VisceralBowl
Member
+1Can't code either, look into UE4! I can't recommend it enough for people who find writing code daunting / boring.
+1Can't code either, look into UE4! I can't recommend it enough for people who find writing code daunting / boring.
I would if I had the specs :/ And a HMD.Forgot this thread exists, cool
Try making a anime VR game as an indie, niche within a niche within a niche lol.
Speaking of, any y'all making VR projects?
Can't code either, look into UE4! I can't recommend it enough for people who find writing code daunting / boring.
VR is what got me into gamedev too, being able to make your own worlds and then be in them is way too alluring to pass up. Plus hopefully maybe it will be profitable at some point
Forgot this thread exists, cool
Try making a anime VR game as an indie, niche within a niche within a niche lol.
Speaking of, any y'all making VR projects?
Forgot this thread exists, cool
Try making a anime VR game as an indie, niche within a niche within a niche lol.
Speaking of, any y'all making VR projects?
I think visual programming works when it's domain specific like RPG Maker or Little Big Planet. But if you use a general purpose system like Blueprints, you'll have to learn programming anyway, just in a form that is harder to comprehend, version control, debug, etc. When I used Blueprints, it seemed like straight-up C-style language hidden behind a GUI. But I tried it for like a day so my opinion isn't well-informed.
Forgot this thread exists, cool
Try making a anime VR game as an indie, niche within a niche within a niche lol.
Speaking of, any y'all making VR projects?
I don't love it, but it tells something about the game without being too typical or too plain. VizionEck could be anything. It's not particularly easy to remember, it's not catchy, it's too obscure. It's the kind of name I see in games nobody knows or plays.
I'll second that I don't really find VizionEck to sound that good as a name. Then again I hate naming stuff and take forever to do so, but I think you've ought to make your game name roll off the tongue easily, be somehow related to the game, and more often than not avoid using made-up words or alternate spellings so that it's easier to search for online.
Cube Royale is somewhat generic, yeah, but it does sound much better IMO while also making it easier to guess what the game is about.
Speaking of, any y'all making VR projects?
It's grows inside me wanting to have an artist able to draw 2d cockpits for my... I for one enjoy programming and and will continue looking for free artists lol
Would kill the pun.imo "Targeting 4K/yr" sounds slightly better.
Doesn't look to bad. I would make the transition a lil fuzzy.......
Doesn't look to bad. I would make the transition a lil fuzzy.
Why would no one like this? Sounds a lot like the great Ghost Trick.I finally got over my fear of "game is going to be awful and nobody will like it, but I can never be disappointed in it if I don't finish it" by thinking about my fear rationally and coming to the conclusion that, yeah, nobody will like it...except me. And that's more than okay. End of the day I started making this dumb little thing because it's the kind of game I always wanted to play but that didn't exist, and that's what I'm getting at the end. I'm gonna be astounded if this thing sells more than one copy that a friend of mine buys, but that's okay with me. Like it's the nichest of niche things, and I'm cool with that.
Making an adventure game/murder mystery VN mix where the player plays as a dude helping an AI figure out how he was killed before he became an AI. Gonna be honest, it's not exactly looking like it's gonna set the world on fire. But I'm pretty happy with how it's turning out at the same time, if that makes sense.
Gonna learn a bunch of lessons from this once it's over(hopefully around mid-September) and then start a new game that will hopefully be better haha.
At this point I want to finish this because I think it will be good for me to have something finished, even if the result is the nichest-of-niche murder mysteries that nobody is gonna care about except for me. At least I'll finally finish this and it won't be haunting me in my nightmares, dammit.
Fully agree.Yeah maybe, I haven't decided yet what the camera position will do when the player is right on the surface. It's actually quite difficult to get into a position where you can see the water surface intersect the camera view but I'll probably have to do something there to make it look a bit better. But really I need more game in my game to see what would be best from a gameplay perspective.
But how do you avoid this type of situation:
A writeup or video of what you're doing in your larger project to restrain complexity for the long-haul would be interesting.
Blueprint is a visual programming concept used in Unreal 4. Cryengine has its own system, and you can buy an addon for Unity as well. Instead of writing code as usual, you instead link different graphical nodes together to make stuff happen. It's a visual interface designed to hide the actual code. Think of "connect the dots" and you're more than halfway there already, you literally draw lines between nodes to get them to talk to one another.Can you tell me more about what Blueprints is?
Forgot this thread exists, cool
Try making a anime VR game as an indie, niche within a niche within a niche lol.
Speaking of, any y'all making VR projects?
I have a question if anyone can help me. What's the animation rigging style that makes the player look like he's all physics based? Like Grow Home, Gang Beasts, or Human Fall Flat. Is it procedural generated or something? I can't really find information about it and I'd like to learn how to rig a model to work that way (Or if it's harder/more time consuming than hand animating). I'm also wonder what the proper term for it is.
edit: If I had to guess how to do it, I'd say you put physics on individual bones and apply forces to keep them up right? Then when you say want to move forward, you'd apply a certain amount of force for left leg, head, ect.? That doesn't really seem right to me though.
Never played those games, so I don't know if the link helps. Are you talking about something like this?
https://www.youtube.com/watch?v=N1tDjbFXeOo
In just one month in 2014, iOS had as many game releases as the entire last 38 years of six console generations.
Yeah seriously, that sounds like a fun game concept to meWhy would no one like this? Sounds a lot like the great Ghost Trick.
This is really damning for indie developers imo. I would not target such an extremely quick moving market without any marketing budget.
debating whether to keep building the hot-lap type gameplay or move on to basic races with other vehicles right away, thoughts?
