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

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ROFISH

Neo Member
Been working on rooms and such, which is hard because I've never really done pixel art (or any art for that matter). This is the "awakening room" where the player first gets up.

awakingroom.png
 
Finally got back into scripting this week! I've not done anything for months since I've solely been focusing on audio. It didn't take too long to get back up to scratch, but that was mainly because we designed a lot of our unity scripts to resemble Source Engine's I/O system (where most of the team originated from).

Anyways, here's a little video of said scripting in action:
https://youtu.be/e0tE0ISpq-4

Some cool little tidbits:
The floor barriers and laser fences have a total of 8 wave pattern variations, depending on which side you approach the middle.
If you do manage to beat the walls and escape, there's a failsafe where the walls retract and spawn in more enemies.
This is one of probably 4 or 5 different variants that will get randomised, so the arena can be utilised multiple times!
 
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).

OK, almost there now... items as scriptable objects in a Resources folder now...

So, a list holding structs containing the item names and count and I just load the right item according to what I'm reading on the list. Seems pretty simple, all things considered, now that I've got to the point where I'm no longer half-confused by messing things up.

Not too much time to redo things at the moment, but I suppose performance shouldn't be a problem even if I end up having to load all items on the list in a single go?
 

MrHoot

Member
Woooo, hit effects are coming nicely, and i've put the basics for enemy deaths. Some minor tweaks but i'm pretty happy with how it looks so far. Next step: Player death :p

e024d1168b.gif
 

SCB3

Member
Some nice, well great looking stuff in here,

I do have a question:

I am a University Student studying Games Development, now I have 3 years of C++ experience, some of that is using the Universities own C++ Games Engine and over a year in Unreal & CryEngine experience.

At the moment I'm putting together a portfolio of work for potential employers (and myself really) but want to show more stuff off, is there a resource for other engines, are the skills in C++ transferable to say Unity?
 

LordRaptor

Member
are the skills in C++ transferable to say Unity?

Unity natively uses C# primarily, but if you're using Windows you can use compiled C++ as a .dll if you're asking specifically about using C++ with Unity - if you're asking more generally about programming concepts transferring to a new language, you should find C# fairly easy to work with.
 

SCB3

Member
Unity natively uses C# primarily, but if you're using Windows you can use compiled C++ as a .dll if you're asking specifically about using C++ with Unity - if you're asking more generally about programming concepts transferring to a new language, you should find C# fairly easy to work with.

oh you can? That's great news actually, I'll have to give it some more research, I knew it was C# but to be honest, not looked too deeply into C# yet
 

neko.works

Member
Hey guys :)

The KickStarter campaign for Light Fairytale has ended at around 27% of the goal. Unfortunately the game wasn't funded, but I still plan to continue with the development.

Here's a few WIP screenshots from new locations I've been working on:

CxBGnbTW8AEaKWP.png:large


CxfWkr3W8AAH-gS.jpg:large
 

cbox

Member
Affinity Designer which looks like a nice alternative to Adobe Illustrator has just launced on windows if anyones interested. They have a 20% discount to celebrate the launch which ends on the 24th.

Its £30 or $40 one off payment, no subscription like Adobe.

https://affinity.serif.com/blog/affinity-designer-for-windows-has-launched/

oh my... Has anyone used this before? There's no trial. I fell in love with Sketch on the mac, but unfortunately I can only use it at work since I'm a windows guy at home.
 

MrHoot

Member
695fa482ae.gif

Weeee damage on enemies now as a little add-on (and some tweaks). Hopefully next week i'll have damage against the player done and then I can move on to another type of enemy for testing.

Also @Pehesse, sexy as always :p Don't think I can add more to that everytime you post :D
 

Pehesse

Member
695fa482ae.gif

Weeee damage on enemies now as a little add-on (and some tweaks). Hopefully next week i'll have damage against the player done and then I can move on to another type of enemy for testing.

Also @Pehesse, sexy as always :p Don't think I can add more to that everytime you post :D

Haha, well, still, many thanks, I don't need more than that to keep going :-D :-D

Your battle effects are really shaping up, though I'm wondering about the floating damage numbers - I assume it's still super early and place-holder-y, but just from the gif, I have lots of trouble reading them both because of the font and the speed of disappearance. Are they really important information to convey to the player, or are they simply there for additional visual feedback?
 

Loginius

Member
Hey guys :)

The KickStarter campaign for Light Fairytale has ended at around 27% of the goal. Unfortunately the game wasn't funded, but I still plan to continue with the development.

Here's a few WIP screenshots from new locations I've been working on:
Thats too bad, I still think it looks really interesting


We finally started working on the ui for our game.
Still undecided between these three icon styles:

This is how we plan on using them (radial menu / inventory)
 

MrHoot

Member
Haha, well, still, many thanks, I don't need more than that to keep going :-D :-D

Your battle effects are really shaping up, though I'm wondering about the floating damage numbers - I assume it's still super early and place-holder-y, but just from the gif, I have lots of trouble reading them both because of the font and the speed of disappearance. Are they really important information to convey to the player, or are they simply there for additional visual feedback?

Thanks !

