• 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.

Skab

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 sweet, one of the Slain guys is on Gaf. <3

Have seen a few articles on RPS about your game. Looks great!
 
Any artists here use a Surface Pro 3? Considering purchasing one if it helps my friend out with art. He's shown an interest at doing more of his work digitally, rather than on canvas when I let him try out my Wacom Tablet.

Is the screen good for 2D art? Does is run Blender/Maya well?

Thank you.
 

Noogy

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.

I had seen these gifs earlier, I believe on your official site? Or maybe it was a video, either way looks awesome!
 
Ffffffuuuuuuuuu sweating it. A friend of mine at Insomniac just emailed. They be testing my thing this evening. I'm going to get slaughtered, methinks.
 

nvvman

Neo Member
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!

Thank you! An inventory/upgrade system was not planned initially, but we are exploring adding something like that. Currently, there is an elemental mana system where you can use different types of magic and even transform the player completely. The only progression we have designed in the game is increasing player health and giving him the different types of magic but that may change.

I had seen these gifs earlier, I believe on your official site? Or maybe it was a video, either way looks awesome!

Thanks! And I just recycle GIFs that Mrawolf, the artist, puts on his blog or his twitter feed. I didn't realize there'd be that much of a response on this thread so maybe we'll put up some new GIFs here.
 

Xtra Mile

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.


Just wanted to chime in how great this looks. Is it a long game? The art must have taken a lot of time!
 

Burt

Member
Anyone have a preference? No idea which way to go, either Dark Souls-ish with the left, or FFXII judge-ish with the right.

EtjXxXE.png


It's a dark knight achetype-style character.

Edit: flipped the head on the left around
 

Blizzard

Banned
Anyone have a preference? No idea which way to go, either Dark Souls-ish with the left, or FFXII judge-ish with the right.

h0uCDRa.png


It's a dark knight achetype-style character.
I think the left one looks difficult to identify, or maybe as though a knight had their head smashed in. The right one looks good.
 

Pehesse

Member
Anyone have a preference? No idea which way to go, either Dark Souls-ish with the left, or FFXII judge-ish with the right.

EtjXxXE.png


It's a dark knight achetype-style character.

Edit: flipped the head on the left around

I'll echo the others and vote in favor of the right one - the left one (both versions) look more unique, I suppose, but at the cost of credibility, as the shape looks funny or bizarre. The right one is more familiar, but more immediately identifiable, so I'd say it works better - unless you wish your knight to have a strange appearance, but then I'd rework the whole armor itself to match the helmet!

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 remember those from TIG source as well, I'll be glad to follow the updates about it here as well :)
 
Two weeks to launch!

We did a feature over at GameTrailers in Hollywood. It gives the most in-depth look yet for what TCAE really plays like. = D

http://www.gametrailers.com/videos/bk0ak4/there-came-an-echo-there-came-a-demo--exclusive-gameplay-

Man that was really good feature, you looked really comfortable. Were you nervous at all? You're almost like an indie veteran at this point.

Ffffffuuuuuuuuu sweating it. A friend of mine at Insomniac just emailed. They be testing my thing this evening. I'm going to get slaughtered, methinks.

Good luck, no way I'd be able to sleep that night. Probably good to get that kind of feedback at an early stage though.

Desura is reviewing my game this morning, they we're going to last night, but luckily I was just about to upload a new version. Fingers crossed!
 

Sölf

Member
Anyone have a preference? No idea which way to go, either Dark Souls-ish with the left, or FFXII judge-ish with the right.

EtjXxXE.png


It's a dark knight achetype-style character.

Edit: flipped the head on the left around

As someone mentioned, the left one looks like it's only the visor. I prefer the right one, but maybe if the left one also had a round head with his current visor, it might look better.
 

Aki-at

Member
The first frame of the fire seems to be facing right, you use fusion for development, right?

Yeah that's right I'm using Multimedia Fusion 2. Since the flame is only told which direction to face when it hits an invisible mask is just starts off with the default right direction. It's not a big deal, was going to put an object infront of it so players don't see that.