Depends on what direction you want to take the game into, I'd say. Time attack is 100% competitive (if you use leaderboards), but there isn't much to do for players who aren't into optimizing the hell out of lap times, while having multiple vehicles racing at once errs more towards a racing game more people are likely to enjoy, but at the cost of having to develop a decent racing AI.
If you end up deciding on the race concept, I think rubberbanding mechanics (to a varying extent) are a necessary evil to keep players in the game. After all, a race where you're too far ahead would become little more than a time attack, and one where you're hopelessly behind is likely to feel bland and boring as well.
I suppose I could always include both but focus on time trial first (since it's easier)
Nothing stopping me adding AI and racing later on once it's a bit more polished and formed
Why would no one like this? Sounds a lot like the great Ghost Trick.
I'm doing my first game right now (doing prototypes for the different aspects, really), so I'm not one to tell anybody how to do games. Now, in my opinion, it's best to have all basic systems working first, then expand and polish.I suppose I could always include both but focus on time trial first (since it's easier)
Nothing stopping me adding AI and racing later on once it's a bit more polished and formed
Still, I'd probably suggest that you design the game around the features, rather than just adding them later in development because you can. Might as well try having a single AI opponent up and running early on in development if you want to go that route and then slowly polishing it alongside the other features, rather than only starting development on AI racers once you've already fully polished the other aspects of the game.
I'm doing my first game right now (doing prototypes for the different aspects, really), so I'm not one to tell anybody how to do games. Now, in my opinion, it's best to have all basic systems working first, then expand and polish.
Execution, mostly. Ghost Trick had a lot of gameplay that was evenly spaced and was really good. For this the game is structured as 3D Adventure->VN sections->Choices that influence plot->3D Adventure->Phoenix Wrightish conclusion, and repeat for 3 different murders. I think the gameplay isn't spaced out enough at times.
Plus the plot is very reliant on murder mystery talk, like discussing old writers from the Golden Age of mystery fiction that I think not a lot of people care about aside from me. And since this would be living and dying on its writing...
It might not be as ignored as I'm expecting it to be, but in the moment assuming that no one will ever give a crap about it is somehow making working on it a lot easier haha.
Blueprint is a visual programming concept used in Unreal 4. Cryengine has its own system, and you can buy an addon for Unity as well. Instead of writing code as usual, you instead link different graphical nodes together to make stuff happen. It's a visual interface designed to hide the actual code. Think of "connect the dots" and you're more than halfway there already, you literally draw lines between nodes to get them to talk to one another.
While I think you're absolutely right to set your expectations as low as possible, your description definitely catches my interest - and for reference, on mobile/super low res, the gif above looks straight out of the PS1 golden days (a combination of the scaled down artwork+pixellized font), makes for a pretty interesting (alluring?) look... but I'm looking forward to it either way :-D
Regarding the writing: do you work with anyone else on that front? Do you have prior writing experience (for games, or not)? If it's your first go at it, my main recommendation would be to NOT underestimate the need you'll have for at least one dedicated editor (no, unfortunately, subsequent readings by yourself won't do), and ideally have your script accessible externally from the game so it's possible to read/fix without needing to play the game, or go in engine. I'd also highly recommend having lots of options for players to speed up text (don't underestimate people's reading speed) and even outright skipping it, as you never know when people will want to replay specific scenes, and in my experience, if that feature isn't in early, it's a hard one to put down the line. One other thing that could make for "more engaging" reading (beyond having a good script) is the use of dynamic lettering, ie bolding/italic/moving and rhythmic letters to translate emotions (see: PW, Undertale, etc). If you can afford it, another appreciated feature is a choice of fonts/font colors, to account for dislexia/color blindness, and other accessibility issues (I found this dyslexia font to be excellent, even for non-dyslexic readers: https://opendyslexic.org/). Of course, any of those won't save poor writing, so make sure to get that editing done first and foremost, as many times and early as you can, during the whole development!
One last thought: if your game features dialog that lead into menu-based choices, make sure to have some form of block off to prevent players mashing the "pass dialog" button and inadvertently make a selection in a menu. I tried a number of things in Honey to prevent that, and... it still happened, lots, so beware! (for instance, Phoenix Wright uses a rather large blocked input time when menus appear to account for that, which works because of the whole experience's generally slow rhythm and its overall excellent production values including menu appearance animations, but you'll find some players can be *very* vocal regarding the use of blocked input time if your game isn't highly polished in all other respects, so I'd advise against extreme uses of it, and to instead focus on making as much of the overall navigation/reading experience as snappy as possible and finding other ways to account for players mashing buttons)
Hi. I'm xix. I used to post here forever ago. I've been getting more into indiegame dev so I thought I'd check in here to see what's up on NeoGAF again. I'm making a game called The Moon Fields. I *think* I recognize at least one of your guys' games from TIGSource. Cheers.
Execution, mostly. Ghost Trick had a lot of gameplay that was evenly spaced and was really good. For this the game is structured as 3D Adventure->VN sections->Choices that influence plot->3D Adventure->Phoenix Wrightish conclusion, and repeat for 3 different murders. I think the gameplay isn't spaced out enough at times.
Plus the plot is very reliant on murder mystery talk, like discussing old writers from the Golden Age of mystery fiction that I think not a lot of people care about aside from me. And since this would be living and dying on its writing...
It might not be as ignored as I'm expecting it to be, but in the moment assuming that no one will ever give a crap about it is somehow making working on it a lot easier haha.
Graphics programming has changed a lot. xDSome humour for the day:
Not that I know opengl - the last time I did any graphics programming was when you had to do this: ...
Those were the times. I still have an old 32/16-bit PC around with all...
asm
mov ax,13h
int 10h
end;