• 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.

Korten

Banned
I'm no expert on pixel art, just a few things I notice
- when you compare the red-haired and pink-haired sprites, they have different style for the highlights - the default ones use a few white pixels while the custom examples have sort of a gradient highlight. The shading is also a bit different.
- the default sprites use less saturated colors, the custom ones have very vibrant red hair (nothing wrong with that). They use the same purple color tone for the shadows but it doesn't work as well with the red hair.
- the custom sprites have more stylized hair with geometrical shapes - avoid straight lines if this isn't intended. It sometimes helps to draw the sprite first and then re-create it with pixels

I didn't change the hair style, but here is some trials with the hair:

Ohob.png


What do you think of those?
 

Turfster

Member
Why do I find the per polygon collision option NOW after months of making collision meshes?

It's probably for the best though, since the custom collision meshes have let me better massage and tweak things, but... yeah. I wouldn't have bothered with any of that stuff otherwise. It's not a huge deal, but it's just... yeah. Hah.

Per poly is a hell of a lot slower, so you did the right thing.
 

Feep

Banned
Well, submitted review codes to IGN, Kotaku, GiantBomb, Rock Paper Shotgun, The Escapist, Hardcore Gamer, EDGE Magazine, X ONE Magazine, Gamespot, Hardcore Game, Eurogamer, Jimquisition, and a bunch of YouTube folk.

If even a third of them land, I'll be quite pleased. = D
 

Xtra Mile

Neo Member
Well, submitted review codes to IGN, Kotaku, GiantBomb, Rock Paper Shotgun, The Escapist, Hardcore Gamer, EDGE Magazine, X ONE Magazine, Gamespot, Hardcore Game, Eurogamer, Jimquisition, and a bunch of YouTube folk.

If even a third of them land, I'll be quite pleased. = D

Awesome. Congrats mate. Looking forward to seeing the coverage.
 
Haven't posted about this in a while. Probably because I haven't been doing much work on it. I've been slowly but steadily working towards fleshing out my space rpg game. Anyways, here's one planet's overworld in my game. It loops both vertically and horizontally.

tumblr_njyfqzHmNw1s4tygbo1_1280.png


Edit:

And this is a metropolis I've been working on. It's supposed to be slightly futuristic and cyberpunk like. I based it off of Port Town from F-Zero.

tumblr_njygvrDcFr1s4tygbo1_540.png
 
Per poly is a hell of a lot slower, so you did the right thing.

I doubt it would have been an issue in my game. My poly counts are far from high... but yeah, I'm totally sticking with collision meshes *now* because I built a couple of puzzles around what I could do with them, and I don't fancy rebuilding them when I have them just right.

I know I ultimately did the right thing. But per triangle collision was something I went looking for ages ago and somehow overlooked. My first couple of levels are almost totally built out of bsps, but they're so short and basic I haven't been tempted to rebuild them with meshes.

Fortunately no one has had any performance complaints *yet*.
 
So far my game has nods to Twin Peaks, Silent Hill 3, the UK kids game show Knightmare, and even more obscure seventies BBC gameshow The Adventure Game. The Twin Peaks reference is probably the most overt, but I've got an overt Resident Evil reference penciled in further down the line.

And we haven't even started writing yet. It's definitely a mix of things that influenced me in various ways. I'll probably end up sneaking in some Crystal Maze at some point, just because that whole TV genre seems to lend itself well to a first person puzzle title. I toyed with the idea of putting in something based on Takeshi's Castle, but decided against it when I couldn't think of interesting gameplay for the concept. Heck, arguably, the all black 'portals' seen in Knightmare could be one of the seeds planted in my brain decades ago with this concept.

Hard to say.

But yeah, watch Twin Peaks. It was life changing for me, and I doubt it'll be for you. But it's good TV and it's coming back next year. So it's a great time to watch. It's on Netflix if you don't want to pick up the amazing Blu-Rays.

No Netflix here, will try to see if theres a cheap collection around here.
And speaking of Takeshi's Castle, our second game has a LOT of references to that (it was really big in Spain and we loved it), because its an arcade based in TV game shows. Based on The Running Man and Smash TV of course.
Im just giving the final touches to the 4 main characters and the villian right now.
Our pixel art artist did a test for Takeshi's Castle characters an animations for the game, and it looks great.
tumblr_nhtc61sP3Y1rt6u7do1_500.gif

Basically a japanese contestant, Tani and the moustached reporter (here he was called Pepe Livingstone II). Tani is saying a famous phrase used in the spanish dub that means something like "Charge!" but using trypical christmas spanish food and trying to be funny.
Reporter: Why don't you sing us something?
Contestant: Basically, because I don't freakin want.
Tani: And now, I only have one more thing to say, my little ones... Charge!
 
