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

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Would love to get everyone es opinion on a game idea I am considering , it would be a dayz style survival but with a blocky artstyle like unturned. However rather then the usual zombie enemies I would like to set in the nazi time period. As a husband who's wife's family survived through auschwitz I would love to pay some homage to those remarkable people but also don't want to tread on the memories and make light of the situation.

This is what unturned looks like

I would like to set it as you being an escaped prisoner and fleeing from the nazis whilst also just trying to survive. I don't want the fairly kiddie tone to play down the seriousness. I guess I would like it to possible educate but in the end it's still suppose to be just a fun game so I'm a little wary.

So I am guessing I am wondering if I should go down this path. I also don't want to just call it auschwitz as that would probably be pretty callous and blatant marketing but maybe that's just me.

I basically want todo a fairly accessible survival game that invokes some important messages and history .

Opinions?

Um, I don't know man, that looks like a very cartoony art style for such a dead serious setting... Might be doable, but at the moment I feel like it would really clash with the tone of the game.
 
Um, I don't know man, that looks like a very cartoony art style for such a dead serious setting... Might be doable, but at the moment I feel like it would really clash with the tone of the game.

Thanks for the feedback, I was a little weary the style might clash. The reason I'm determined on that style is it is something simple a non artist like me can do and I think it has a fairly wide appeal with the minecraft generation.

Maybe I'll save the auswichz setting for another game. Will definetely include nazis though, perhaps just have some imagery in the background which isn't in your face e.t.c
 
Yeah drawing in the first place but I have been going about it the wrong way, I've been looking at reference tilesets and I understand better how to draw them now. Still wrangling my head around perspective in 2D art + learning how to actually draw.

I found this to be a really good tutorial on basics of pixel art tilesets
 

Skinpop

Member
Well, last few days has been a pain in the ass. I've been working on getting joint skeletons and animations into my engine and well, since I've never done it before there was a lot to read up on, to say the least. In theory it didn't seem too hard but theory doesn't seem to apply when you use a clunky lib like assimp for loading, wrestle with getting stuff properly out of maya and have retarded bugs like forgetting to enable the vertexattrib for my bone ids(a bug I chased for half a day while having a migraine). Today everything clicked and now I got proper animation and gpu skinning in the engine. Gonna have to put a lot of work into designing the actual animation system but that's probably a month or two away.

Nothing impressive compared to the awesome stuff the rest of you show in here, but it's a start(and it already has mario64 style collision detection/physics) ^_^
with this any model / rig and animation should load properly.
https://zippy.gfycat.com/ShortClosedBlackpanther.webm

I wanted to have some fun so started implementing pbs materials/shaders, hopefully I'll have something niceish to post within a few days.
 
Well, last few days has been a pain in the ass. I've been working on getting joint skeletons and animations into my engine and well, since I've never done it before there was a lot to read up on, to say the least. In theory it didn't seem too hard but theory doesn't seem to apply when you use a clunky lib like assimp for loading, wrestle with getting stuff properly out of maya and have retarded bugs like forgetting to enable the vertexattrib for my bone ids(a bug I chased for half a day while having a migraine). Today everything clicked and now I got proper animation and gpu skinning in the engine. Gonna have to put a lot of work into designing the actual animation system but that's probably a month or two away.

Nothing impressive compared to the awesome stuff the rest of you show in here, but it's a start(and it already has mario64 style collision detection/physics) ^_^
with this any model / rig and animation should load properly.
https://zippy.gfycat.com/ShortClosedBlackpanther.webm

I wanted to have some fun so started implementing pbs materials/shaders, hopefully I'll have something niceish to post within a few days.
Did you hand-roll your own physics or did you use physx/bullet/some other physics middleware? I found physx to be pretty great, but if you want to really learn physics I can see implementing you own, but it's a LOT of work for anything non-trivial. I can't imagine the amount of work to involved in getting high-speed physics working, but I haven't read into it much.
 

Kilrathi

Member
Day 3 of indiecade east coming up, the demo has been going pretty good outside of one bug that needed a reset of the game. Some goods things have out of as far as opportunities go, alots feedback on polishing up the game and improving the game in general for the vr 2.5d platformer I been working on ill have photos of the event later in the day
 

Skinpop

Member
Did you hand-roll your own physics or did you use physx/bullet/some other physics middleware? I found physx to be pretty great, but if you want to really learn physics I can see implementing you own, but it's a LOT of work for anything non-trivial. I can't imagine the amount of work to involved in getting high-speed physics working, but I haven't read into it much.

