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

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Pehesse

Member
If you've never played Guacamelee, I highly recommend it. The stylized art and animations are nice, but in particular I seem to recall you can cancel out of a lot of different things so it feels very responsive.

I'm a huge fan of Drinkbox's games in general, and Guacamelee is one of two games I've ever Platinumed :) It's a huge inspiration behind how the Warrior form will work, and for the general feel of traversal for the Acrobat!

From the video I posted earlier, did you feel the traversal moves were not cancel-able enough? If you're curious to try the current prototype for yourself, I can send you the link to access it!
 
Has anyone used free version control for a unity3d project? A friend wants to help out on the project and it would be nice to collaborate but I'm not sure of the best way to go about it.

I'm fooling around with bitbucket and sourcetree. I just cant seem to get the .gitignore to ignore the library and metadata files.
 

Blizzard

Banned
I'm a huge fan of Drinkbox's games in general, and Guacamelee is one of two games I've ever Platinumed :) It's a huge inspiration behind how the Warrior form will work, and for the general feel of traversal for the Acrobat!

From the video I posted earlier, did you feel the traversal moves were not cancel-able enough? If you're curious to try the current prototype for yourself, I can send you the link to access it!
I didn't mean it as any sort of criticism. The traversal looks nice. I was just reminded of Guacamelee with the mention of cancelling -- it was neat to roll out of an attack in a platforming game.
 

LordKasual

Banned
Many thanks :)

Since I'm not going to be able to showcase these in the prototype for a little while (no health system yet, no damaging stuff, no collision checks to see if damaged... going to be a while!), so have the current tentative standard defeat/respawn anims:

God dammit Pehesse with the frame porn man...

I can't draw anything until I get a new pad, but i would love to see your pipeline for these animations. What program do you use to do the frames?

So here's the game I spent all of Halloween making. I've set it at "Name your own price" but you can (and are encouraged to) enter $0 and still download the game just fine

Nonsense. I shall throw a few bucks your way.

I played alot of The Fated Hour back when you dropped that demo, always enjoyed playing your stuff.
 

orioto

Good Art™
Learning to do explosions. It's not Metal Slug yet, but it works anyway!

EnemyExplosion01.gif


Also a weapon!

DFWeapon01.gif
 
Also @Blaze, really eager to try it out ! IT looks really damn fun. By the way, if it's not indiscrete, but are you the same Blaze who also organizes the SAGE expo ?

I haven't organized a SAGE in quite a while, but yes, that was me.

On my end: tried building a very rough test level to record the "flow" of play, or rather "flows":

https://youtu.be/v6j1XrOF4-8

Ideally, the game will be accessible to many different skill levels, with the different speeds of play allowing access to different paths. Still super early and lots of stuff to fix, of course, but I hope this gets the idea across somewhat already!

Dang, that's incredible looking already.
 

Pokemaniac

Member
Has anyone used free version control for a unity3d project? A friend wants to help out on the project and it would be nice to collaborate but I'm not sure of the best way to go about it.

I've been using a git repo hosted on bitbucket for the thing I'm working on. It works well enough for now, though it did require a decent amount of config. I based most of my setup on this StackOverflow post.

The main caveats are:
  • I'm working alone, so I'm unlikely to hit any situations that are too complex
  • My thing is currently tiny because it's a half finished prototype. There is definitely a risk that it'll hit bitbucket's size limit if it gets far enough along.
  • Git definitely has a pretty steep learning curve if you've never used it before.
 

Rhanitan

Member
If anyone has 10-15 minutes to spare, I would super appreciate any feedback about the latest Wildfire build. We're taking this to PAX in a couple days.

(Windows, ~90MB)

https://www.dropbox.com/s/5nlo73fehpgwbgf/wildfire_paxaus_coop.exe?dl=1

PiZhDNS.gif


7qyz0Fy.gif


great job! i enjoyed it. Suggestions i have would be:

- put in more places where you can drop off the prisoners.Having to back track for each prisoner doesn't feel like much more of a challenge and can get a little tiresome.

