman

Neo Member
Oh awesome! Been following this game for forever, at least since you got a devblog up at TIGSource I think. Good luck with the Kickstarter.

Thanks! Mrawolf, the artist on the game has been posting on TIGSource for awhile. I've kinda been staying quiet until now. Happy to see someone recognized it from another forum, though :)
 

Bollocks

Member

akami

Neo Member
I just finish the first boss animations and background for my game , We are also working for a Kickstarter soon.
9SBBETl.png


6hyYAmB.gif
 

Sinsem

Member
We discovered that our game didn't work with intel integrated GPU which apparently doesn't support the latest OpenGL versions -_-'
So right now, all I can do is warn my alpha testers that they have to specifically launch the game on their dedicated graphic card.

Anyone had that kind of issue ?
I really don't want to deal with a mob of players to whom I'll have to explain the manipulation everytime.
We were thinking of modifying the error message, but since no one reads anything these days, I'm afraid it won't be enough.
 

Blizzard

Banned
We discovered that our game didn't work with intel integrated GPU which apparently doesn't support the latest OpenGL versions -_-'
So right now, all I can do is warn my alpha testers that they have to specifically launch the game on their dedicated graphic card.

Anyone had that kind of issue ?
I really don't want to deal with a mob of players to whom I'll have to explain the manipulation everytime.
We were thinking of modifying the error message, but since no one reads anything these days, I'm afraid it won't be enough.
Older graphics cards may not support past OpenGL (some version)...if you have your own engine I'm afraid this may just be something you have to deal with. I may have to do two versions of shader files for older and newer systems, for this reason.
 

Jocchan

Ὁ μεμβερος -ου
Nice. Reminds me of Metal Slug. One of my favs.
Heh. The name we've been using internally for the genre is MegaSlugVania :)

I'm sure this goes without saying, but I really hope I'm not being credited for anything at all in relation to this. I don't deserve any credit. I'm sure you know that, but I don't know that you know that I'd be upset to be credited given how fuck all I did after offering some support.

So if there's a 'no thanks to you' section, pop me in that one ;)

This is looking great and I can't wait to play the final product.
:)

There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
Looks fantastic. Looking forward to backing this.
 

Sinsem

Member
Older graphics cards may not support past OpenGL (some version)...if you have your own engine I'm afraid this may just be something you have to deal with. I may have to do two versions of shader files for older and newer systems, for this reason.

Dealing with older cards is less of the problem, but when someone on a brand new laptop can't run my game because he doesn't know how to configure it properly, I'm more concerned.

But I'll take a look on what we can do with the shaders, it could save us a little trouble since the problem come from here, thanks ;-)
 
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

I will be keeping my eye out for this. Goddamn at that blood explosion effect hahaa.
 

MojoBones

Neo Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Game looks badass. Like a mix of Rastan and Castlevania SotN.

We'll be backing this when it hits! Congrats.
 
It went from one barrel to seven, but the overall concept kinda stayed the same :)
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.

Well, at least is for a real life job you are going slow and not becuase the projects just stop. Glad to see its going well.

There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Holy mother of god, the air moving things animation is FANTASTIC!
 
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

This looks really cool, I dig the style looks like something closer to the 32 bit era.

I haven't been very active in this thread so I feel bad about popping in and out. We had some major funding fall through for our next game so we've decided to cancel it. Our funds for the future are so dim that my partner actually had to leave and I'm back to working on games solo again. Naturally this means whatever I do next needs to be small in scale, which is disappointing.

On the bright side though, GunWorld was Greenlit yesterday so today I've been working on implementing Achievements and Trading Cards. Hopefully the Steam release will translate into some sales to get us out of this rut.
 

Sölf

Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Woah, those graphics. <3
 
This looks really cool, I dig the style looks like something closer to the 32 bit era.

I haven't been very active in this thread so I feel bad about popping in and out. We had some major funding fall through for our next game so we've decided to cancel it. Our funds for the future are so dim that my partner actually had to leave and I'm back to working on games solo again. Naturally this means whatever I do next needs to be small in scale, which is disappointing.

On the bright side though, GunWorld was Greenlit yesterday so today I've been working on implementing Achievements and Trading Cards. Hopefully the Steam release will translate into some sales to get us out of this rut.
The hardest part about development in a team is finances. Its difficult to find others who share as much enthusiasm as you do to donate time without reservations. Grats on the Greenlight, too! It should help alleviate some financial issues.
 

_machine

Member
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
That looks stunning! Are you planning on a inventory/upgrade system like the DS Castlevanias and what kind of progression are you going for?

Even though I'm pretty poor at the moment from all the travelling and I'm trying to save some money for GDC next year (hugely expensive for us Finnish) I'm really interested in backing you guys!
 
There is lot of really great information in this thread.

I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain

Here are some GIFs

sewers_flames1.gif

The Sewers

hightower_traps7.gif

The Blood Tower

Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.

Awesome! Might be because it's what I've been playing the last 3 days, but I get a Dark Souls vibe from this whole thing. Which is good :)
 

Korten

Banned
I am so confused...

So with my added graphical effects to my game, I noticed the FPS on my desktop dropping to 31 FPS (never dropping any lower), and I assumed my less powerful (but still powerful) laptop would get lower...