But the problem is there when it comes to the NPC chatter since all the information is held in one active object and the face that appears depends on the direction the object is facing. Haven't really found a solution for that yet :/
 

GulAtiCa

Member
Sweet! My game, ZaciSa: Defense of the Crayon Dimension! is now rated PEGI 3 & USK 0. Just 1 step closer to Europe Wii U release! Game is actually done. All that is left is converting the system to use a language system, which I'd say that is like 40% done. So very close to submitting it.
 

Burt

Member
the left one looks like it's only the visor without the rest of the helmet

I prefer the right one; just happen to like helmets and characters like that and the left one looks a bit crushed in.

I'll echo the others and vote in favor of the right one - the left one (both versions) look more unique, I suppose, but at the cost of credibility, as the shape looks funny or bizarre. The right one is more familiar, but more immediately identifiable, so I'd say it works better - unless you wish your knight to have a strange appearance, but then I'd rework the whole armor itself to match the helmet!

Sölf;151586246 said:
As someone mentioned, the left one looks like it's only the visor. I prefer the right one, but maybe if the left one also had a round head with his current visor, it might look better.

Thanks everyone. Right it is, then. Nice to see a consensus.

Sweet! My game, ZaciSa: Defense of the Crayon Dimension! is now rated PEGI 3 & USK 0. Just 1 step closer to Europe Wii U release! Game is actually done. All that is left is converting the system to use a language system, which I'd say that is like 40% done. So very close to submitting it.

Congrats!
 

_machine

Member
Whew, our day was mostly just meetings today, but we list and prioritize all of our main features for the game (some really exciting gameplay stuff that I can't wait to test are almost at the top of the list) and assigned responsibilities for them.

We also got our asset list for the first level drafte and also we should have the level design bible (document is such a boring word) fully drafted and sent to a few friends to take a look at it soon. There's a lot of work for our environment artist, but I have full confidence it's going to look great. We also finally got our version control working again after totally breaking our own SVN; it's now Perforce running on Azure so if anyone's interested in that combo I can write our thoughts on it once it's been tested a bit more.
 

Sinsem

Member
We did a little gameplay video. That was fun, we'll probably do more in the future. It's not to long to produce and people seems to enjoy it quite a bit.
But looking at it all I can think is "Oh my god everything could be so much better if we do that, and that, and that!"
The youtube link
 

missile

Member
There you are. I was wondering what you've been cooking up in your secret underground lab.
Am brewing some cool pixels together! I'm after some old-school CRT TV stuff
to experiment with. And today I was really, really lucky. I got all of the
following:

mmcYkHV.png

- an old RCA TV tube tester (upper left corner),
- two video signal generators (upper right corner),
- an antenna impedance matcher (down),
- and 3 cases full of vacuum tubes

for only 150 bucks!

Pretty proud of the RCA TV tube tester (it's like a new one, no scratches
whatsoever) and of all the vacuum tubes of which there are about 200(!) new
and 100 used ones. :)

And this very piece of craftsmanship I got the other day

AcPu2LI.png


for only 40 bucks!

It's a signal generator from 1954 entirely operating with vacuum tubes (vacuum
tube powered Colpitts oscillator etc.).


Seems all a bit distant to video games, but to the contrary! I want my CRT
simulator to incorporate the operational characteristics of vacuum tubes
esp. if you overrun them producing higher harmonics. It's cool if you can
deal with it in the real world as well gaining experience. :+
 

bkw

Member
For you folks with hand painted 2D backgrounds, how do you manage texture space and overdraw?

I'm targeting 1080p max (pc, consoles?, no mobile) so I figure one layer of background can fit on a 2048x2048 texture. If I want to layer stuff (maybe parallaxing), then I'll need more and more textures. Seems like the number of textures and vram usage could get out of hand quickly. What solutions might there be to alleviate this?