- find a way to combine all the different buttons for absorbing elements into one button. It got a little confusing having 3 seperate buttons that feel like they do the same thing.

- jumping around would feel a little more fun if your momentum didn't slow down when you land. Makes sense for a big fall but i feel like for most other times you shouldn't lose momentum from landing.
 
I've been using a git repo hosted on bitbucket for the thing I'm working on. It works well enough for now, though it did require a decent amount of config. I based most of my setup on this StackOverflow post.

The main caveats are:
  • I'm working alone, so I'm unlikely to hit any situations that are too complex
  • My thing is currently tiny because it's a half finished prototype. There is definitely a risk that it'll hit bitbucket's size limit if it gets far enough along.
  • Git definitely has a pretty steep learning curve if you've never used it before.

Thanks for taking the time. I'll definitely check this out. Git is really intimidating but if I ever want to collaborate or be of use on a team I've got to learn it eventually. Luckily I'm also working on a tiny mobile prototype myself so I don't think I'll need much space.
 

Pehesse

Member
I didn't mean it as any sort of criticism. The traversal looks nice. I was just reminded of Guacamelee with the mention of cancelling -- it was neat to roll out of an attack in a platforming game.

Oh, but I was honestly asking! It's still so early in the project, that's the perfect time for criticism, I can still act upon it without needing to rebuild the entire thing from scratch. So if you have any, feel free!

In fact, that's actually what I'm terrified of: that the game will look "nice", but play like ass. That's why I've had the prototype be tested since week 1, but even then, I'm looking to make its availability more widespread as soon as I fix some of the most glaring issues. My first and main objective is to make the player control feel fantastic (not good, not great: it needs to be excellent or nothing, there's no room for "good" anymore, been burned enough from Honey on that front), and until that happens, I'm not moving forward! So as soon as I'm done roughing the animations for the Acrobat and have her main systems implemented, I'll definitely be asking for more detailed feedback and critiques!

God dammit Pehesse with the frame porn man...

I can't draw anything until I get a new pad, but i would love to see your pipeline for these animations. What program do you use to do the frames?

Haha, thanks :-D

The pipeline is super simple and hasn't changed since Honey, so I'll relink the posts I had made about it back then: here and here.

The main differences between then and now is that I've added a 2nd sketching phase: I start by roughing out the motion (that's basically the "respawn" animation from earlier: no details, a very basic figure, only focused on limb positions). I then sketch in the details and rework the proportions from there (I didn't do that in Honey, I went straight to cleaning). Then, cleaning, and coloring (didn't do those for now, but they're next!). It's all in photoshop, with different layers acting as the different frames, and the animation timeline to check if the motion works, even though the actual rhythm will be determined in engine where I can more finely play with the hold time of each individual frame.

As far as animation process goes, even though I try to force the "key poses then intervals" process, I usually end up falling back to the freeflow described in the animator's survivalist guide, ie start from a keyframe and do the animation from there, intervals and all, in a single go. Means I sometimes have to go back and erase/add frames when the rhythm is off, but I have a better idea of where I'm going when working like that... for now. Still trying things out!

Dang, that's incredible looking already.

Thanks a lot, but I really like how yours look too! Haven't had the time to try it yet, but I'm definitely looking forward to giving it a spin!

EDIT: in fact, I went and did, and it plays a good as it looks :-D My biggest peeve was the scoring after each level, as I could find a way to make the bar progress faster. I encountered no issues in the first three levels, but had a few in the fourth: I had a little trouble with the very first jump of the level supposed to teach you the glide (basically, never got the glide to carry me far enough even over short distances without hi-jumping first, and that lesson cost me a bit of time because of the spikes). I also ran into a bit of trouble right at the end where I smacked a guy who got stuck in mid air, so I attempted to bite him in mid air as well, which got me stuck for a second (still drank his blood, though), but that had a weird effect on the policeman right next to it who became for some reason resilient to my attacks and score a few good ones when none of the other had stood a chance so far. By the way, that's a rather interesting choice to make the policemen/guards with pistols rather weak and ineffecual, especially compared to the tourists/journalists armed with the WAY more potent camera!
Anyway, liked it, I have way more fun that I thought I would simply clawing off posters off the wall! Thought I'd get plenty of Kid Dracula vibes, and I did, so I leave contented :-D
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Though I am continuing work on my SRPG, progress has been a bit slow, because now that most of the programming is done, I was always thinking about how to realise a 3D platformer, so I decided to further split up my limited ressources into two projects and to start programming a 3D platformer as well. This has the added advantage that a good friend of mine is really, really hot for that as well and has numerous ideas for level creation, so I can actually concentrate on programming for quite a while and do not have to focus on level design too much (though I also like to do that, it takes alot of time for me to come up with fun ideas). I've first worked on the two things most important I think, character physics and camera system. I have actually decided to not use anything premade in Unity, in order to have full control over everything, because I have often experienced some issues with 3D projects made in Unity as a player myself.