It looks like my game, Fearless Night, was Greenlit! This was very unexpected since the game is still in development.

http://steamcommunity.com/sharedfiles/filedetails/stats/229288585

If anyone voted for it, thank you!
Congrats! when do you think you will launch? How many yes votes did you have? Our greenlight page seems to have flatlined once we were bumped off the main page. Been emailing some websites for coverage, relyonhorror said they would check it out. We also just got approved for Desura!
 

Blizzard

Banned
Thankfully, I seem to have gotten the unreproducible bug to happen again. It still took a while to get it to happen, and I don't have an explanation, but at least I was able to gather some more data this time! Worst case, if I get it to happen one more time and still cannot solve it, I can start implementing a turn logging system that I want to have anyway for stuff like replays. That way I can step through the exact sequence of commands to see what got messed up.
 
Well, submitted review codes to IGN, Kotaku, GiantBomb, Rock Paper Shotgun, The Escapist, Hardcore Gamer, EDGE Magazine, X ONE Magazine, Gamespot, Hardcore Game, Eurogamer, Jimquisition, and a bunch of YouTube folk.

If even a third of them land, I'll be quite pleased. = D
Good luck!
 

GulAtiCa

Member
I currently need my game translated into Italian & French (from English). Can anyone help or know of anyone? I currently estimate it is somewhere around 1500 words.
 

Pehesse

Member
Well, submitted review codes to IGN, Kotaku, GiantBomb, Rock Paper Shotgun, The Escapist, Hardcore Gamer, EDGE Magazine, X ONE Magazine, Gamespot, Hardcore Game, Eurogamer, Jimquisition, and a bunch of YouTube folk.

If even a third of them land, I'll be quite pleased. = D

Fingers crossed that they bite, and their words are positive ones!

I currently need my game translated into Italian & French. Can anyone help or know of anyone? I currently estimate it is somewhere around 1500 words.

Sent you a PM :)
 

Dascu

Member
To those who have deployed on Sony platforms, am I correct that you need to have a company registered? Or is it possible to get your games approved as an individual developer? This is for the EU region in particular.
 
To those who have deployed on Sony platforms, am I correct that you need to have a company registered? Or is it possible to get your games approved as an individual developer? This is for the EU region in particular.

Right in the OP:
http://www.playstation.com/en-us/develop/

We needed to have a corporate identity as well as a static IP (your ISP static, not router-static) to apply and become approved. Once approved, you need to pitch your game with a design doc, screens, etc before being allowed to develop.

MS is the same except they do not require a static IP.

Nintendo - pretty much anything goes.
 
I will be adding them to the OP.

If you have a SOLID release date, let me know. Please don't give me dates months or years in advance. Try to keep it to the going gold stage. I don't want to have to constantly edit due to shifting dates. Will add release date and website link.

First up: THERE CAME AN ECHO

So any of you close to releasing shoot me a PM or email me (quote this post for email) and I'll get it sorted. I respond faster to emails.

 

GulAtiCa

Member
Wow, Sony is strict. For Nintendo, at least for NWF/Unity, you just have to apply. No content approval needed. I became a Nintendo Indie Dev before I even made a game before.
 
Hey guys, I've been reading this thread for a while and I wonder if you could give me a hand as a pretty much total newbie dev wannabe.

I want to make my first, simple and short game in a 2-person team with my SO. I'm mostly a 3D artist and she's a writer/designer. Neither of us really knows programming, although she studied computer science for a while and I am interested in it and have watched people programming for fun. Although I would like to learn in the future, I would like to avoid programming as much as possible for now, I think doing everything else is enough for now.

Our main ideas are for a 2.5D platforming-action/Metroidvania game or a first person puzzle-exploration game (think Theresia on the DS or something along those lines) and most likely for mobile.

Now, I have done some level design on UDK (like 2-3 years ago?) and even if I'm not an expert I kind of know how it works. I don't know much about Unity (always found the interface to be weird). But which one would you recommend us for this? We have a UE4 student license, haven't yet checked what that gives us when actually publishing something though.

tl;dr Team of 2 people, no programming, First Person or 2.5D, mobile. Unity or UE4? Or something else?



