• 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.
I've only a few hours to work today and I made a small platform game. The challenge is the challenge. :)

Out of interest, do you want feedback on your prototypes as though they are gameplay prototypes, or are you just building to see what you can build in your self-allocated time limits?
 

Nezzhil

Member
Out of interest, do you want feedback on your prototypes as though they are gameplay prototypes, or are you just building to see what you can build in your self-allocated time limits?

It's a warm up for the next Ludum Dare, but I appreciate all the feedback. :)


The game of today... The gameplay is the worst of the three games. However it's the most impressive technically.

My objective today was develop a FoW system.

https://dl.dropboxusercontent.com/u/1186255/MazeOneDay/MazeOneDay.html
 

Blizzard

Banned
Oh yeah, I -should- start practicing again for Ludum Dare. I'll consider it a success if I manage to just bring up an old project, remind myself how AS3 works, and re-teach myself my music software. :p
 

Lautaro

Member
Ok, so I released new playable versions of Nomad Fleet. I think they are the last I'm gonna make so I can focus in starting a Greenlight campaign and finishing the game.

If anyone want to try them, here's the links.

This time I added new levels and I'm testing new mechanics like trading:

OUzaO5dl.jpg
 

Pengew

Member
I have been working on a project for a little close to a year now. I have had a few interruptions but now getting closer to putting a KS up. It's exciting to see everything slowly come together.

Here are a few early enemy animations and a quick mock-up screenshot.

CcWm9c6.gif

6C8qmT2.gif

lAP0B6q.png
 

Burt

Member
I have been working on a project for a little close to a year now. I have had a few interruptions but now getting closer to putting a KS up. It's exciting to see everything slowly come together.

Here are a few early enemy animations and a quick mock-up screenshot.

CcWm9c6.gif

6C8qmT2.gif

lAP0B6q.png
Looks awesome! What's it all about? Is it Zelda-like or a procedural BoI-type game? Or am I off the mark in both guesses?
 

Blizzard

Banned
Here's a brief GIF of the results since I added a status bar with a description area, plus the animated damage preview I was considering.

damage_resultk1opo.gif
 
I know it's not as glamorous as some of the original games you guys are making (or some of the original games I myself have made) but the current project I've been tinkering around with is potentially remaking the Sonic Level Creator that was on Playsega.co.uk before it shut down and never returned.

5EXOcnx.gif


I've never made a level editor so this is definitely an adventure. Just getting the window to resize properly like this was a challenge (or at least, it is in Clickteam Fusion).

I still don't know how feasible it'll be to finish this project. In some respects, I'm using a level editor to make a level editor, and there's object limits and stuff to keep in mind. But should I succeed, mine will at least be a bit more playable than the old PlaySega one, which was mainly a janky flash game.
 

Vanguard

Member
Sure, it's called "Monokai", it's a theme/colour set that has been replicated/ported across many text editors/IDEs over the years. I like it a lot. Here it is for VS: https://studiostyl.es/schemes/monokai

Thank you! Have really gotten used to it now and really liking it :)

I'm at that point where I think all the tools I need are done (just needs more testing) and the core game play is mostly designed, just needs more experimentation etc

Just redesigned the level generation system so it's a bit more flexible. They're just basic room designs at the moment for when I was developing it, but they can be any shape they want in theory and is what I will be testing next. This was 102 rooms though in about a second inside the editor. Need to test it with more variety but I'm sure it will be fine.


From the ground screenshot. There's not really any art assets yet, just very basic stuff, to be honest I may keep it basic as I really like it. It's supposed to set the baked light maps to the geometry, but dynamic shadows then don't work (in mixed mode), or it just has really corrupt UV's.


Some older screenshots,
Testing the idea of having a transparent floor, I had some enemy ideas that would potentially make use of that.


Still my favourite shot of the game, was in the earlier stages when I was experimenting with how the final game could look in terms of design and atmosphere. As the level generation stuff is mostly done now, I will be heading back towards this style as I begin create actual content for it.


Early, but teleporting between rooms is fun.
HDNHfje.gif
 
I know it's not as glamorous as some of the original games you guys are making (or some of the original games I myself have made) but the current project I've been tinkering around with is potentially remaking the Sonic Level Creator that was on Playsega.co.uk before it shut down and never returned.

5EXOcnx.gif


I've never made a level editor so this is definitely an adventure. Just getting the window to resize properly like this was a challenge (or at least, it is in Clickteam Fusion).