However, so much for the background, now my actual question: Is there any good and easy to use (for a non-artist) Voxel-editor to create Unity models, preferrably a free one, that you can recommend?

I really don't want to delve into the whole 3d model creation too much, though I would still like to have a nice look for the game that I can realistically achieve. So Voxel art springs to my mind as an obvious way to easily model game characters and level elements that should also be reasonably efficient, because I would like to put the game on Switch (if Nintendo permits), Xbox One and Wii U, and I really don't want any performance issues on either platform at all. Currently the game is using just cubes as characters and is running very fluidly on Wii U, so I hope to be able to keep up that performance, get a reasonably nice looking game and not to delve into complicated modelling.

EDIT: Not required anymore.
 
My biggest peeve was the scoring after each level, as I could find a way to make the bar progress faster. I encountered no issues in the first three levels, but had a few in the fourth: I had a little trouble with the very first jump of the level supposed to teach you the glide (basically, never got the glide to carry me far enough even over short distances without hi-jumping first, and that lesson cost me a bit of time because of the spikes). I also ran into a bit of trouble right at the end where I smacked a guy who got stuck in mid air, so I attempted to bite him in mid air as well, which got me stuck for a second (still drank his blood, though), but that had a weird effect on the policeman right next to it who became for some reason resilient to my attacks and score a few good ones when none of the other had stood a chance so far. By the way, that's a rather interesting choice to make the policemen/guards with pistols rather weak and ineffecual, especially compared to the tourists/journalists armed with the WAY more potent camera!
Anyway, liked it, I have way more fun that I thought I would simply clawing off posters off the wall! Thought I'd get plenty of Kid Dracula vibes, and I did, so I leave contented :-D

Remember that you can chain Dracula's moves together. If you dash in to a glide, that first jump in level 4 is a breeze.

Though I guess that creates a different sort of problem, because I probably shouldn't expect players to do that the first time they use the glide. Hmmm...

The security guards being ineffectual wasn't the intent, but it seems I forgot a couple of use cases where they'd turn aggressive. It's supposed to be that if they see Dracula being threatening at all they'll attack, but either there's a bug or I forgot a piece of code I intended to program in, because they're too relaxed.

I'm planning on one more release of this "version" of the game. I'm gonna go ahead and finish out the fifth and final level I originally planned to do and add in some rudimentary score attack stuff. It'll be the way I wanted the game to be if I had finished everything in time for the game jam.

After that, who knows. I have a bunch more ideas on the cutting room floor, but because I started using the Steam version of Clickteam Fusion to make OverBite, I can track exactly how much time I spent in development. From September 28th to October 31st, I spent 322 total hours in the editor, which comes out to almost 10 hours a day, seven days a week, with no breaks, for 33 days straight. It probably ended up being much more than that, because I also produced a video series for my Youtube Channel and wrote 22 short fangame reviews over the course of October, plus worked 23 hours at a thrift store.

I've earned a bit of relaxation. :p
 

wwm0nkey

Member
After a huge brain fart with Lists, I finally got my card system working. Ignore the MMBN assets they wont be there much longer, same goes with Ethan.

source.gif
 

Tain

Member
Anybody have any experience when it comes to reaching out to and working with indie publishers? Would opening a Greenlight page now particularly hurt my chances? I'd assume not.