And question number 2, not 100% related but I'm not sure where else on GAF I could ask. I started on 3D three years ago and then stopped to work as a tester at a company. Now I'm back to 3D and want to make it my more immediate career. I used Blender back in the day and now I'm using MODO. I just can't seem to get into Maya/3DS yet, although I will give Maya another try when I start animating.

So I feel kinda comfortable with modeling for, say, a browser or low-fi game, and I want to try my luck for a (junior) 3D modeler position. The thing is my portfolio is (I think) a bit limited. Only Blender and MODO, no animation, no 3DS Max/Maya.

Here is my current portfolio if you want to take a look and give me some suggestions (the website is a WIP and I need to re-render certain things eventually, but there's only so much I can do with my i5/660 :p) WIP portfolio

I think I want to create a small environment in UE4 now, like a creepy hallway P.T. style or something colourful with toon shaders, but I would love any suggestions regarding a way to expand my portfolio in an efficient way.

tl;dr What do I do next to have a nice, attractive and balanced portfolio as a games 3D artist/modeler? Should I go animation, Maya/3DS or sculpting next? So many things to learn, so confused D:
 
Hey guys, I've been reading this thread for a while and I wonder if you could give me a hand as a pretty much total newbie dev wannabe.

I want to make my first, simple and short game in a 2-person team with my SO. I'm mostly a 3D artist and she's a writer/designer. Neither of us really knows programming, although she studied computer science for a while and I am interested in it and have watched people programming for fun. Although I would like to learn in the future, I would like to avoid programming as much as possible for now, I think doing everything else is enough for now.

Our main ideas are for a 2.5D platforming-action/Metroidvania game or a first person puzzle-exploration game (think Theresia on the DS or something along those lines) and most likely for mobile.

Now, I have done some level design on UDK (like 2-3 years ago?) and even if I'm not an expert I kind of know how it works. I don't know much about Unity (always found the interface to be weird). But which one would you recommend us for this? We have a UE4 student license, haven't yet checked what that gives us when actually publishing something though.

tl;dr Team of 2 people, no programming, First Person or 2.5D, mobile. Unity or UE4? Or something else?

UE4 has Blueprint right out of the box - visual scripting. Looking at Plagiarize's work - he is doing amazing things without writing code.

Unity also has PlayMaker - it's is visual scripting, but it is an extension you must purchase for Unity (cheap, tho).

With Unity you can develop for free - with UE4 you need a 20/mo sub and 5% royalties.
 
This reminds me of Extreme Elimination Challenge in all the right ways. Probably not what was intended, but I love it.

Just searched and found that Extreme Elimination Challenge is in fact, the american dub of Takeshi's Castle, so you are totally correct!

http://www.dailymotion.com/video/xo4qq2_most-extreme-elimination-challenge-mxc-102-donors-vs-addicts_fun

Lol at the names of general Tani and Takeshi being totally american.
So yeah, in the gif when General Tani moves the stick is when in the american video the same guy they named Captain Tenneal says "Let's go!"
 
I do informal (as in a hobby) translations in spanish, i don´t have much free time but i like doing translations if someone is interested i can help doing some work
 

Dascu

Member
Right in the OP:
http://www.playstation.com/en-us/develop/

We needed to have a corporate identity as well as a static IP (your ISP static, not router-static) to apply and become approved. Once approved, you need to pitch your game with a design doc, screens, etc before being allowed to develop.

MS is the same except they do not require a static IP.

Nintendo - pretty much anything goes.
Yes, thanks. I had seen and checked up on that, but I wanted to ask here anyway as maybe there was some other method to avoid having a corporate entity. It's kind of a hassle (and cost) in Belgium. Obviously makes sense and becomes a necessity further down the line, but I was wondering if I could already get going on Sony platforms before making that jump.
 

V_Arnold

Member
So I installed Android Studio today.

DAMN, that is a bloated IDE if I ever saw one.
So. Many. Options.

But at first glance, this will be great once I have gotten used to all that jazz.
Jumping from Notepad++ to a full IDE is rather harsh to the mind. I mean, for javascript development, I am still slowly getting used to using NetBeans. It is cool that it shows me every object's functions and properties, but simplicity is still king in my mind.*

*Even if that means having to manually hunt bugs? The dilemma :D
 
Yes, thanks. I had seen and checked up on that, but I wanted to ask here anyway as maybe there was some other method to avoid having a corporate entity. It's kind of a hassle (and cost) in Belgium. Obviously makes sense and becomes a necessity further down the line, but I was wondering if I could already get going on Sony platforms before making that jump.