(Or maybe it's not really an issue? Last thing I want to do is to have the artists do the work, then come back later and have them change things because of technical reasons.)
 

Noogy

Member
For you folks with hand painted 2D backgrounds, how do you manage texture space and overdraw?

I'm targeting 1080p max (pc, consoles?, no mobile) so I figure one layer of background can fit on a 2048x2048 texture. If I want to layer stuff (maybe parallaxing), then I'll need more and more textures. Seems like the number of textures and vram usage could get out of hand quickly. What solutions might there be to alleviate this?

(Or maybe it's not really an issue? Last thing I want to do is to have the artists do the work, then come back later and have them change things because of technical reasons.)

For Dust I would always have four 4k textures loaded into memory for backgrounds. Considering all the character art and UI that was also in memory, it was a bit of a nightmare, but I knew my target platforms (360 and PC). I would recommend against 4k textures though, if you are ever targeting mobile.

Above all else, make sure to use compression. It was really tough manually fitting textures together onto a spritesheet (I originally used XNA), but I'm amazed at how great a job Unity does with packing textures even tighter.
 
Yeah that's right I'm using Multimedia Fusion 2. Since the flame is only told which direction to face when it hits an invisible mask is just starts off with the default right direction. It's not a big deal, was going to put an object infront of it so players don't see that.

But the problem is there when it comes to the NPC chatter since all the information is held in one active object and the face that appears depends on the direction the object is facing. Haven't really found a solution for that yet :/

Good way to hide that first frame is untick the fireball's visible at start, and then make it visible in the same even as it sets the direction (if that's how you have it setup) should work well without having to cover anything up.

As for the face, sometimes the order of events in a group can effect the outcome, moving a few around can sometimes fix those problems.

I run into these issues a lot myself.
 

bkw

Member
For Dust I would always have four 4k textures loaded into memory for backgrounds. Considering all the character art and UI that was also in memory, it was a bit of a nightmare, but I knew my target platforms (360 and PC). I would recommend against 4k textures though, if you are ever targeting mobile.

Above all else, make sure to use compression. It was really tough manually fitting textures together onto a spritesheet (I originally used XNA), but I'm amazed at how great a job Unity does with packing textures even tighter.
Four 4k's is four 4096x4096 textures right? And that's only for the backgrounds? Wow, that's more than I imagined. Coming from mobile space, that seems like a lot. Maybe I have more to work with than I thought. How many layers were you rendering at once?

Was Dust ported to Unity? I guess I need to get Unity Pro soon if I want to use the sprite packer. Tight packing would be super helpful.
 

friken

Member
I'm still reworking our website and coming up with our one liner "What is StarDiver".... So far our list in order of how much we like it:

Epic Space Opera in a Procedural Universe
Lead Humanity, Meet Aliens, Save the Universe
Story-First Science Fiction Epic in a Procedural Universe
Story-Driven Science Fiction Adventure in a Procedural Universe

For those familiar with StarFlight, StarControl2, Sundog, etc you know the genre. For those not familiar, here are a list of terms used by the community to describe the genre:

space opera adventure
very rich lore
multi-genre
space exploration role-playing adventure
Role-playing - Adventure - action - Sci-fi

Thoughts? Suggestions? Thanks
 
MAN O MAN - mind you there is no tutorial and I let everyone go in blind without explaining things so I can learn where to focus for my tutorial and ignore the more basic, common knowledge aspects of control.

Initial impressions from Insom:

1) Pushing away from a wall to wall bound feels unnecessary - would like to just press JUMP to bound from a wall in the opposite direction regardless of what direction is being pressed.

2) Ledge forgiveness - a small buffer from running off of a ledge and being !grounded before being locked out of a jump. Ben from Moonman also mentioned this.

3) Not auto-sticking to walls on special attack. This was a failsafe as many didn't like to auto-stick so I added a directional press requirement.

4) Energy use unclear for special attacks - a tutorial issue.

5) Not being able to vault up around corners when wall sticking.