I have some footage of my game that I'd like to pass along to some publishers, and while it's good-looking, it's not 1:1 with what I had in mind for the consumer-facing trailer. Surely publishers would be understanding of that, though, right? Is that enough to start reaching out?
 

anteevy

Member
Anybody have any experience when it comes to reaching out to and working with indie publishers? Would opening a Greenlight page now particularly hurt my chances? I'd assume not.

I have some footage of my game that I'd like to pass along to some publishers, and while it's good-looking, it's not 1:1 with what I had in mind for the consumer-facing trailer. Surely publishers would be understanding of that, though, right? Is that enough to start reaching out?
Getting your game through Greenlight would rather increase your chances finding a publisher than hurt them. My last game was greenlit a few months before I reached out to publishers (I actually only contacted tinyBuild and it worked lol). The value of Greenlight has vastly decreased in the last year, but I'd still recommend it as a start of getting your game out there.
 
So here's the game I spent all of Halloween making. I've set it at "Name your own price" but you can (and are encouraged to) enter $0 and still download the game just fine

https://hotdoglaser.itch.io/overbite

CvycGto.png

yM73gce.png


You play as a disgruntled Dracula. There's four levels. I wanted a minimum of five, but four is all I could manage in the last 24 hours (literally the entire month was spent on game mechanics and graphics).

Unfortunately the version I submitted to Clickteam for the Halloween Contest has a couple of huge bugs I forgot to fix so I'm probably fucked on winning the grand prize. The version I submitted to Clickteam doesn't properly stop the level music so it ends up overlapping itself, among the grading system during the score tally being totally broken. They were quick fixes but it was past midnight (the deadline) and it looks like you can't modify your entry after submission anyway

Oh well

At least I finished a game for once in my life. Technically, anyway

Also: If you're using a wired 360 controller on your PC, a Windows update broke compatibility with that recently and there's nothing I can do to fix it. It was working fine just a week or two ago, but now Clickteam Fusion can't see a wired 360 controller at all in any capacity. If you're using a wireless 360 controller or DS4Windows you're covered, though.

I played a bit of this. It seems decently made, just felt like I could've enjoyed it better with a controller.
 
Anyone here had experience in implementing items and a basic inventory system here? I think it's finally time for me to tackle that. I'm thinking of a way to let me do it as uncomplicated as possible - the game only needs to keep track of a limited set of recovery items at a minimum, though since I don't know what else I'll put in there - I'm debating between discrete equipment items and making all equipment "upgrades" (no separate item, just affects naming and bonuses).

I think I'm going to also muck around with the Unity editor and see if I can get a reliable way to display damage numbers upon a successful hit. I'm still not too good at trying a world-space UI... At least with the way the game is done I could have miss and critical indicators reusing the attack effects code, but damage numbers probably need something else.

I'm kind of surprised by how much I have done in the last week, to be honest. The game is now technically playable, if not very presentable and very unhelpful in indicating things happening, not to mention a lack of finished levels.
 
That moment when you realize you figured out a way to cheese around a hard programming line.

The moment after when you realize it's probably not cheese.
 

Lautaro

Member
Anyone here had experience in implementing items and a basic inventory system here? I think it's finally time for me to tackle that. I'm thinking of a way to let me do it as uncomplicated as possible - the game only needs to keep track of a limited set of recovery items at a minimum, though since I don't know what else I'll put in there - I'm debating between discrete equipment items and making all equipment "upgrades" (no separate item, just affects naming and bonuses).

Personally I use ScriptableObjects to make items representations and save them as assets, in that way I can drag them and even save them in a Resources folder so I can instantiate them from code. After that you can just keep your inventory in a single list with strings of the names of the items (or a struct with the name and the number).

I think I'm going to also muck around with the Unity editor and see if I can get a reliable way to display damage numbers upon a successful hit. I'm still not too good at trying a world-space UI... At least with the way the game is done I could have miss and critical indicators reusing the attack effects code, but damage numbers probably need something else.

Check the instruction WorldToScreenPoint, it turns a 3d point into a value that you can just assing to a recttransform of a UI element.
 