Yeah it is a placeholder ! I wanted to have something with a border but had to settle for a drop shadow for now. Also the gif quality and size makes it harder than it actually is. It's waaaay more visible on runtime ^^.

In any case they're not that important, they're mostly for visual feedback, and when you get more powerful you get big numbers (PLAYERS LOVE DA BIG NUMBERS)

Everything in there is really for a prototype as i'm no programmer. It's gonna get moved entirely to a new engine in (hopefully) january once i'm done with it.
 

missile

Member
Gifffffssssss
Make a game solely using these outlines! :) Looks great in motion.


... We finally started working on the ui for our game.
Still undecided between these three icon styles:
...
CxpXJLPWQAACL4t.jpg:large

This is how we plan on using them (radial menu / inventory)
Right one.
I like the menu being round, it's so easy on the eyes.


In the meantime;
Made some further progress towards my pixelized defocussing blur. I think I'll
be able to post some interesting images soon.
 

Pehesse

Member
looking awesome as usual :)

I need to do better at posting more progress in here

Thanks :) I'll admit, having the short term objective of regularly posting new stuff is a big motivator!

Thanks !

Yeah it is a placeholder ! I wanted to have something with a border but had to settle for a drop shadow for now. Also the gif quality and size makes it harder than it actually is. It's waaaay more visible on runtime ^^.

In any case they're not that important, they're mostly for visual feedback, and when you get more powerful you get big numbers (PLAYERS LOVE DA BIG NUMBERS)

Everything in there is really for a prototype as i'm no programmer. It's gonna get moved entirely to a new engine in (hopefully) january once i'm done with it.

Ah, I see :) fair enough! Good luck with the engine switch, then! Will you still be the only one working on it or will you be working with a programmer then?

Make a game solely using these outlines! :) Looks great in motion.

You know, I kinda wish I could!

I'm not confident enough in that style to make for a commercially viable work, and I need it to work a bit too much to afford it, but if I had a complete safety net, then that's definitely something I'd love to try someday.

So maybe not for this game... but sometime down the line, I'm definitely keeping that idea :-D
 

SeanNoonan

Member
Cool. You one of the 360 devs?
Will the fps aiming be less "jittery" ?
Heh, the Star Marine team is significantly smaller than that :D But yes, I am.

As for aiming, it'll be as jittery as you want it - it's keyboard and mouse. You can use a controller if that's more you're thing though...
 
So... I was dabbling with some a-star and noticed it was tanking my performance so I did a lil digging and was surprised to find that 'foreach' in unity3d isn't a great idea outside of arrays. While it should be much the same as using a simple 'for' loop, apparently something in the way unity compiles generates a lot of garbage collection when using it so most people advise avoiding it inside of any major loops :eek:

I also found a fun optimisation in the game I'm still finishing up for steam: It mostly uses deferred rendering but for the 'screens' in the background I use seperate cameras and it occurred to me that with all the transparencies used in the UI on them and the fact they don't use multiple light sources (if any at all) they could be individually switched to forward rendering. Changing all 5 'screens' to this actually made a noticeable improvement shaving a whole 1ms off rendering :3

I put my Dracula game up on Steam Greenlight

http://steamcommunity.com/sharedfiles/filedetails/?id=803799150

I can already tell this is going to be very stressful for me
Cool! good luck, I'll login and toss you a greenlight vote :3
Kinda envious how well rounded it looks after only 47 days of work XD
 

Dusk Golem

A 21st Century Rockefeller
I put my Dracula game up on Steam Greenlight

http://steamcommunity.com/sharedfiles/filedetails/?id=803799150

I can already tell this is going to be very stressful for me

Voted for it, and don't stress too heavily. As someone's who's gotten four games through Greenlight at this point, as long as you can be a bit shameless about promoting it, you should be fine (you kind of have to be since Greenlight won't generate much natural traffic after the third day or so). You have an attractive enough project, I don't think you'll have much trouble. Know that Valve Greenlights things in 'Waves', usually twice a month about a couple weeks apart (no specific time, just 'generally' works like that), so don't worry if votes and views come to a snails pace and you haven't been greenlit yet.
 

Pokemaniac

Member
So... I was dabbling with some a-star and noticed it was tanking my performance so I did a lil digging and was surprised to find that 'foreach' in unity3d isn't a great idea outside of arrays. While it should be much the same as using a simple 'for' loop, apparently something in the way unity compiles generates a lot of garbage collection when using it so most people advise avoiding it inside of any major loops :eek:

I also found a fun optimisation in the game I'm still finishing up for steam: It mostly uses deferred rendering but for the 'screens' in the background I use seperate cameras and it occurred to me that with all the transparencies used in the UI on them and the fact they don't use multiple light sources (if any at all) they could be individually switched to forward rendering. Changing all 5 'screens' to this actually made a noticeable improvement shaving a whole 1ms off rendering :3


Cool! good luck, I'll login and toss you a greenlight vote :3
Kinda envious how well rounded it looks after only 47 days of work XD

Regarding the foreach thing, my understanding is that the Mono compiler upgrade that should be coming as part of 5.5 should fix that little performance bug. So that shouldn't be necessary to work around for much longer.
 

