Man. This graph. That's 12.6 games per day in 2016...
RIP all of us
Man. This graph. That's 12.6 games per day in 2016...
Man. This graph. That's 12.6 games per day in 2016...back when Before the Echo was released in 2011, that many games took over two weeks to come out.
Yes, Sir!RIP all of us
Man. This graph. That's 12.6 games per day in 2016...back when Before the Echo was released in 2011, that many games took over two weeks to come out.
Sorry to hear that, hope that someday you´ll get energies out of somewhere and start that RPGI wrote about this in my post-mortem for my game back in August, but now that my game has gone through it's first major Steam sale, I feel I can finally call this for sure.
The game is a complete financial failure, which essentially puts an end to my career as a visual artist. I knew the odds of success in this industry were low from the very beginning, but I had hoped for at least some modest success, enough to fund another small game. Unfortunately, I didn't manage even that.
Regardless, I'm very happy and proud of what I created, and grateful to have had the experience of creating it. I could have made a game that jumped on a fad or bandwagon and probably gotten much better sales that way than what I got. But instead I made a niche game that personally appealed to me first and foremost (not a good recipe for success), and even though it sold terribly, I still feel like I got something very cathartic out of it, for personal reasons I outlined in my blog. And I also got to scratch "Make my own videogame" off my bucket list!
I would have loved to make my next game (a RPG) happen, and I had modeled some early preliminary assets for it already. All for nothing, obviously, but that's life. I'm writing a novel now instead. Thank god you don't need money to write a book...
Very good article, thanks for letting us know! The comments after the article are very instructive too.On a different note, I found this article yesterday from Kynan Pearson regarding platforming design which might be old news to some, but just in case it isn't: http://subtractivedesign.blogspot.fr/2013/02/making-platforming-games.html
I read the AMA with the Stardew Valley dev, and he mentioned he wrote his own scripting language for the same. What does this refer to? Why would I need a scripting language if I'm already writing in C#?
A scripting language can give you quick and easy control over a narrow set of functions without having to dip in to writing and compiling actual code.
For example, a scripting engine to handle dialog would be very useful. Imagine having to recompile your game every time you find a typo -- for big games, compile times can take 30-90 seconds, and for REALLY big games, we're talking compile times of several minutes.
By externalizing that system, and making it a scripting language that doesn't need to be compiled (or compiles very simply/quickly), you can speed up your workflow quite a bit.
But it's not meant for general game logic. It's just a shortcut for some subsystems so you can make quick modifications without having to build the entire game every single time you change something.
For example, a scripting engine to handle dialog would be very useful.
Still like the art style, mind you! Can we see some other game assets?......
Shaking off those animation cobwebs. Starting to have some fun.
"Screw this spot in particular !"
Thanks for all the nice comments people ! Done with throwing axes. Right now I'm going to work on doing a bit more background work as this one now has been getting old and needs some variety (gotta play with platforms, pits etc)
Looks great! Can you throw them in any direction? How does that work?
Still like the art style, mind you! Can we see some other game assets?
As a project never dies, it's just put on the side a little! We're back to the cute hamster lol!
Trying to refocus, simplify the scope. Making it a smartphone game to limit the ambition here. Small levels short levels with high replayability, nice controls, gamer oriented! Auto-runner (like jungle run) but with more flexible and subtle controls. Less linear.
Still we're prototyping at this point but it's more encouraging. It feels good to control
Not sure everyone can see webm without plugin ?
http://orioto.free.fr//P1010016.webm
Dat's pretty good. Love your art man.
This is unreal tournament/ue4, but is this close to what you're looking for?Are there any good fog tools out there for Unity? Preferably free. I'm currently trying to use a cloud generator called CloudsToy and placing the clouds just below ground level, but well, look how that turns out (not final settings but still):
Not quite what I'd prefer, and a far cry from volumetric fog of course. Is it possible to make a believable fog effect along the ground with the particle system somehow? I have a snowflake generator that pumps out around 5000 particles without any issues so some fog might not impact much at all I suppose.
Edit: I did some settings alterations and got some nicer results, but I think I'm getting some slight performance drops. On the other hand, it seems my cubes, lighting and nothing but realtime shadows are giving me some 15-20 fps drops anyway, I just never counted them before :lol
Edit2: It seems creating geometry with ProBuilder, the free version, isn't that great for the polycount. Pretty much everything I've made has useless backfaces inside the object. It's like Extrude isn't just making things bigger, it adds another cube next to the previous one, so the two sides that connect, have at least 4 polygons wasted. Could that potentially explain why I get a 30 fps drop from looking at a more complex model? It's like if I'm looking into a ProBuilder wall, I get 60 fps easily, and if I turn around and look at something more advanced, it drops instantly, at least according to fraps. Still, I doubt we're talking about millions of polys, everything is cubes and 45 degree slopes, apart from lights.