Other than that positive on the feel of the controls. Tight and responsive.

Here is where I get fuzzy parsing feedback. Sometimes I am finding the line between personal preference and "this mechanic is way broken" unclear.

There is a degree of skill required in regards to timing the wall jumps, attaching and pressing the opposing direction and jumping again. If you want to move fast - you need to practice those movements which you will be doing plenty of throughout the game.

I generally detest games that hold your hand to the point of making moves like this automatic. I personally do not feel taking control away from the player and forcing a jump away from the wall on a flat button press is good for skill curves. Being able to wall bound at breakneck speeds, IMO, should require timing, finesse and practice. I shouldn't be able to just repeatedly press jump to zig zag my way up between walls and feel a degree of skill should be used to be successful at speed running.

There are failsafes to ensure to accidental falls by pressing jump to early and I feel that is good enough protection.

As for a grace period for ledge falling-jumping - I am also on the fence. A grace period means you can get away with sloppy play. No in-air grace period means you need to sharpen your timing skills and hit the ledge with a jump before falling off. I personally find this a non-issue. I want near-edge jumping to be an acquired skill that rewards proactive play - not retroactive play by having the player react to a fall.

The on-wall top corner thing is being considered. When near a top corner of a wall you can be able to press UP+Jump to vault over the corner. I am not creating level geometry that needs this mechanic, but I am adding this to ease players if they decide to use this.

All in all I have had a few people (not the majority after more feedback) want to see auto-wall jumping a thing and only 2 people mention both the top-corner wall stick vault and falling off of a ledge grace period.

The ledge thing I get. The wall bounding and grace period I feel are preferences as the mechanics are tightly controlled as-is but require some muscle memory and practice to really be able to fly through sections of wall jumps and near-edge jumping.

I ultimately prefer the player to maintain full control and actively control the player's movements over having things done for them. This means you have to time near-edge jumps and practice to zig zag walls with ease. I do not feel that these 2 elements take away from the design with a small skill curve, personally.

Speed running is important to me for these types of games and I feel that skill curves to fully master elements, especially traversal, are important. They aren't hard to pull off by any means - after 10-15 minutes of playing many should be up to the 90 percentile with the ability to perform traversal with relative ease.

This is difficult for me because I am always doubting my work. I either stick to my guns with the difficulty curve as I do not feel in the slightest it is hard to grasp - or open up the floodgates and lower the skill floor almost completely and let things like almost-auto wall jumps and ledge forgiveness happen.

I do believe a lot of this stems from the fact that I give zero introduction to the mechanics. Which i feel is great for getting people's reactions on what they feel are standards or things that are intuitive or not.
 

Vark

Member
For you folks with hand painted 2D backgrounds, how do you manage texture space and overdraw?

I'm targeting 1080p max (pc, consoles?, no mobile) so I figure one layer of background can fit on a 2048x2048 texture. If I want to layer stuff (maybe parallaxing), then I'll need more and more textures. Seems like the number of textures and vram usage could get out of hand quickly. What solutions might there be to alleviate this?

(Or maybe it's not really an issue? Last thing I want to do is to have the artists do the work, then come back later and have them change things because of technical reasons.)

Another trick (when you can, especially for backgrounds) is to make something maybe 1/2 to 1/4 the size you want it to be and then load it once, and invert it vertically or horizontally and see if you can't get away with tiling it.

Depending on how many layers there are, and how much stuff is in front of it, it's usually not readily noticeable. All depends on your style though.
 

Vark

Member
Haven't really posted anything I've been working on in a while so here's a WIP of my new level select screen. There's still a few elements to add to it and some work to break up the back wave line, but I've got all of my higher res assets in and I'm liking the direction.

Basic play off the 'navigate by the stars' each 'world' will have a different level lay out with lines connecting them to be different constellations.

(also names are currently temp, I know the gender on the last one is wrong).

travel_screen_wip.png
 
Milestones:
-Fully ported to Xbox One today in one sitting.
-Lowest framerate with highest volume of physics application was 250fps ~ Average 375-ish during a mild downpour.