But my laptop runs it with 58 FPS...

Waaaaat.... Does it have anything to do with my Desktop being AMD and the laptop being Nvidia?
 

_machine

Member
I am so confused...

So with my added graphical effects to my game, I noticed the FPS on my desktop dropping to 31 FPS (never dropping any lower), and I assumed my less powerful (but still powerful) laptop would get lower...

But my laptop runs it with 58 FPS...

Waaaaat.... Does it have anything to do with my Desktop being AMD and the laptop being Nvidia?
Sounds weird, but are you using the same build (not an editor version) and can you profile it somehow (what engine are you using?). I doubt that such a difference would be caused by drivers, but you never know though.
 

_machine

Member
Feels pretty darn good to have access to all the fancy Steam stuff now and the timing was perfect: we were just about to build our own backend with matchmaking, accounts and other stuff and now we can just move most of that to Steam. We are still going to do some form of analytics and request tracker on our own server, but it's a massive load off the development and definitely gave a nice morale boost as well :)
 
I am so confused...

So with my added graphical effects to my game, I noticed the FPS on my desktop dropping to 31 FPS (never dropping any lower), and I assumed my less powerful (but still powerful) laptop would get lower...

But my laptop runs it with 58 FPS...

Waaaaat.... Does it have anything to do with my Desktop being AMD and the laptop being Nvidia?
Ding.

A quick google about RPG Maker performance EXCLUDING AMD leads me to a bunch of AMD posts. I'd start on their forum.
 

Korten

Banned
Sounds weird, but are you using the same build (not an editor version) and can you profile it somehow (what engine are you using?). I doubt that such a difference would be caused by drivers, but you never know though.

RPG Maker Vx ACE. So I just did two tests, on two maps on both computers with fraps and found this...

NOTE: On each of these maps these are what is occuring at any given time. The lighting is changing from darker to light, leaves fly by, and also sound effects (some even being louder and quieter based on distance.)

Desktop---------Laptop (Screenshot from Desktop)
34~40---------- 57~58

VAnb.png


Desktop---------Laptop (Screenshot from Laptop)
48~53---------- 58

WAnb.png


Now it should be noted that the laptop is also running Windows 8 and my Desktop is Windows 7 if that makes any difference.
 

cbox

Member
Curious if anyone here has brought an xna/c# game onto steamworks? We're looking at a few wrappers but I'd curious if anyone has any experience or tips.
 

Sölf

Member
RPG Maker Vx ACE. So I just did two tests, on two maps on both computers with fraps and found this...

NOTE: On each of these maps these are what is occuring at any given time. The lighting is changing from darker to light, leaves fly by, and also sound effects (some even being louder and quieter based on distance.)

Desktop---------Laptop (Screenshot from Desktop)
34~40---------- 57~58

VAnb.png


Desktop---------Laptop (Screenshot from Laptop)
48~53---------- 58

WAnb.png


Now it should be noted that the laptop is also running Windows 8 and my Desktop is Windows 7 if that makes any difference.

Might be worth just asking on the official english forum, maybe someone there knows more.
 

Roubjon

Member
So I'm at the point in development where all there really is left to do is integrate the Steam SDK into the game. Problem is I have no idea where I should start or how to tackle it. Do any of you guys have any advice regarding this or if there is some kind of tutorial thing to follow.
 

_machine

Member
Curious if anyone here has brought an xna/c# game onto steamworks? We're looking at a few wrappers but I'd curious if anyone has any experience or tips.
Where be Noogy (Elysian Tail was made with XNA)?

Other XNA developers have visited the thread, but Noogy's the regular I can remember for sure.

So I'm at the point in development where all there really is left to do is integrate the Steam SDK into the game. Problem is I have no idea where I should start or how to tackle it. Do any of you guys have any advice regarding this or if there is some kind of tutorial thing to follow.
You should do just fine following their own examples, I'm not sure anyone here can divulge any information regarding the integration (some of the documentation is freely available, though).
 
Does anyone have any suggestions for any good C# guides to read while working with Unity?

I'm enjoying Unity so far, but I'm still early with learning C#. I know a lot can be learned through tutorials and even circumvented with the asset store, but I'd like to just generally improve my knowledge with the language.
 
Anyone (or everyone) here have a fulltime or part time job, family to raise, and work on a game?

I'm currently trying to find a time of day that I can work on my game, but am constantly coming home burnt out. My hours vary so it's sometimes hard to plan my weeks.

What do you guys do to make time? I am thinking of setting aaside one day a week dedicated to programing/making since that sounds like the best option, though I would like to try every night a little bit to work on my stuff...

>_<

any input is appreciated.

EDIT: found this n i might do something similar
http://gamasutra.com/blogs/DaveToul...ie__Making_the_best_of_the_time_available.php
 
I'm currently working on wallruns too in UE4.
I assume you used the 1st person template?
How did you implement it? Did you use a custom movement mode?
We're using the blueprint template for now.

No custom movement mode (though that may be a good idea). Basically, we detect if you're touching a wall (with a few traces) while moving/jumping and then edit the air control and gravity values. We also give your character a slight push every time you jump off a wall (so you can gain momentum) until you touch the ground or run for too long.

It'll probably change as we add more stuff or go back to optimize.
 
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