Yeah that's exactly what I mean, like liquid nitrogen. By framedrops I mean that my overall framerate drops from 60 to around 30 depending on what I'm looking at. My levels aren't big, no more than a max of 200 units with walls around it, and cube-based geometry.This is unreal tournament/ue4, but is this close to what you're looking for?
That's just 5 planes at varying height with a special material which fades near the edges of objects. . You could maybe get something similar with a particle system. Both are probably better overall than using actual clouds that phase through the level.
Can I see what you mean by framedrops?
These are insane!Stuff - here's the more detailed breakdown. 18 more moves to go!
If you want to try out the prototype (v0.019), I could use any and all feedback:
pehesse.fr/honey/pachacuti
(keyboard only for now for the Warrior, keys are: directional, control for kicks, maj for walk, spacebar to jump, W/X for attacks, Q for block, S for throws, tab to switch characters. I'll move them to a more comfortable ZQSD/WASD layout when I'm sure of what I need and what I don't - I'll also need to figure how to make that layout region independant)
The other GIFs are here:
https://twitter.com/lavantdapres/status/804956552994156544
I'm not sure how Unity materials work but you could probably search around and find somebody's version of a fog sheet material in Unity and then just layer a few planes with them applied like I did. I also did some googling and found out that Unity has this thing. Have you tried adding one of those and playing with the height/density to get the result you're after?Yeah that's exactly what I mean, like liquid nitrogen. By framedrops I mean that my overall framerate drops from 60 to around 30 depending on what I'm looking at. My levels aren't big, no more than a max of 200 units with walls around it, and cube-based geometry.
Your options are to immediately move to Gitlab which has 10GB limit or to interactive rebase the audio system into GLFS.
https://gitlab.com/
https://git-lfs.github.com/
As for the frame drops that seems really weird. I'd have to see the map/play with it to know more. Does Unity have a performance debugger? Maybe start there.
These are insane!
oh my friend Kynan wrote those!
Personally I've come to dislike metroidvania in general and I don't think there's any fresh way to do it. With some of the OG games it was very natural, but at this point it always feels forced. I don't see doing one again
Starting to work on the actual graphics, finally
Lots of leaves and vegetation MrHoot, but i use photomanipulation so that's more easy
YOU DO NOT KNOW PAIN
Also looking pretty damn good :3
It's somewhere ha! Life took a bad turn a bit back and I needed some time to let things get better. Been pecking at it here and there but I start full-time dev next week so I'm excited to get things moving again. Made the decision to pull back from PSX this year a few months back, after talking with my rep we thought it best to shoot for next year being closer to release. Sucks because a lot of my friends went and I'd finally get to meet some of the folks at Sony who have been stupidly kind with helping us out but that'll just make next year that much better I hope.Thanks a lot, Jack By the way, how's Mainframe One coming along?
Starting to work on the actual graphics, finally
Lots of leaves and vegetation MrHoot, but i use photomanipulation so that's more easy
It's somewhere ha! Life took a bad turn a bit back and I needed some time to let things get better. Been pecking at it here and there but I start full-time dev next week so I'm excited to get things moving again. Made the decision to pull back from PSX this year a few months back, after talking with my rep we thought it best to shoot for next year being closer to release. Sucks because a lot of my friends went and I'd finally get to meet some of the folks at Sony who have been stupidly kind with helping us out but that'll just make next year that much better I hope.
I've been lurking here but without much new to show I've stayed away. Still just dropping my jaw with your work, dude. It's bonkers!
The other GIFs are here:
https://twitter.com/lavantdapres/status/804956552994156544
Are there any good fog tools out there for Unity? Preferably free. I'm currently trying to use a cloud generator called CloudsToy and placing the clouds just below ground level, but well, look how that turns out (not final settings but still):
Starting to work on the actual graphics, finally
Lots of leaves and vegetation MrHoot, but i use photomanipulation so that's more easy
Looks fantastic as always!
https://github.com/keijiro/FadeToSkybox
Try this out, slightly better than Unity's stock global fog.
As for myself, I've been working on some more scripting stuff, including a couple more arena variants:
We've also re-added our rain weather variant, looks great when it catches the light! (also RIP droid):
More passive drone combat:
New Solus Loot piece!
I need my PC back damn it ....
Been in the middle of moving/house renovation for months without PC access.... slowly dying