I still don't know how feasible it'll be to finish this project. In some respects, I'm using a level editor to make a level editor, and there's object limits and stuff to keep in mind. But should I succeed, mine will at least be a bit more playable than the old PlaySega one, which was mainly a janky flash game.

I'm looking forward to the progress on this, I always wanted to try out the PlaySega Sonic level editor but didn't want to subscribe to their service.

if the Saturn controller they gave away wasn't so terrible, I would have subscribed instantly
 

Ogni-XR21

Member
Great thread and the OP has a lot of really useful information. Especially the presskit() and promoter will be of great help since we are about to release a game and want to spread the word.
Well the game will be free but we hope to get some good press and attention our way to help with future projects.
 

Pengew

Member
Looks awesome! What's it all about? Is it Zelda-like or a procedural BoI-type game? Or am I off the mark in both guesses?

Thank you, fine Burt! It's a Hack n' Slash Roguelike with a few RPG elements thrown in there. It's hard to tell from the screens though. Not much action going on there. I am more of art guy so I dont really know all the finer details.
 

RollingTorque

Neo Member
Hello,

I just started my second Greenlight attempt
Steam Greenlight Page

What is The Union ?

The Union is a Turn Based Strategy Game on a Hex Grid.

Here is my Youtube Video
https://www.youtube.com/watch?v=aeDqLuM_kLA


Visit http://kirushuwassa.com/ for more Information and a DemoBuild to play

The Union | Fighting for the Lesser Evils
The War against the united forces of the overworld, consisting of the humans, the elves and the dwarfs has been won.
But even some years after the triumph the promised wealth and prosperity hasn't reached down to the lower classes.
In fact the labour and living conditions are worse than ever before. The working class is suffering and bleeding out.
This is the time where The Union is formed.
Fighting for the rights of the lowlifes, the outcasts, and the lesser evils.
A civil war is about to erupt where brothers are fighting brothers.
A war between Zombies, Skeletons and Demons.


There is DemoBuild on my Website.
But its pretty big, around 2gb.
Feels free to check out my game and give me feedback.

There are three levels to explore.

The first one is a small Brawl in a prison yard.

The second one is an escape attempt from a correctional facility.
Watch out for the Snipers and hide behind cover.

In the Third one you have to destroy an old demonic crystal which is heavily guarded.


If you like my game, please vote for me on my Steam Greenlight Page
Steam Greenlight Page


Visit http://kirushuwassa.com/ for more Information and a DemoBuild to play

btw, i have a small Twitch Channel, come say hi if you like ^_^
Kirushuwassa

Some screenshots to close out this post

jeQT0cg.jpg


9zFLaKt.jpg


fZpsFzZ.jpg


cQ8SGPV.jpg


mpiLQhD.jpg
 

Hopeford

Member
Do you guys ever end up struggling trying to decide whether a feature would be a cool feature to PLAY or whether it would bea cool feature to PROGRAM?

Like, you accidentally stumble upon something and go "Oh, because I coded things in way X, I could let the player do this...without wasting any resources! Oh my god this code looks so neat like this even though that's not what I intended it to be used for. I'm going to redesign the gameplay around this possible feature that is likely going to be an annoyance to the player just because I think it looks neat as code and I'd be so proud of myself if this runs without crashing!"

I ask because I just very narrowly stopped myself from doing that.
 

Xtra Mile

Neo Member
Got the call from Nintendo. I think I applied in October last year, so it can take a while. Looking forward to working on the Wii U.
 

Etnos

Banned
I would suggest to put Apple's SpriteKit in the OT, after working with Phaser, a bit of Unity, and XNA, easily my favorite framework for 2d games.

Other than being Apple centric, I can't find a downside. So lean, easy to work with, and yet powerful.
 

V_Arnold

Member
RollingTorque, that rpg sure is looking good! I wish I was that far along with my own strategy game, but NOOO, real life and other projects had to get in the way T_T
 

RollingTorque

Neo Member
Looks interesting, and I upvoted it.
Your other project looks even more interesting to me. What is its state?

Thanks for the Upvote!
My other project is unfortunately on hold. After i didn´t get greenlighted after 3 months i started the new prject.
I am a one man marching band, so its one project at a time for me.