Thanks Feep! I got a LOT of useful feedback :)

And your game looks great too - and it's on a much grander scale than what I'm building. Wish you luck on the funding!
 

EDarkness

Member
Do most of you work solo or with a team? If with a team how many people? On the project I'm starting I think it's probably going to end up just being me(programming) and my fiancée(art).

I finally got over the "valley of despair" and starting to put serious thought into my project but I know going solo is going to slow things down a bit lol

This is pretty much me. I do all of the designing, programming, level design, etc. My wife does art and adding atmosphere to areas and such. So I do the building layouts, then my wife comes in and populates everything. It's a lot of work for one guy and his wife, but we've made good progress even though it's been a couple of years now. I think it all comes down to how large your game is (mine is not small by any stretch of the imagination) and how much time you actually have to work on the game. Not having to work really makes this a lot easier, but I'm sure most of us don't have that luxury.
 

Makai

Member
Anyone here had experience in implementing items and a basic inventory system here? I think it's finally time for me to tackle that. I'm thinking of a way to let me do it as uncomplicated as possible - the game only needs to keep track of a limited set of recovery items at a minimum, though since I don't know what else I'll put in there - I'm debating between discrete equipment items and making all equipment "upgrades" (no separate item, just affects naming and bonuses).

I think I'm going to also muck around with the Unity editor and see if I can get a reliable way to display damage numbers upon a successful hit. I'm still not too good at trying a world-space UI... At least with the way the game is done I could have miss and critical indicators reusing the attack effects code, but damage numbers probably need something else.

I'm kind of surprised by how much I have done in the last week, to be honest. The game is now technically playable, if not very presentable and very unhelpful in indicating things happening, not to mention a lack of finished levels.
Make all items implement IItem interface and store them in List<IItem>
 

Violet_0

Banned
Paint.NET
oh I already use that from time to time

I'm also in the GameMaker 2 beta, but I haven't tried the sprite editor yet
Made a pre-alpha gameplay video of Beastmancer in case someone wants to check it out:

https://www.youtube.com/watch?v=sXE_Wl37OGs

I'll start my Greenlight campaign tomorrow, I think I have everything I need.
the animations seem a tad slow, I'd consider speeding the combat up a bit, or give the player an option to adjust it according to their own preferences. Looking good, though
 
Personally I use ScriptableObjects to make items representations and save them as assets, in that way I can drag them and even save them in a Resources folder so I can instantiate them from code. After that you can just keep your inventory in a single list with strings of the names of the items (or a struct with the name and the number).

Ah, cool. I'll go check it out once I get home.

As an aside, I find creating a damage formula that scales appropriately to levels, total attack and total defence without easily zeroing or dealing excessive damage seems to be hard if it also has to maintain decent scaling upon stat changes. A naive attack - defence tends to result in extremely low numbers and numbers that easily get cut to 1, so I have been thinking of a lot of fancy maths in the background.

That's why I have now been playing around with squared numbers and a fixed 100 points as the baseline and modifying the formula accordingly (the game currently uses two formulas for positive and negative differences between attack and defence.) Anyone else can share tips on this? I kind of want to write a formula that allows double attack compared to starting stat = double or noticeably increased final damage while not causing too much trouble with when the difference is low, no matter what the enemy defence is. So something like when your attack stat is doubled from 50 to 100, damage to enemies are consistently doubled, be it having a defence stat of 1, 10, 50, 100, or even 255.

Make all items implement IItem interface and store them in List<IItem>

All right, will check too and see what is best.

I think players would be more receptive to a demo where you can heal &#128512;
 
Out of curiosity what is it? Always fun to hear about programming tales.

I needed to find a way to tell the code to go up by one number with each party member you talk to at certain points in the game, with events and such dictated by the ultimate resulting number. I ended up making an entirely new menu that would show up and show you your progress in real time (which is what Paper Shakespeare's main mechanic is), with every single party member accounted for, only since these were not attributes, I just set a flag at the beginning of the script to keep it turned off (invisible).

So now it basically acts like you're just gaining attributes when you're really just dinging numbers during conversations.
 