I'm handrolling pretty much everything. The only libs I'm using are SDL 2 for window creation, and at the moment assimp for model loading. I'll write my own loader when I've got my own custom format, for testing purposes I don't really feel like wasting time on writing a fbx/collada parser.

I've heard great things about bullet, but I want to do everything myself to learn and because I think it's fun. Also I'm not going to do realistic physics simulation like HL2, I'm happy with something like mario 64, though maybe a bit more complicated(combat n stuff).
 

Blizzard

Banned
I'm handrolling pretty much everything. The only libs I'm using are SDL 2 for window creation, and at the moment assimp for model loading. I'll write my own loader when I've got my own custom format, for testing purposes I don't really feel like wasting time on writing a fbx/collada parser.

I've heard great things about bullet, but I want to do everything myself to learn and because I think it's fun. Also I'm not going to do realistic physics simulation like HL2, I'm happy with something like mario 64, though maybe a bit more complicated(combat n stuff).
I guess I was wondering why you were rolling everything yourself for a 3D engine, and kind of hoping it was because you wanted the learning experience. :p It didn't exactly SOUND like you were having fun but maybe even frustration can sometimes be fun.


On another note, I know I shouldn't feel this way, but sometimes I still do.

Software engineering:
1. The new feature doesn't work the first time I test it. What did I miss?
2. The new feature works the first time I test it. What did I miss?
 

Skinpop

Member
I guess I was wondering why you were rolling everything yourself for a 3D engine, and kind of hoping it was because you wanted the learning experience. :p It didn't exactly SOUND like you were having fun but maybe even frustration can sometimes be fun.


On another note, I know I shouldn't feel this way, but sometimes I still do.

Software engineering:
1. The new feature doesn't work the first time I test it. What did I miss?
2. The new feature works the first time I test it. What did I miss?
Well, the fun part is when you overcome the challenge and gain that insight and awesome feels. There's no better feeling imo. The pain and frustration is just proof you earned it. At this point, I'd lose all self respect if I gave up and migrated to unity or something like that. Not that there's anything wrong with using an external engine, it's just not for me.

Also, while it is a learning experience, the goal is still to make a "proper" game

#2 scares me. I usually do things deliberately sloppily the first time around, counting on something not to work. So if it does work perfectly, I get worried.
 

Blizzard

Banned
#2 scares me. I usually do things deliberately sloppily the first time around, counting on something not to work. So if it does work perfectly, I get worried.
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.
 

V_Arnold

Member
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.

I do not think he means that.
It is human nature to expect certain things and it is such to see when you lay down a structure in your own engine and fail many times, and then when you actually make it work for the first time, that is a thing to behold.

It would be amazing if it always worked for the first time, but that would require a complete knowledge of the structure in your engine, down to the lowest points. (Or those involved in implementing certain features.)
 

Skinpop

Member
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.

maybe my wording wasn't the best. What I mean is that I experiment and keep things fluid, then incrementally clean it up. So I'm not deliberately making the code bad, I just don't care if it is until I know what I need it to be.
 

V_Arnold

Member
Not every enemy can be a seductress, we need cannon fodders too : )
OjQCvX0.gif


It is liberating to create this game alongside someone who is *very* experienced in creating promotional art and stuff. For example, the mere words "easing" did not even enter my mind before I was required to program it. Needless to say, it hurt to figure out the exact formulas needed, but once implemented, even placeholder stuff looks so much better to look at.

The numbers in the fight, for example, were just white numbers, floating upwards in my code for half a year now. And then this happens. It is not hard to implement it, and it makes it look that much better, it is just that it did not occur to me that I need to change it. The devil is in the details!
 

Blizzard

Banned
maybe my wording wasn't the best. What I mean is that I experiment and keep things fluid, then incrementally clean it up. So I'm not deliberately making the code bad, I just don't care if it is until I know what I need it to be.
Ah okay, I thought you might mean you were intentionally making it a bit broken and depending on the compiler and game to help you catch problems. Of course that method can result in difficult-to-find bugs.