I believe you can do PSMobile:
https://psm.playstation.net/portal/en/index.html#register

Which is just their mobile apps and Vita, I believe.
 

Jobbs

Banned
Well, submitted review codes to IGN, Kotaku, GiantBomb, Rock Paper Shotgun, The Escapist, Hardcore Gamer, EDGE Magazine, X ONE Magazine, Gamespot, Hardcore Game, Eurogamer, Jimquisition, and a bunch of YouTube folk.

If even a third of them land, I'll be quite pleased. = D

oh man! that's intense! break a leg!

how you feeling about it? are you cautiously optimistic about good scores or do you really have no idea? it must be intense putting yourself out there without really knowing for sure what the reaction will be -- an inevitability for anyone who is going to release a game, but intense nonetheless. I'm not quite there yet. I'm sure my stomach will be in knots when that time comes.
 

Burt

Member
Some of the mountain tiles I've been working on:

x90ctvw.png


Still have some edging and parallel lines-related problems to fix, but the real question: are these too busy for something that's basically a JRPG overworld map?
 
Wow, Sony is strict. For Nintendo, at least for NWF/Unity, you just have to apply. No content approval needed. I became a Nintendo Indie Dev before I even made a game before.

Yeah I applied to Sony and Nintendo the same day. Before I had even heard back from Sony beyond an automated response, I was already a fully licensed Wii U developer. Nintendo really has a fast and easy registration system.
 
Still have some edging and parallel lines-related problems to fix, but the real question: are these too busy for something that's basically a JRPG overworld map?

I think it looks great, personally - my layman opinion as someone devoid of artistic talent, mind you. ;)
 
Some of the mountain tiles I've been working on:

x90ctvw.png


Still have some edging and parallel lines-related problems to fix, but the real question: are these too busy for something that's basically a JRPG overworld map?

I think it's going to depend on what everything around them looks like and how much screen real estate they'll be taking up on average. Consistency is more important than anything. You'll find if it's taking up large portions of the screen less detail makes a more pleasing image.

On their own they look pretty great though.
 

CMZinac

Neo Member
Congrats! when do you think you will launch? How many yes votes did you have? Our greenlight page seems to have flatlined once we were bumped off the main page. Been emailing some websites for coverage, relyonhorror said they would check it out. We also just got approved for Desura!

We were close to but not quite in the top 100 when we were Greenlit. Not sure if you're allowed to mention your votes though. From what I've heard it varies a lot. It took us over 3 months to finally be Greenlit, and we did very little promotion.
 

Rubikant

Member
Greetings again fellow indie gaffers!

I'm looking for thoughts on pixel art games and dealing with modern screens. I've already released a pixel art game on modern systems, Volgarr the Viking, however I've never been sure I handled this issue well, and have been thinking recently about better possible ways to handle it in the future.

The problem with making retro-style games for modern systems is that screens come in many resolutions, and in multiple aspect rations. Back in the day (and currently for handhelds like the 3DS, but only if you aren't going multi-platform), game developers knew exactly how big the screen was going to be, and could actually build gameplay elements around the screen. They would know how far away an enemy would be from the player and still be on screen or not, for example, and could change enemy behavior based on that. Its much harder to do that now, and there's multiple solutions to deal with that problem, and I'm curious what you all think are the best ways to deal with it.

Here's what I did with Volgarr:

* The game can be displayed at whatever resolution you want - in windowed mode on a PC you can literally resize the window to almost any bizarre shape you want, short of very extreme aspect ratios (more than 2:1 ratio).

* Black bars on the sides or top/bottom of the screen are not used, the game fills the full resolution.

* No matter what resolution you use, the size of Volgarr (the character) relative to the size of the screen/window remains consistent - I felt this was important so that players with different resolutions couldn't have a significant advantage over other players just by virtue of being able to see more at once. This does mean, however, that at wider aspect ratios players can see more to the left or right of them, and at more standard aspect ratios, they can see more above and below them instead, so the levels had to be carefully designed checking that players see what they should (and don't see what they shouldn't) at multiple aspect ratios (something, again, the actual original developers of old games in the past didn't have to worry about!).