Pretty happy with the results.
 
It's my bi weekly UE4 praise post!

Tonight's work ended up being completed flipped on it's head. I was making a segment where you jump towards what looks like three coloured cubes, but where one or two are not actually cubes and instead slides that you fall off of.


View from one side.


View looking back after making the jump.

Sooooo this is what I've had planned out in my design doc for over a month for this puzzle. And I think it'll be sort of a funny jerky 'ha ha it was a trick' moment. But when I stick four of them in a row like I planned, it's just trial and error and not that fun.

So I think... what if... what if you come at the cubes from the opposite side, then you have to hit a switch to open a door you already passed or whatever, and then when you turn around to go back... they just look like cubes.

Now the player has a chance to *remember* which colours they used to jump across on the way over, and it also messes with your head looking back.

It took all of about fifteen minutes to test this whole idea out in UE4. Talk about rapid prototyping abilities. It's a really fun wrinkle to the puzzle that also extends the section a little in a really fun way. Moments of inspiration like that are really great. Having the flexibility to rapidly test ideas and tweak things so quickly...

yeah. I love UE4.
 

Feep

Banned
Man that was really good feature, you looked really comfortable. Were you nervous at all? You're almost like an indie veteran at this point.
Well, a bit, I suppose, but I have significant training and experience as an actor. Comes in handy. ;)

For you folks with hand painted 2D backgrounds, how do you manage texture space and overdraw?

I'm targeting 1080p max (pc, consoles?, no mobile) so I figure one layer of background can fit on a 2048x2048 texture. If I want to layer stuff (maybe parallaxing), then I'll need more and more textures. Seems like the number of textures and vram usage could get out of hand quickly. What solutions might there be to alleviate this?

(Or maybe it's not really an issue? Last thing I want to do is to have the artists do the work, then come back later and have them change things because of technical reasons.)
Uh...I'm not proud of this or anything, but certain levels in TCAE have like. 30 4k textures in memory.
 

Blizzard

Banned
Well, a bit, I suppose, but I have significant training and experience as an actor. Comes in handy. ;)


Uh...I'm not proud of this or anything, but certain levels in TCAE have like. 30 4k textures in memory.
That's...2GB of texture memory? I assume you're not requiring 2GB graphic cards, so some of it gets stored in system memory and passed back and forth behind the scenes?
 

Feep

Banned
That's...2GB of texture memory? I assume you're not requiring 2GB graphic cards, so some of it gets stored in system memory and passed back and forth behind the scenes?
While I assume that's what happening, I haven't gone too deep into Unity to check. Seems to be fine, though.
 

Popstar

Member
That's...2GB of texture memory? I assume you're not requiring 2GB graphic cards, so some of it gets stored in system memory and passed back and forth behind the scenes?
Unity uses texture compression by default. It's more like 240MB.

A single 4K texture BC1 compressed is 8MB. (4096*4096/2).
 

Blizzard

Banned
Unity uses texture compression by default. It's more like 240MB.

A single 4K texture BC1 compressed is 8MB. (4096*4096/2).
Ah, very cool. I don't know much about hardware acceleration for texture compression, but I will probably need to learn more if I ever get to a point where I'm making a game using high-res textures.
 

Motwera

Banned
*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.
Mmmm, MMMM..
So, I am not the only one who wants to make a GUNZ/Mirror Edge inspired shooter, well, my idea's a little different since it involves split/remixable weapons, although you are making such a nice progress there, while I am stuck at point 0.1 of its development
 

Korten

Banned
So I realized that because I've been working on so much of the system's of my game that I actually haven't dedicated much time to making new maps for the game lately. So I made another part of my Forest zone. Yeah it's a forest, but I personally like it.

Tell me what you think of the new map in the zone. :)

(Uploaded to Imgur cause it's an album.)

http://imgur.com/a/QWn9R#0
 

bkw

Member
Thanks for the info on the textures guys! Looks like I have much more room than I anticipated? All those years of working on mobile stuff must have got me all paranoid way too early.
 