Not every enemy can be a seductress, we need cannon fodders too : )
OjQCvX0.gif


It is liberating to create this game alongside someone who is *very* experienced in creating promotional art and stuff. For example, the mere words "easing" did not even enter my mind before I was required to program it. Needless to say, it hurt to figure out the exact formulas needed, but once implemented, even placeholder stuff looks so much better to look at.

The numbers in the fight, for example, were just white numbers, floating upwards in my code for half a year now. And then this happens. It is not hard to implement it, and it makes it look that much better, it is just that it did not occur to me that I need to change it. The devil is in the details!
Do you know any good references to bookmark for easing reading material? It seems to mean, using certain curves to do animations, like the numbers bouncing in your case.
 

Bollocks

Member
It's not Screenshot Saturday but anyway, started a small prototype project yesterday to get comfortable with UE4:
A remake of this classic that I remember fondly from elementary school :D

Skyline is procedurally generated, it even shoots projectiles already but they come out all kinds of wrong, damn you pitch, yaw and roll.
Don't know yet if it goes beyond prototyping, but would love to see a remake with all kinds of particle effects, post processing and so on :)
 

bsp

Member
hey guys. we got some more work done on the inventory wheel in Udon
3373ac2bee.gif


the objects are all centered pivot now and beginning on the text elements. we're unsure yet what kind of restriction the backpack will impose (item count vs weight vs something else) so that will eventually have to be added. also tweaked the slide in/slide out animations to stagger each item for a little better feel.

here's old inventory for comparison:
iphevc.gif
 

Korten

Banned
hey guys. we got some more work done on the inventory wheel in Udon
3373ac2bee.gif


the objects are all centered pivot now and beginning on the text elements. we're unsure yet what kind of restriction the backpack will impose (item count vs weight vs something else) so that will eventually have to be added. also tweaked the slide in/slide out animations to stagger each item for a little better feel.

here's old inventory for comparison:
iphevc.gif

I really- REALLY love that art style.
 
hey guys. we got some more work done on the inventory wheel in Udon
3373ac2bee.gif


the objects are all centered pivot now and beginning on the text elements. we're unsure yet what kind of restriction the backpack will impose (item count vs weight vs something else) so that will eventually have to be added. also tweaked the slide in/slide out animations to stagger each item for a little better feel.
Hah, this looks great. What are you about to do with that fire extinguisher...
 

Filben

Member
I've just seen this thread. I used to spend months with the RPG maker over a decade ago but finally decided to let go. I always dreamt for my own game but rather because I want to tell a good story and I love everything being visualised (comic books, movies, etc.). But crafting an entire game... getting the visuals right, the music and the code behind all that... man, this is intense and time consuming.

I wish there were good looking "building sets" one could use :D I wouldn't need fancy stuff to tell my stories. I have so many ideas in my mind I always keep track of and write them down. Maybe for one day I have learned to draw and write my own comic or... somone needs a good story.

So all you guys developing your visions have my respect. And as at least of our GAFers had his game greenlit... this must be an awesome feeling.
 
I wish there were good looking "building sets" one could use :D I wouldn't need fancy stuff to tell my stories.

It's honestly never been easier or cheaper to make your own games, and there are plenty of completely free resources out there to help you do so and make that game of a quality that would take an entire team of professionals to reach until recently; its obviously a huge time investment, but if its something you want to do, the only thing stopping you is... well, you.
 
I'm having a really hard time attaching any type of gameplay to that low-poly stuff. I have two ideas that ideally would work together, but they conflict with each other.

I also don't want combat but at the same time I don't want a boring walking simulator like Proteus.
 

Moneal

Member
It says Paladin but this is really for the Fighter class. Which ones do you like?

first looks like a good fighter/warrior, second looks more caster based, third looks like a more rogue like character, fourth berserker/light fighter, last one dont really know. they all look good but for a fighter the first or fourth depending on what kind of fighter your going for.
 

asa

Member

Pehesse

Member
Your animations are so full of emotion and individuality. Love em!

Thanks! I have to admit, there's so much asset making ahead that it's a bit disheartening, but I'm glad it seems to pay off already, makes all of that worthwhile :-D
I'm also real conflicted between showing as much as I currently do (which is basically everything/most of everything), while risking some kind of viewing fatigue/no surprise left for the game, or disappearing for months on end making assets, keeping it all a surprise but also having nothing to show for extended periods of time. There has to be a middle ground somewhere, but I'll confess that having something new to show at the end of each day is a powerful motivator to get stuff done for me...