* To display the original art at the resolution and aspect ratio requested, the art of course has to be stretched (or possibly shrunk, though that was rare as the base art resolution was pretty small). This usually meant an uneven stretch, meaning by default (point filter) the result would have "fat" and "thin" pixels, which many consider to be butchering the original pixel art. To handle this, a bilinear filtering option was added, but that caused the game to look somewhat "blurry" instead. Eventually, I added another filter option that stretches the image by an integer value first, like x2 or x3, and then stretches the result of that pass to the final resolution with bilinear filtering, to reduce the blurriness of straight bilinear but still eliminate the uneven pixel sizes (I got this idea from MAME's source code actually).

So, how do you others working on pixel-art-based games deal with this? Black bars? Only supporting specific resolutions and using even scaling like x2? Advanced stretching filters with shaders? Just let higher resolutions display more at once? And what about different aspect ratios? Or porting to different systems like a 3DS or whatever that doesn't have the same aspect ratio as, say, an XBox One?

I don't see a lot of talk about this so maybe I just completely overlooked the obvious solution, but I spent a huge amount of time trying myself to figure this out and am starting to wonder if there just isn't a good solution and no matter what I do someone is going to complain about how I handled it (people complaining their device can't display the resolution I picked to support, like say a netbook with 1024x600, or people complaining about my stretching method ruining the nice pixel art with blurriness or uneven pixel sizes, or complaining about their resolution makes the art too small or too big if I use a fixed scaling factor, or complaining about black bars instead of using the full screen, etc etc). Yet I've played a fair number of pixel art indie games where I never really noticed any problems with the art being blurry or stretching funny with uneven pixels despite playing on a modern device, so maybe I really am missing the magic bullet trick to this?
 

Burt

Member
I think it looks great, personally - my layman opinion as someone devoid of artist talent, mind you. ;)

I think it's going to depend on what everything around them looks like and how much screen real estate they'll be taking up on average. Consistency is more important than anything. You'll find if it's taking up large portions of the screen less detail makes a more pleasing image.

On their own they look pretty great though.

Thanks! And generally speaking, I'll have the tiles arranged into narrower bands than I have right there (I just don't have the appropriate tiles done yet), which should keep the detail at an appropriate level.

Greetings again fellow indie gaffers!

I'm looking for thoughts on pixel art games and dealing with modern screens. I've already released a pixel art game on modern systems, Volgarr the Viking, however I've never been sure I handled this issue well, and have been thinking recently about better possible ways to handle it in the future.

The problem with making retro-style games for modern systems is that screens come in many resolutions, and in multiple aspect rations. Back in the day (and currently for handhelds like the 3DS, but only if you aren't going multi-platform), game developers knew exactly how big the screen was going to be, and could actually build gameplay elements around the screen. They would know how far away an enemy would be from the player and still be on screen or not, for example, and could change enemy behavior based on that. Its much harder to do that now, and there's multiple solutions to deal with that problem, and I'm curious what you all think are the best ways to deal with it.

Here's what I did with Volgarr:

* The game can be displayed at whatever resolution you want - in windowed mode on a PC you can literally resize the window to almost any bizarre shape you want, short of very extreme aspect ratios (more than 2:1 ratio).

* Black bars on the sides or top/bottom of the screen are not used, the game fills the full resolution.

* No matter what resolution you use, the size of Volgarr (the character) relative to the size of the screen/window remains consistent - I felt this was important so that players with different resolutions couldn't have a significant advantage over other players just by virtue of being able to see more at once. This does mean, however, that at wider aspect ratios players can see more to the left or right of them, and at more standard aspect ratios, they can see more above and below them instead, so the levels had to be carefully designed checking that players see what they should (and don't see what they shouldn't) at multiple aspect ratios (something, again, the actual original developers of old games in the past didn't have to worry about!).

* To display the original art at the resolution and aspect ratio requested, the art of course has to be stretched (or possibly shrunk, though that was rare as the base art resolution was pretty small). This usually meant an uneven stretch, meaning by default (point filter) the result would have "fat" and "thin" pixels, which many consider to be butchering the original pixel art. To handle this, a bilinear filtering option was added, but that caused the game to look somewhat "blurry" instead. Eventually, I added another filter option that stretches the image by an integer value first, like x2 or x3, and then stretches the result of that pass to the final resolution with bilinear filtering, to reduce the blurriness of straight bilinear but still eliminate the uneven pixel sizes (I got this idea from MAME's source code actually).

