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

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Since there's a controller mapping/customization convo going on... Funny thing is, I bought Rewired, because it looked pretty much better than any other Unity input thing out there, and holy crap, it's fantastic. You can set up actions and control mappings easily (no need to bother with button numbers), and script in user customization easily as well, and it supports dozens of controllers, its nuts.
 

_machine

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.
Aye will do and good luck; I'm sure everything will turn out okay :)
 

Dascu

Member
Does anyone here have experience with the Steamworks.NET wrapper for Unity? Trying to get Achievements into my game. It's probably all fairly simple but a lot of this code is very new to me and I'm feeling a bit overwhelmed.

And best of luck to you, AbsintheGames.
 

taku

Member
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.
Looks cool. Will the grass animate when you walk/run through 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.
Best of luck!
 

Hopeford

Member
On the topic of controller mapping, is it even worth to have controller support for a visual novel / point & click type game? Because I can't imagine anyone trying to play my game with a controller, but I don't know if I'm making too many assumptions about players with that.

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.

Wood has been knocked, best of luck. I have had my fair share of stressful doctor visits before, so I know how trying that can be. I sincerely hope everything goes as well for you as it can possibly go!
 

Pehesse

Member
On the topic of controller mapping, is it even worth to have controller support for a visual novel / point & click type game? Because I can't imagine anyone trying to play my game with a controller, but I don't know if I'm making too many assumptions about players with that.



Wood has been knocked, best of luck. I have had my fair share of stressful doctor visits before, so I know how trying that can be. I sincerely hope everything goes as well for you as it can possibly go!

As far as VN goes, I've wondered the same thing, though I sort of have to anyway because of the fighting segment. Ultimately if it's not that much effort (there shouldn't be that many actions involved, as far as most VN's go), and you have a solid idea about how to do it, it's worth it I think!
 
This week added arcade machines to my game!, and to honor some more this community some of the screens seen in the arcade machines are from games from this thread! so you can check below some of the screens.

ArcadeMachines.png


Arcade machines will help your crew cope with the long travel in space but everyone enjoys doing the same things, some may enjoy to play games, while other may enjoy running around, eating, gardening etc... many more activities to add so your crew can relax!

If you feel your game shouldn't be mentioned in mine let me know and I will remove the screen in those game machines, though in real life those machine are kind of extinct...
 

EDarkness

Member
Looks cool. Will the grass animate when you walk/run through it?

Man, I would love to do that, but I'm trying to keep minimum requirements down, so unfortunately not. Would be awesome, though. Especially since I have this plains area we're working on that would really feel great with that effect.
 

Pehesse

Member
This week added arcade machines to my game!, and to honor some more this community some of the screens seen in the arcade machines are from games from this thread! so you can check below some of the screens.

ArcadeMachines.png


Arcade machines will help your crew cope with the long travel in space but everyone enjoys doing the same things, some may enjoy to play games, while other may enjoy running around, eating, gardening etc... many more activities to add so your crew can relax!

If you feel your game shouldn't be mentioned in mine let me know and I will remove the screen in those game machines, though in real life those machine are kind of extinct...

Awesome! And not just because Honey(or rather, Little Sun)'s in it! :-D


Speaking of Honey, there's stuff going on since I'm hoping to get a prototype ready before Indiecade's deadline is up. You can read about it here, I'll link only since I wrote a wall o' text: http://forums.tigsource.com/index.php?topic=42222.msg1128561#msg1128561
 

Skab

Member
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 love how that looks!
 

Jobbs

Banned
Is anyone here knowledgeable about work for hire paperwork, NDA paperwork, etc, who would be willing to help me provide these forms to people? I may be able to find some templates and copy paste, but I'm not entirely comfortable with this process and am seeking guidance.

PM me please if you can be of help. Thank you. :)
 

Blizzard

Banned
Is anyone here knowledgeable about work for hire paperwork, NDA paperwork, etc, who would be willing to help me provide these forms to people? I may be able to find some templates and copy paste, but I'm not entirely comfortable with this process and am seeking guidance.

PM me please if you can be of help. Thank you. :)
If you're in North America, I highly recommend you either look into LegalZoom and/or talking to a lawyer. Anyone else is going to have to disclaimer legal advice. LegalZoom has services where you can talk to a lawyer familiar with your geographical area, your type of business, or whatever, and even help you review documents up to 10 pages. They also have a bunch of templates available for things like contract work and NDAs.

Disclaimer, I use LegalZoom but I'm not affiliated with them. I've had decent experiences with lawyer consultations through them.
 