RollingTorque, that rpg sure is looking good! I wish I was that far along with my own strategy game, but NOOO, real life and other projects had to get in the way T_T

I know what you mean, taking time off for your own projects can be hard...
Don`t give up! Keep on developing! ^_^
 
Listening to Super Metroid music gets me pumped to work on the Bad Depths!
8wb7dbm.gif
Music is a huge motivator. It really helps to set he mood for design and even code, for me. Really helps set your dev time pacing and provide inspiration from time to time. Super Metroid is a good choice going by your screen :D

Do you use any visual queues for inspiration you keep close by to aid the music? If I find myself in a really complicated stretch of code I'll keep my Rubik's Cube handy and give it a few turns at regular intervals. Just enough to loosen the gears a bit without sending any math in my brain to oblivion. But hot shit if my phone rings when I'm getting down its like POOF -WTF was I just doing? Learned the hard way a few times to turn that shit off.

I have been practicing ways to break in the middle of working without losing track. I keep a notebook handy and instead of writing down what I am doing, I write down what function or variable I need to work on next. I have found if I am more specific about a single thing I recall much faster the entire process vs being vague with an outline of the final result or whole system.
 

Das-J

Law of the West
I love coming back to this thread to see the progress you all have made!

This had me rolling - totally thought there was something else going on up top...
CcWm9c6.gif


As for us, we revealed a new enemy class yesterday and I wanted to share it with you guys as well:

tumblr_inline_nmk686J1Jt1t7uurr_540.jpg


tumblr_inline_nmkbp1JcLb1t7uurr_540.png
 

Ashodin

Member
Music is a huge motivator. It really helps to set he mood for design and even code, for me. Really helps set your dev time pacing and provide inspiration from time to time. Super Metroid is a good choice going by your screen :D

Do you use any visual queues for inspiration you keep close by to aid the music? If I find myself in a really complicated stretch of code I'll keep my Rubik's Cube handy and give it a few turns at regular intervals. Just enough to loosen the gears a bit without sending any math in my brain to oblivion. But hot shit if my phone rings when I'm getting down its like POOF -WTF was I just doing? Learned the hard way a few times to turn that shit off.

I have been practicing ways to break in the middle of working without losing track. I keep a notebook handy and instead of writing down what I am doing, I write down what function or variable I need to work on next. I have found if I am more specific about a single thing I recall much faster the entire process vs being vague with an outline of the final result or whole system.

I often get times where I just break concentration and have no idea what I was doing. I HATE THESE.
 
Hey guys, total noob question here but how do I import or integrate the InControl asset in my own Unity project? I just can't find an answer anywhere and importing every file one by one is definitely not the correct way to do it.
 

bkw

Member
Yes that would be ideal but it's just for a student project and I'm trying to learn how to use Unity, I don't mind using the old version since I only want to use my DS4 for testing, I also don't have money.
What are you having trouble with? If you cloned the repo from GitHub, you need to copy the InControl folder in the Assets folder into the Assets folder of your own project. You may also want the XInputInterface.dll that's in the root folder at some point, but for now, I think you don't need it to get it working.

Did you follow the steps here?
 
Yes that would be ideal but it's just for a student project and I'm trying to learn how to use Unity, I don't mind using the old version since I only want to use my DS4 for testing, I also don't have money.
Is that all you are looking to do? Use your DS4? If so I'll forward my input setup for you so you can just use your DS4 natively.
 
What are you having trouble with? If you cloned the repo from GitHub, you need to copy the InControl folder in the Assets folder into the Assets folder of your own project. You may also want the XInputInterface.dll that's in the root folder at some point, but for now, I think you don't need it to get it working.

Did you follow the steps here?

I can do that? I read in one of the Unity tutorials that moving files into a Unity project from Windows Explorer is a big no no because it messes up the internal linking of the projects or something like that...

Is that all you are looking to do? Use your DS4? If so I'll forward my input setup for you so you can just use your DS4 natively.

I only have DS4 so yes that's basically all I need and since I've read lots of good things about InControl I thought it would be easier and better to have support for more joysticks but alas I couldn't get it to work... although I was able to test my DS4 with the test projects provided in the InControl GitHub and it work flawlessly.
 

adixon

Member
Pretty sure the only thing that's bad is moving stuff that's already in your project out of a unity project directory from windows explorer. And that's because once in the unity project, all files have metadata associated with them to handle stuff like references and import settings, and if you move the files inside the project around outside of unity you can screw with the metadata.

Personally I copy files and folders into my unity project/assets folder from windows explorer all the time.
 