So, how do you others working on pixel-art-based games deal with this? Black bars? Only supporting specific resolutions and using even scaling like x2? Advanced stretching filters with shaders? Just let higher resolutions display more at once? And what about different aspect ratios? Or porting to different systems like a 3DS or whatever that doesn't have the same aspect ratio as, say, an XBox One?

I don't see a lot of talk about this so maybe I just completely overlooked the obvious solution, but I spent a huge amount of time trying myself to figure this out and am starting to wonder if there just isn't a good solution and no matter what I do someone is going to complain about how I handled it (people complaining their device can't display the resolution I picked to support, like say a netbook with 1024x600, or people complaining about my stretching method ruining the nice pixel art with blurriness or uneven pixel sizes, or complaining about their resolution makes the art too small or too big if I use a fixed scaling factor, or complaining about black bars instead of using the full screen, etc etc). Yet I've played a fair number of pixel art indie games where I never really noticed any problems with the art being blurry or stretching funny with uneven pixels despite playing on a modern device, so maybe I really am missing the magic bullet trick to this?

I think you're just gonna get complaints no matter which way you go with pixel art. I'm personally a fan of black bars over distorting pixels, but I'm sure there are plenty of people that feel the other way. If you can design the game around 'edge trimming' like you were talking about in your second point, that's probably the way to go, but yeah, not all games can afford to have players seeing different real estate based on their resolution.

I'm personally rendering at 640x360 and likely going to go with black bars, but Construct 2 has a 'scale inner' output option that does that edge trimming, so I might end up going with that considering I'm not dealing with a twitchy/action game that would be dramatically affected by it.
 

Feep

Banned
oh man! that's intense! break a leg!

how you feeling about it? are you cautiously optimistic about good scores or do you really have no idea? it must be intense putting yourself out there without really knowing for sure what the reaction will be -- an inevitability for anyone who is going to release a game, but intense nonetheless. I'm not quite there yet. I'm sure my stomach will be in knots when that time comes.
*does breathing exercises*
 
So. Console development and Steam.

What would I need to know for a game I'm planning on releasing for free? Do I have any chance at getting hooked up with devkits etc? Would it be at all possible for someone at the companies to help me out making sure I met all the minimum requirements? Etc etc.

I'd love to have Primitive on the PS4 or Xbox One, but as a one person pet project I have no idea how feasible that is. All your talk about console development in here gets me all jealous.
 

Blizzard

Banned
So. Console development and Steam.

What would I need to know for a game I'm planning on releasing for free? Do I have any chance at getting hooked up with devkits etc? Would it be at all possible for someone at the companies to help me out making sure I met all the minimum requirements? Etc etc.

I'd love to have Primitive on the PS4 or Xbox One, but as a one person pet project I have no idea how feasible that is. All your talk about console development in here gets me all jealous.
If you're going to go through the trouble of porting to one or two consoles, why not sell the game there at a low price? Is there something preventing you from doing so?
 
So. Console development and Steam.

What would I need to know for a game I'm planning on releasing for free? Do I have any chance at getting hooked up with devkits etc? Would it be at all possible for someone at the companies to help me out making sure I met all the minimum requirements? Etc etc.

I'd love to have Primitive on the PS4 or Xbox One, but as a one person pet project I have no idea how feasible that is. All your talk about console development in here gets me all jealous.
The largest hurdle by far is the extra stuff associated with developing your game. For example, MS requires LLC, Errors and Ommissions insurance, ESRB, PEGI ratings, etc - which all cost money. For XO and PS4 development, following all of their rules for simship, parity, etc - using all available freebies, we are estimating 13-15k for our game. So if you want to give something away for free I would highly suggest not doing it unless you can just swing the cash and not worry. There's a lot of red tape that needs to be crossed depending on release territories, etc. We can probably cut that cost down a bit but I don't see us getting below 13k to ship on XO or PS4. I still have to get exact numbers but I literally started rolling finances today for our Kickstarter to get a head start on a financial breakdown.

The easy part will probably be porting your project but that depends on the middleware and its support for current-gen systems.

I'll be free all day tomorrow if you want to yap on hangouts or Skype for console specifics. At least let you know how the process is going on my end.
 
Just searched and found that Extreme Elimination Challenge is in fact, the american dub of Takeshi's Castle, so you are totally correct!

http://www.dailymotion.com/video/xo4qq2_most-extreme-elimination-challenge-mxc-102-donors-vs-addicts_fun

Lol at the names of general Tani and Takeshi being totally american.
So yeah, in the gif when General Tani moves the stick is when in the american video the same guy they named Captain Tenneal says "Let's go!"