Tetraeon

Member
It's nice to finally put this up on Greenlight today!



http://steamcommunity.com/sharedfiles/filedetails/?id=800131647


This is a VR action game I've been working on named Horizon Vanguard.

I dig it! It's like STUN Runner had a child with a bullet hell shooter but with the perspective swapped to first person. Looking great!

In other news, I just got the green light from Oculus, my game is finally coming to the Gear VR on the 30th!
 

Tain

Member
I dig it! It's like STUN Runner had a child with a bullet hell shooter but with the perspective swapped to first person. Looking great!

Wow, this looks nice! Now that I think of it, Bullet Hells can work extremely well in VR. You got my vote.

Thanks!

One question though, how are you working out the hovercraft's movement? I assume that it's via a controller, right?

Yup, the bike is controlled with "traditional" controls. You can use the off-hand motion controller's thumb (be it touchpad on Vive or analog stick on Touch), a gamepad, or a keyboard. I've made sure the control scheme works with an arcade stick + a motion controller, too, lol.
 

Lautaro

Member
YEESS! Beastmancer has been greenlit!



Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.

This truly gives me some relief so now I can just focus in making a good store page and then finish the game.
 

Pehesse

Member
YEESS! Beastmancer has been greenlit!



Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.

This truly gives me some relief so now I can just focus in making a good store page and then finish the game.

Wow, congrats :) That went very fast!

These are looking great. Love the fluidity.

Thanks :-D I must admit, I was a bit annoyed at some critiques after Honey's release that it wasn't fluid enough, so I'm trying to work on that now!

Player control still absolutely comes first and you can skip most of those animations if you want to (much more than in Honey, in fact). The overall aim is to have the game be both responsive, and look and feel (somewhat) like a cartoon if you want it to let it play that way, so it's ideally cool to look at when played both by casual players, and speedrunners!
 

MrHoot

Member
3aeed6a198.gif


Weee damage input, stagger and invul frames done ! Just gonna do death...then a cool new move and I also wanna rework that forest a bit to make it closer to a concept.

Also a bit of self indulgence but recently did an art which involves my character and the character of a chinese game called Icey (which released recently on steam, check it out). Back in august during gamescom when i was showing another game, it was them who motivated me to start working after i've been in a slump for months not doing much. So I thought it was kinda cool to do a nudge towards them. If anything, it's just to underline how important it can be to surround yourself with talented people or go to conventions. Even for an introvert like me. Can maybe give the kick in the butt you need

Plus you get to see the character in a bit more detail =p

b5cf3a0675.jpg
 

DemonNite

Member
YEESS! Beastmancer has been greenlit!



Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.

This truly gives me some relief so now I can just focus in making a good store page and then finish the game.

Thats great news, seemed to be quite quick to get through!
 

correojon

Member
YEESS! Beastmancer has been greenlit!



Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.

This truly gives me some relief so now I can just focus in making a good store page and then finish the game.

Congrats! Be sure to show your awesome characters in all their glory ;)
 

Jobbs

Banned
3aeed6a198.gif


Weee damage input, stagger and invul frames done ! Just gonna do death...then a cool new move and I also wanna rework that forest a bit to make it closer to a concept.

Also a bit of self indulgence but recently did an art which involves my character and the character of a chinese game called Icey (which released recently on steam, check it out). Back in august during gamescom when i was showing another game, it was them who motivated me to start working after i've been in a slump for months not doing much. So I thought it was kinda cool to do a nudge towards them. If anything, it's just to underline how important it can be to surround yourself with talented people or go to conventions. Even for an introvert like me. Can maybe give the kick in the butt you need

Plus you get to see the character in a bit more detail =p

b5cf3a0675.jpg

great work as always! why does he have a tree growing out of his head? :)

game reminds me of muramasa which is a good thing and also a game I'd be havily referencing when I make my melee game
 

MrHoot

Member
There's a reason but I am lazy will probably reveal it through the game or a devblog. Let's just say it's the reason he goes on his merry way in this aventure and why most stuff will be fucked =p

Thanks for the Muramasa comparison as it's always been one of my goals so it gives me confidence :D
 

missile

Member
There's a reason but I am lazy will probably reveal it through the game or a devblog. Let's just say it's the reason he goes on his merry way in this aventure and why most stuff will be fucked =p ...
BpY2rYV.png

Great things are coming! xD


Voice acting!!

https://www.youtube.com/watch?v=4eB8_kmQpj4

Since the game won't have any actual dialog (and so no localization issues, yayy), I wanted to have a voice for the character to better ground her in the environment and help characterize her... and I think it's working awesomely, hope you'll agree :-D
You make progress at a rapid rate, dude. Yeah, it's cool!


Pretty close getting my retrolized defocus up to screen, just need to add
some camera aiming code to be able to better look around, finally. lol
 

missile

Member
Some windows cracks in here? I need a hand.

Is it possible, unter Windows, to set the mouse cursor to any position
(can also be a reset/default position) without using SetCursorPos? For,
SetCursorPos sends a WM_MOUSEMOVE message when used, which is not what I
want to happen.
 
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