I can do that? I read in one of the Unity tutorials that moving files into a Unity project from Windows Explorer is a big no no because it messes up the internal linking of the projects or something like that...

Just drag and drop into the asset folder. It messes up nothing.

I only have DS4 so yes that's basically all I need and since I've read lots of good things about InControl I thought it would be easier and better to have support for more joysticks but alas I couldn't get it to work... although I was able to test my DS4 with the test projects provided in the InControl GitHub and it work flawlessly.

Do you want me to throw you a script to handle the inputs both 360, XO and DS4? I will comment it all out well so you can better understand what is going on but if you are feeling froggy:
http://stuff.absinthegames.com/ds4_unity3D.png

Made that last year sometime since I couldn't find one.
 
Just drag and drop into the asset folder. It messes up nothing.



Do you want me to throw you a script to handle the inputs both 360, XO and DS4? I will comment it all out well so you can better understand what is going on but if you are feeling froggy:
http://stuff.absinthegames.com/ds4_unity3D.png

Made that last year sometime since I couldn't find one.

Yes please, if it's not a hassle to you of course. I'd really like to learn how button mapping works, I was looking at this reddit post in case I couldn't get InControl to work and is basically the same as your image.
 
Yes please, if it's not a hassle to you of course. I'd really like to learn how button mapping works, I was looking at this reddit post in case I couldn't get InControl to work and is basically the same as your image.
Give me a few hours. I'll be at the helm soon and will whip up an InputManager class for you. Do note, if you ever work with a PS4 kit, be sure to use platform specific calls since button assignments are remapped at an OS level, I'll throw you the PC version. I haven't tested Mac or Linux functionality with my controllers yet, only keyboards. The way Mac and Linux read HIDs are different so buttons and such will differ on those OSes.

I'll post a zip here for anyone else who is getting into basic PC-side controller input for DS4 natively.

I'll include 360 and XO since they function the same.
 
http://stuff.absinthegames.com/unity_input.zip

That should work.

I haven't tested it but you will get the idea. I show d-pad, analog and 1 face button mapping for Unity input (project settings). Use the controller image to map the rest of the controls. D-Pad, Analog sticks and triggers are axes, fyi. The script takes every button one at a time but allows for DS4 and Xbox style controls with a boolean for your GO to flip in the inspector to denote which controller.

The left analog sticks and bumpers/triggers function the same on both controllers. D-pad and face buttons differ.

EDIT: Holy shit when did Alphabetical sort get added back into Unity? NOW I DO NOT HAVE TO USE MY CUSTOM EDITOR SCRIPT TO SORT SHIT ALPHANUMERICALLY! WOW! I should dive into Unity preferences more often :D
 
http://stuff.absinthegames.com/unity_input.zip

That should work.

I haven't tested it but you will get the idea. I show d-pad, analog and 1 face button mapping for Unity input (project settings). Use the controller image to map the rest of the controls. D-Pad, Analog sticks and triggers are axes, fyi. The script takes every button one at a time but allows for DS4 and Xbox style controls with a boolean for your GO to flip in the inspector to denote which controller.

The left analog sticks and bumpers/triggers function the same on both controllers. D-pad and face buttons differ.

EDIT: Holy shit when did Alphabetical sort get added back into Unity? NOW I DO NOT HAVE TO USE MY CUSTOM EDITOR SCRIPT TO SORT SHIT ALPHANUMERICALLY! WOW! I should dive into Unity preferences more often :D

Thank you very much, I'll take a good look at it!
 
I need to ask all of you a favor:

Find a piece of wood and knock twice for me. I have two doctor's visits this weekend and can use the good luck. This is out of place here but I look up to all of you so I thought I'd ask my friends here.
 

EDarkness

Member
I need to ask all of you a favor:

Find a piece of wood and knock twice for me. I have two doctor's visits this weekend and can use the good luck. This is out of place here but I look up to all of you so I thought I'd ask my friends here.

Good luck, man. Whatever good luck I have is yours. :)


Figured I'd show off a new screen from the game. Been working on getting the grass to look right at this angle and I think I have it solved. I think this screen turned out quite well.
 
I need to ask all of you a favor:

Find a piece of wood and knock twice for me. I have two doctor's visits this weekend and can use the good luck. This is out of place here but I look up to all of you so I thought I'd ask my friends here.

Good luck dude! Hope everything turns out okay.
 
Status
Not open for further replies.
Top Bottom