Parham

Banned
Is anyone here knowledgeable about work for hire paperwork, NDA paperwork, etc, who would be willing to help me provide these forms to people? I may be able to find some templates and copy paste, but I'm not entirely comfortable with this process and am seeking guidance.

PM me please if you can be of help. Thank you. :)

I found a lawyer in my state (California) who has some experience with indies and worked with him on a couple of different legal documents. I would suggest doing the same, if you want something tailored specifically to your needs.
 

Ashodin

Member
Today is sketching out the rest of the rooms in the Bad Depths, and then comes the development wherein I apply character to each room (and puzzles)!
 

Blizzard

Banned
Ludum Dare 32 theme voting has started, round 1/5. http://ludumdare.com/compo/ld32-theme-voting-round-1-of-5/

1. Companion
2. Creatures of the Night
3. Deeper and Deeper
4. Four Elements
5. Genetics
6. Hidden World
7. Infinity
8. In The Clouds
9. Into The Wild
10. It’s Safer Outside
11. Nobody Likes A Hero
12. One Room
13. Protection
14. Second Chance
15. Self-Destruction
16. Stranded
17. The Island
18. There’s Something Out There
19. Time Control
20. Two Enter One Leaves
If you have an account or time to make one, feel free to throw some votes in!
 

Jobbs

Banned
been up late sketching -- I knew I needed an updated concept for Pasha, who has been reconfigured a bit to be just a few years older (getting good VO for a character who's supposed to be 9 or 10 is pretty hard -- always sounds too cartoony -- so I elected to make her 13-14 years old).

this is Pasha, an important character in the main storyline.

pasha-skc.png


If you're in North America, I highly recommend you either look into LegalZoom and/or talking to a lawyer. Anyone else is going to have to disclaimer legal advice. LegalZoom has services where you can talk to a lawyer familiar with your geographical area, your type of business, or whatever, and even help you review documents up to 10 pages. They also have a bunch of templates available for things like contract work and NDAs.

Disclaimer, I use LegalZoom but I'm not affiliated with them. I've had decent experiences with lawyer consultations through them.

I found a lawyer in my state (California) who has some experience with indies and worked with him on a couple of different legal documents. I would suggest doing the same, if you want something tailored specifically to your needs.

thanks guys -- still thinking about my options and looking into legalzoom. :)
 

evil_rad

Member
Hi! I have a question.

UE4 is awesome, but mi PC can't move it correctly (the loading times are very long, for example). So, it's a good idea return to UE3?

(sorry for my poor english)
 

Blizzard

Banned
Hi! I have a question.

UE4 is awesome, but mi PC can't move it correctly (the loading times are very long, for example). So, it's a good idea return to UE3?

(sorry for my poor english)
If you are just learning 3D development for free, UDK or Unity should be fine for you. Just know that the UDK community may not be very active anymore. If you have UDK questions you may need to do a lot of google searching on your own. :)
 

Pehesse

Member
Finally got something game dev related to show again, I'm not so sure what will come out of it. I'm experimenting with painting with particles in UE4:
houOtN9.gif

Dm6q5Il.gif

FbGPvrP.gif


It was by accident that I discovered a way to do this. More on my Twitter: https://twitter.com/TocoGamescom

Man, I love this. I had a game idea, years back, that would have used a similar effect, but I wouldn't have had any clue where to begin actually making it (mind you, that was 10 years ago or something, I had only done a flash non interactive prototype to demo the idea in art school) - since then, I've seen a few games that had a similar effect, most notably the unfinished swan, but I still believe there's lots, lots of untapped potential in that single effect. I wonder what you'll come up with!
 

Ianan

Member
Hey guys, first post in this thread!
I'm currently working on my own small project and just have a bit of a technical question regarding workflow.

I've sculpted a high poly character in ZBrush as well as poly painted it. I wanted to unwrap and layout the UV's in "Headus UV Layout" rather than use UVMaster. So I basically need to take my high poly sculpt, decimate it and then unwrap it in Headus.

My only issue is, how do I go about this and retain the poly paint?
I'm really confused about the work flow. If I decimate the model to a lower poly count, the poly paint is gone. But I need to lower the poly count at this point in order to unwrap the UV's in Headus.
I'm confused haha, can anyone share their workflow with me when/if any of you guys do hi-poly sculpts in Zbrush?

I want to take my sculpt right now, get the low poly version with the poly painted information, unwrap it in headus, then take it into XNormals and nDO etc for further map creation.