Kieli

Member
How do you guys build your front-end?

I want a basic GUI with buttons, images, scene transitions, and draggable elements. I'm looking at Java GUI frameworks like Swing and JavaFX, but I don't want to be saddled with learning about Rich Internet Applications which seem to be going the way of the dodo.

Could I potentially use MVC? Maybe CSS/Javascript for front end, and Java to handle logic and models?
 

JulianImp

Member
Was looking into how to build animation files (ie: character_action.anim) programatically from a bunch of numbered sprite files, and it was simply hell. The documentation for building animations was just too scarce and badly written, and it was after almost an hour of searching that I found some weird class called EditorCurveBinding that was supposedly used for that kind of things, and searching for that finally got me a bit of working code. The Unity documentation for a method that used it was so bad that it had links to the scripting reference page of the other two parameters but not that one... and it also had a copy-pasted description that said "Note that this method is different from <SameMethod>" and then it even linked to itself. Way to go, Unity.

After getting a bit of code that did some black magic to create valid animation curves for sprite changes and removing all the weird magic numbers it had, here's the helper class I ended up with in case anyone wants anything like that. It might not be much, but it sure beats manually dragging each sprite into animation files one by one, which was just plain unsustainable for doing character skins.

Code:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;

public class AnimationBuilder : EditorWindow
{
	[MenuItem ("Window/Drop Tools/Animation builder")]
	public static void ShowWindow ()
	{
		EditorWindow.GetWindow(typeof(AnimationBuilder));
	}

	private string   baseName  = "drop_idle";
	private int      framerate = 60;
	private WrapMode wrapMode  = WrapMode.Loop;

	private void OnGUI()
	{
		baseName  =           EditorGUILayout.TextField("Base name", baseName );
		framerate =           EditorGUILayout.IntField ("Framerate", framerate);
		wrapMode  = (WrapMode)EditorGUILayout.EnumPopup("Wrap mode", wrapMode );
		if (GUILayout.Button("Search"))
		{
			string[] foundAssets = AssetDatabase.FindAssets(baseName + " t:Sprite");
//			List<string> uniqueAssetList = new List<string>();
//			foreach(string a in foundAssets)
//			{
//				if (uniqueAssetList.Contains(a))
//					continue;
//
//				uniqueAssetList.Add(a);
//			}
//			foundAssets = uniqueAssetList.ToArray();

			List<Sprite> spriteList = new List<Sprite>();
			Debug.Log(foundAssets.Length);
			for (int i = 0; i < foundAssets.Length; i++)
			{
				spriteList.Add(AssetDatabase.LoadAssetAtPath<Sprite>(AssetDatabase.GUIDToAssetPath(foundAssets[i])));
			}

			Debug.Log("Sprites loaded = " + spriteList.Count);

			AnimationClip animationClip = CreateSpriteAnimationClip(baseName, spriteList, framerate, wrapMode);

			AssetDatabase.CreateAsset(animationClip, "Assets/APPLICATION/Animations/" + baseName + ".anim");
			AssetDatabase.SaveAssets();
		}
	}

	private AnimationClip CreateSpriteAnimationClip(string name, List<Sprite> sprites, int fps, WrapMode wrapMode)//, bool raiseEvent = false)
	{
		int framecount = sprites.Count;
		//HACK - Check dem not-quite-one floats to make the animation system not screw up, bro!
		float frameLength = 0.99f / (float)fps;

		AnimationClip clip = new AnimationClip();
		clip.frameRate = fps;

		AnimationUtility.GetAnimationClipSettings(clip).loopTime = true;

		EditorCurveBinding curveBinding = new EditorCurveBinding();
		curveBinding.type = typeof(SpriteRenderer);
		curveBinding.propertyName = "m_Sprite";

		ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[framecount];

		for (int i = 0; i < framecount; i++)
		{
			ObjectReferenceKeyframe kf = new ObjectReferenceKeyframe();
			kf.time = i * frameLength;
			kf.value = sprites[i];
			keyFrames[i] = kf;
		}

		clip.name = name;