Haven't really posted anything I've been working on in a while so here's a WIP of my new level select screen. There's still a few elements to add to it and some work to break up the back wave line, but I've got all of my higher res assets in and I'm liking the direction.

Basic play off the 'navigate by the stars' each 'world' will have a different level lay out with lines connecting them to be different constellations.

(also names are currently temp, I know the gender on the last one is wrong).

travel_screen_wip.png
Hold on, what's your project man? This looks awesome and right up my alley.
 

Kritz

Banned
Finally starting to feel like I'm making progress on the game's POS computer.

http://i.imgur.com/Lpc5gbL.webm

It's still rough as hell in terms of being intuitive - and it's a mix between an art issue (easy to fix) and an implementation issue (hard to fix). But on the plus side, it's starting to finally do something, and the implementation is becoming robust enough to support adding functionality without having to do too much back end stuff.

But now the goal is to rewrite some of the AI behaviors, so that customers come up in groups to place their food orders, and then they should attempt to take seats based off what the player sets on the computer. And then have a behavior for the player setting two groups of customers to the same seats... and then from there I think I have to go and flesh out a lot of the AI-to-AI interaction for other situations.

It's been 2 years since I wrote the NPC code back when this game was a hobby I did during lunch breaks at uni. So I'm sure that code's gone well rotten.
 

Aki-at

Member
Good way to hide that first frame is untick the fireball's visible at start, and then make it visible in the same even as it sets the direction (if that's how you have it setup) should work well without having to cover anything up.

As for the face, sometimes the order of events in a group can effect the outcome, moving a few around can sometimes fix those problems.

I run into these issues a lot myself.

That's... Actually a great idea heh, thanks!

I'll try playing around in the order of events for the dialogue box, completely forgot that about how important the order of events are in MMF2.
 
We did a little gameplay video. That was fun, we'll probably do more in the future. It's not to long to produce and people seems to enjoy it quite a bit.
But looking at it all I can think is "Oh my god everything could be so much better if we do that, and that, and that!"
The youtube link

As a fan of city builders I love this.
Some questions.
At first I thought you were putting the do not cross roads temporary so people couldnt get to an area before you build it (idea that I loved), but it doesnt seem the case, seems citizens can go invisibly from their houses to their jobs.

I don't know if I like the only way changing the orads is building parks near them, makes it difficult to give unique personality to your city, and as the video shows, sometimes leave patches of dirt between stone roads, becuase the are of effect of the parkt doesnt get there.
Maybe you already implemented (or in the future) changing roads by hands, and im just babbling here lol
 

Blizzard

Banned
We did a little gameplay video. That was fun, we'll probably do more in the future. It's not to long to produce and people seems to enjoy it quite a bit.
But looking at it all I can think is "Oh my god everything could be so much better if we do that, and that, and that!"
The youtube link
Who's doing your music? I like it in the video.
 

Sinsem

Member
As a fan of city builders I love this.
Some questions.
At first I thought you were putting the do not cross roads temporary so people couldnt get to an area before you build it (idea that I loved), but it doesnt seem the case, seems citizens can go invisibly from their houses to their jobs.

I don't know if I like the only way changing the orads is building parks near them, makes it difficult to give unique personality to your city, and as the video shows, sometimes leave patches of dirt between stone roads, becuase the are of effect of the parkt doesnt get there.
Maybe you already implemented (or in the future) changing roads by hands, and im just babbling here lol

Yeah we use the old "walkers" system. We have two type of characters. The one that juste move randomly until they have to go back to their building, and the others that have a defined destination, and bypass roadblock.

As for the parks, we are currently balancing the area of effect, so everything is far from perfect on our current build.


Who's doing your music? I like it in the video.

https://soundcloud.com/normanlegies
A really cool german composer who also worked on Dream.
 
Status
Not open for further replies.
Top Bottom