Sorry if this is hard to understand, I've been trying to figure this out for hours now and my head is destroyed lol. Any help would be greatly appreciated!
 

Davision

Neo Member
Man, I love this. I had a game idea, years back, that would have used a similar effect, but I wouldn't have had any clue where to begin actually making it (mind you, that was 10 years ago or something, I had only done a flash non interactive prototype to demo the idea in art school) - since then, I've seen a few games that had a similar effect, most notably the unfinished swan, but I still believe there's lots, lots of untapped potential in that single effect. I wonder what you'll come up with!
10 years ago there were no GPU particles that can collide with the world nor post effect materials. :) Unfinished Swan popped to mind instantly, there it is done all with decals as far as I know. What other games are you thinking of that do something similar?
I would love to be able to have collision check for where it is painted but since it is all particles in the GPU it doesn't look too good. Then I could make it like only the parts that are painted do really exist.

Hey guys, first post in this thread!
I'm currently working on my own small project and just have a bit of a technical question regarding workflow.

I've sculpted a high poly character in ZBrush as well as poly painted it. I wanted to unwrap and layout the UV's in "Headus UV Layout" rather than use UVMaster. So I basically need to take my high poly sculpt, decimate it and then unwrap it in Headus.

My only issue is, how do I go about this and retain the poly paint?
I'm really confused about the work flow. If I decimate the model to a lower poly count, the poly paint is gone. But I need to lower the poly count at this point in order to unwrap the UV's in Headus.
I'm confused haha, can anyone share their workflow with me when/if any of you guys do hi-poly sculpts in Zbrush?

I want to take my sculpt right now, get the low poly version with the poly painted information, unwrap it in headus, then take it into XNormals and nDO etc for further map creation.

Sorry if this is hard to understand, I've been trying to figure this out for hours now and my head is destroyed lol. Any help would be greatly appreciated!
The workflow for high poly to low poly is usually to make a seperate low poly mesh. When you need that polypaint you have to stick with that high poly mesh and bake that in the low poly. The high poly uvw can be generated quickly in Zbrush since that is only for baking. But depending on your polycount you might end up with a really big file. XNormal is quite good at baking very high poly meshes though and it can also read polypaint vertex colors but I had problems with that in the past.
 
Man, I love this. I had a game idea, years back, that would have used a similar effect, but I wouldn't have had any clue where to begin actually making it (mind you, that was 10 years ago or something, I had only done a flash non interactive prototype to demo the idea in art school) - since then, I've seen a few games that had a similar effect, most notably the unfinished swan, but I still believe there's lots, lots of untapped potential in that single effect. I wonder what you'll come up with!

I'm cautiously optimistic. Even Unfinished Swan, which was by no means a lengthy game, switched to other gimmicks in the second chapter.

That said, something I like that this is similar to is whenever rain-like effects expose otherwise invisible geometry. An example is in this scene in Shovel Knight, where some of the platforms are false. Note that the effect is more apparent in motion.

Screenshot-ShovelKnight-001.jpg
 

Pehesse

Member
10 years ago there were no GPU particles that can collide with the world nor post effect materials. :) Unfinished Swan popped to mind instantly, there it is done all with decals as far as I know. What other games are you thinking of that do something similar?

Wouldn't be able to tell you, unfortunately, I think it was some projects I saw on TIGsource during screenshot saturdays or random browsing - I just distincly remember thinking "Oh, good, another one of those is popping up!" :-D Sorry I can't be more help!

And it's true, it wouldn't have been done that way 10 years ago... but surely, there would have been a way to make something similar, one way or another? Either way, I just meant that I had little to no experience in game making tools back then, apart from trusty ol' RPG Maker!

I'm cautiously optimistic. Even Unfinished Swan, which was by no means a lengthy game, switched to other gimmicks in the second chapter.

It's true, but then, it's all about the design of the game, this in itself is just an effect. In Unfinished Swan, you basically only use it to navigate the environment, and that's it, so this explains the need for introducing other mechanics once you've got that one figured out. There's arguably an aesthetic component as well, but if you're not into painting your surrounding, this has no effect on your path/play.
The idea I had back then involved temperature scales - color would actually represent a combination of type of texture to the touch, and temperature, and you were meant to "feel" your way around your environment by touching (not throwing) in front of you. Touching surfaces that were too hot or cold would damage your sensibility and you would subsequently lose some of your perception power, having to rely on longer presses to get more of the environment revealed. Anyway, those are the bare basics of the idea, but I still think you can build a whole varied design around that single effect and have it work for quite some time :)
 