TheMoreYouKnow.gif
 

Blizzard

Banned
Super quick opinion question:

If my turn-based strategy game saves a file with each move/command from a game in it for debugging/replay purposes, which term would make most sense for average players?

1. Game logs
2. Game records
3. Game replays (I guess I am being OCD about this one bugging me since the record would be for debugging purposes too, not JUST replays)
 

Popstar

Member
Game Recording / Recorded Game / Replay are all used.

I would avoid Replay myself because it can be confused with an additional new play-through and use Recorded Game. But Replay is what Starcraft uses...
 

Blizzard

Banned
Game Recording / Recorded Game / Replay are all used.

I would avoid Replay myself because it can be confused with an additional new play-through and use Recorded Game. But Replay is what Starcraft uses...
Thanks. I think I'm going with "Recorded Match".
 

Dynamite Shikoku

Congratulations, you really deserve it!
Going to try and update my iOS game Gleamer with 64 bit support. It's weird going back into the Xcode project and reading through my old code. I updated it a while back with ads and made it free to test out how ads went, but I'm going to take them out and put it back to paid. So if anyone wants to get it free, download it soonish before I update it.
 

Kritz

Banned
Have started improving the AI in the game to be a little more active and dynamic. First up, starting a 'wander' behaviour that has npcs take a look around the restaurant. I need to play around with movement speed, idle behavours, and perhaps different types of wandering (wandering to an NPC in their group, moving strictly to an edge of the restaurant, etc)... but so far the pathfinding and collision avoidance are acceptable.

Current NPC wandering

This is part of a larger effort to redo all of the NPC logic, removing all 1.5k lines of code and starting anew. It made me appreciate that code can decay if left by itself for too long, as my coding style and internal knowledge of the project is radically different to how it was so long ago.

Some progress shots:

http://i.imgur.com/g8M8l40.webm
The nav 'mesh' and A* at work (The A* has an element of randomness). Also shows a sphere attached to the NPCs that I use for local collision detection.


http://i.imgur.com/MYziXMn.webm
First attempt at local NPC avoidance. Turned out to be complete rubbish as I was using the sphere triggering as written above. Massive big O. Swapped it out for a simple list of all NPCs in the scene.


http://i.imgur.com/zkMPztb.webm
Testing wandering inside. Accidentally flipped a normal so all npcs ended up being attracted to collisions instead of being repelled by them.
 
If you're going to go through the trouble of porting to one or two consoles, why not sell the game there at a low price? Is there something preventing you from doing so?

The largest hurdle by far is the extra stuff associated with developing your game. For example, MS requires LLC, Errors and Ommissions insurance, ESRB, PEGI ratings, etc - which all cost money. For XO and PS4 development, following all of their rules for simship, parity, etc - using all available freebies, we are estimating 13-15k for our game. So if you want to give something away for free I would highly suggest not doing it unless you can just swing the cash and not worry. There's a lot of red tape that needs to be crossed depending on release territories, etc. We can probably cut that cost down a bit but I don't see us getting below 13k to ship on XO or PS4. I still have to get exact numbers but I literally started rolling finances today for our Kickstarter to get a head start on a financial breakdown.

The easy part will probably be porting your project but that depends on the middleware and its support for current-gen systems.

I'll be free all day tomorrow if you want to yap on hangouts or Skype for console specifics. At least let you know how the process is going on my end.

Thanks guys. I guess I'll go back to the other plan I have in my brain of looking into doing a kickstarter for a Primtive + version should the game get a good response on PC.

And why free? You have the lack of self confidence reason, namely 'I don't know that I feel that I can make something that justifies being sold', but I like to think the bigger reason is my VR evangelism. I've been riding the current VR train since Carmack demoed Doom 3 at E3. If I can make something fun enough, that's interesting enough in VR then it gives people who buy a Rift more to do and makes that purchase more worthwhile... hopefully.

My goal here is mainly to get as many people to play the game as possible, rather than to make X amount of money. I really like my day job, and I don't know if there will be other projects after this one. I mean, I'm more confident of that now, but making a game was never an ambition before VR and before I got this idea.

The fantasy would be to work with Sony say, to give them something free they could point to as value add for Morpheus. But yeah, I don't have $15,000.
 
Status
Not open for further replies.
Top Bottom