It says Paladin but this is really for the Fighter class. Which ones do you like?

B98kFjbCUAEJ8rK.png:large

I'd say most work, but I'd really need to see the overall context of your world before saying one before the other. For instance, as said above, the first and fourth "look" fighter-y enough to me, but both evoke wildly different environments. So I'd take their surroundings/other character styles into consideration to make that decision!
 

ZServ

Member
Love all the passion in this thread. Love love love it.

How do you guys get past that feeling of something being off, personally? For me, it's just been show it to people until someone can set me on the right path, but that's not always going to work, obviously.
 

Dascu

Member
Late #screenshotsaturday


Put out a big update on Steam yesterday. Added some NPCs and a lot of general improvements.

I'd like to ask some advice here. Right now, Malebolgia is in Early Access and it offers about half of the game playable. Would it be a smart idea to make the entire game playable in future updates, or would it be wiser to keep a big portion of content locked until the full store release?
 

okiemok

Member
Would it be a smart idea to make the entire game playable in future updates, or would it be wiser to keep a big portion of content locked until the full store release?

My $.02 would be the more you release, the more tested it is before launch. Though I can definitely see your concern for wanting to hold something back. Depends on your confidence in your internal QA process.

Case in point, Wasteland held back 50% of the content on release, and sure enough second half of the game was buggy on release.
 
Has anyone here had much experience with groupees bundle or indie royal bundle? We're saying yes to everything right now, jus want as much exposure as possible. Any bundles out there to avoid?
 

Dascu

Member
My $.02 would be the more you release, the more tested it is before launch. Though I can definitely see your concern for wanting to hold something back. Depends on your confidence in your internal QA process.

Case in point, Wasteland held back 50% of the content on release, and sure enough second half of the game was buggy on release.
It would certainly help to avoid bugs if I had the full version out before release.

Has anyone here had much experience with groupees bundle or indie royal bundle? We're saying yes to everything right now, jus want as much exposure as possible. Any bundles out there to avoid?
Do you think it is wise to already put your games in bundles? I'm personally not going to do any massive sales like that until well after launch.
 
Do you think it is wise to already put your games in bundles? I'm personally not going to do any massive sales like that until well after launch.

Not really sure, we figure it can only help us get greenlit. Its a really short game, so we're only selling it for $5 when it launches on steam. We're actually coming out the gates with a sale price on any other sites we launch on ($3). Just looking for exposure right now.
 

bumpkin

Member
So does anyone have any suggestions on how to get a good "feeling" jump?

Right now my jump logic basically sets a negative Y velocity, applies it until they reach a pre-defined max height -- or let go of the jump button -- and then inverts it and they fall until they hit the ground. The linear speed of the ascent and the descent are pretty lame though. I'd love for something with a Mega Man X kind of feel. I'm just not much for math, so I'm kind of lost on the details.
 
Not really sure, we figure it can only help us get greenlit. Its a really short game, so we're only selling it for $5 when it launches on steam. We're actually coming out the gates with a sale price on any other sites we launch on ($3). Just looking for exposure right now.

I don't think its NDAed, but Valves greenlight guidelines suggest that you don't bundle your game prior to full Steam release IIRC, but its obviously your call.

Having said that:
Both Indie Royale and Humble Bundle were worth my time, for sure.
 

PhiLonius

Member
So does anyone have any suggestions on how to get a good "feeling" jump?

Right now my jump logic basically sets a negative Y velocity, applies it until they reach a pre-defined max height -- or let go of the jump button -- and then inverts it and they fall until they hit the ground. The linear speed of the ascent and the descent are pretty lame though. I'd love for something with a Mega Man X kind of feel. I'm just not much for math, so I'm kind of lost on the details.

You could have it to where pressing the jump button sets the Y velocity to a negative, but from there the velocity moves towards a maximum fall speed at a certain rate. And that rate is pretty much your gravity.

So something like:

Code:
y_speed += ((max_fall_speed - y_speed) * 0.1)
 
I don't think its NDAed, but Valves greenlight guidelines suggest that you don't bundle your game prior to full Steam release IIRC, but its obviously your call.

Having said that:

Oh, thanks for the heads up, lll look into that. Indie royal is Desura-based, and deals with that version of the game, so its just the groupees greenlight bundle i need to look into.
 
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