//		AnimationUtility.SetAnimationType(clip, ModelImporterAnimationType.Generic);
		clip.wrapMode = wrapMode;
		AnimationUtility.SetObjectReferenceCurve(clip, curveBinding, keyFrames);

//		clip.ValidateIfRetargetable(true);

//		if (raiseEvent)
//		{
//			AnimationUtility.SetAnimationEvents(clip, new[] { new AnimationEvent() { time = clip.length, functionName = "on" + name } });
//		}
//		clip.AddEvent(e);
		return clip;
	}
}

Note: The save path is fixed because the tool was mostly a hack job to speed up the skin implementation process, but feel free to tweak it to whatever you might need.

Bottom line, delving too much into things people don't use normally is a pain in the ass, because it looks like the guys at Unity don't even bother writing documentation for all that kind of stuff, and of course very few people even bother trying to unravel the convoluted mess that some of the engine's internal systems actually are.
 

LordRaptor

Member
After 5/6 months of work I finally put Beastmancer on Greenlight: Direct Link

I think you've put 2 games on Steam now in the time I've been working on getting a fully systems complete version of mine ready - congrats to you and boo to me :(

Anyone else can share tips on this?

coefficients are a great way to modify an entire curve without changing the underlying formula (eg to prevent a result of 0 ever returning).
Percentile based modifiers are also a good way of preventing ever getting unwanted results.
 
coefficients are a great way to modify an entire curve without changing the underlying formula (eg to prevent a result of 0 ever returning).
Percentile based modifiers are also a good way of preventing ever getting unwanted results.

...yikes, I think I've forgotten maths... *hides in shame*

Uh, I think I'll probably have to ask about what exactly you meant by "percentile based modifiers". Don't worry about the other one.

Also trying to find the way to attach instantiated UI elements straight to the GameObject containing the UI canvas, too. Don't worry, all this is done at the beginning of the scene. Nothing on the fly. Now to figure out why they're all off-screen!
 

D13Michael

Neo Member
I'm going to drop that one here for tomorrows #screenshotsaturday

source.gif

(Game is called The Shattering, currently under development. Still a long dev ahead)
 

LordRaptor

Member
...yikes, I think I've forgotten maths... *hides in shame*

Uh, I think I'll probably have to ask about what exactly you meant by "percentile based modifiers". Don't worry about the other one.

coefficients are multipliers in algrebraic formulas.
So - for example - an attack damage formula might be
Code:
A - D = HP
where A = attack power of attacker, D = defence power of target, HP = health points to remove.
Adding coefficients would be something like:
Code:
2A - D = HP/2
would shift your overall damage curves more into the positive, and adjust the point at which a targets defence can overwhelm an attack

Percentile based modifiers are just modifiers using percentage increase / decreases rather than fixed numbers - they scale much better globally and are always relevant.

eg Armour gives +5% Defence vs Armour gives 5 Defence
the first suit of armour is useful for the entire game
the second suit of armour is vendor trash very quickly
 
coefficients are multipliers in algrebraic formulas.
So - for example - an attack damage formula might be
Code:
A - D = HP
where A = attack power of attacker, D = defence power of target, HP = health points to remove.
Adding coefficients would be something like:
Code:
2A - D = HP/2
would shift your overall damage curves more into the positive, and adjust the point at which a targets defence can overwhelm an attack

Percentile based modifiers are just modifiers using percentage increase / decreases rather than fixed numbers - they scale much better globally and are always relevant.

eg Armour gives +5% Defence vs Armour gives 5 Defence
the first suit of armour is useful for the entire game
the second suit of armour is vendor trash very quickly

Nice, a refresher is what I needed. Thanks.

And I think I figured out what's going on with my numbers... now they're where they should be now. Just have to put in the correct functions in the scripts, hook them up, and... BAM! Damage numbers on hit.
 
I'm going to drop that one here for tomorrows #screenshotsaturday

source.gif

(Game is called The Shattering, currently under development. Still a long dev ahead)

Nice! Pre-computed chunks, or some kind of runtime Voronoi/similar shattering?

It looks like pre-computed chunks to me, but if it's runtime that's doubly impressive.
 
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