It's true, but then, it's all about the design of the game, this in itself is just an effect. In Unfinished Swan, you basically only use it to navigate the environment, and that's it, so this explains the need for introducing other mechanics once you've got that one figured out. There's arguably an aesthetic component as well, but if you're not into painting your surrounding, this has no effect on your path/play.
The idea I had back then involved temperature scales - color would actually represent a combination of type of texture to the touch, and temperature, and you were meant to "feel" your way around your environment by touching (not throwing) in front of you. Touching surfaces that were too hot or cold would damage your sensibility and you would subsequently lose some of your perception power, having to rely on longer presses to get more of the environment revealed. Anyway, those are the bare basics of the idea, but I still think you can build a whole varied design around that single effect and have it work for quite some time :)

That's fascinating. Especially having just binge watched all of Daredevil, the see-without-seeing mechanic is fresh on my mind. I'm sure this is only the tip of the iceberg.
 

Pehesse

Member
That's fascinating. Especially having just binge watched all of Daredevil, the see-without-seeing mechanic is fresh on my mind. I'm sure this is only the tip of the iceberg.

Well, the basis of it was that you were playing a blind person, so I can see the Daredevil link! Spatial sound design was a critical factor for navigation, so there's that, too. As for many of the other details, I'm afraid I've forgotten quite a lot of them...
Though really, it was only ever notes on paper (and a few crappy flash prototypes :-D), so it wasn't that well thought-out/fleshed out, and it still very much had the potential to go completely wrong when confronted to the reality of actual dev' :-D

Still, it's an idea I'd love to tackle if I get the chance someday - and I also love seeing any projects that look similar!
 
Dumb question... If Pillars of Eternity is a primarily 2d game, why Unity? From my miniscule knowledge, I thought there were better options for 2d games?
 

SystemBug

Member
Well, the basis of it was that you were playing a blind person, so I can see the Daredevil link! Spatial sound design was a critical factor for navigation, so there's that, too. As for many of the other details, I'm afraid I've forgotten quite a lot of them...
Though really, it was only ever notes on paper (and a few crappy flash prototypes :-D), so it wasn't that well thought-out/fleshed out, and it still very much had the potential to go completely wrong when confronted to the reality of actual dev' :-D

Still, it's an idea I'd love to tackle if I get the chance someday - and I also love seeing any projects that look similar!

There is already a game that kind of plays around with that kinda concept.

https://www.youtube.com/watch?v=QyogWApZl68
 

Blizzard

Banned
I'm cautiously optimistic. Even Unfinished Swan, which was by no means a lengthy game, switched to other gimmicks in the second chapter.

That said, something I like that this is similar to is whenever rain-like effects expose otherwise invisible geometry. An example is in this scene in Shovel Knight, where some of the platforms are false. Note that the effect is more apparent in motion.

Screenshot-ShovelKnight-001.jpg
I've never played Shovel Knight, which is probably a great game. However, one thing looks a little weird from that screenshot -- even the real platforms still seem to be floating in midair, attached to the sky, with rain behind them. I would think a real true platform would prevent rain from falling behind it. :p


On another note, Ludum Dare round 2 of theme voting is up.
Adapt to Survive
Among The Stars
Asymmetry
Clones
Day and Night
Edge of the World
Fast Forward
It Spreads
Let them Escape
Limited Resources
No Way Back
Passage Of Time
Ruins
Shadows
Side Effect
Stick Together
Synchronized
The Other Side
Trade
Travel A Great Distance
 
I've never played Shovel Knight, which is probably a great game. However, one thing looks a little weird from that screenshot -- even the real platforms still seem to be floating in midair, attached to the sky, with rain behind them. I would think a real true platform would prevent rain from falling behind it. :p

I agree in the case of the platform's depth being identical to or greater than the depth of the rain, but I don't think that's necessarily the case. On the development end, I'm envisioning tiled rain being hard to properly interrupt when slanted like that (since it's not actually tracing individual drops), so it's probably best to assume some of the rain is in front of or behind the platform.
 

mugwhump

Member
So if I've got a roller coaster I've animated moving along a path in Maya, what's the fastest way in Unity to get it to accelerate/deccelerate when going up/downhill? Right now it's moving at a constant speed. Could I tie changes in the playback speed of the animation to the slope of the car? Hacky I know, but I need a quick solution lol. Or would it be easier to do by hand in maya?
 

SystemBug

Member
So if I've got a roller coaster I've animated moving along a path in Maya, what's the fastest way in Unity to get it to accelerate/deccelerate when going up/downhill? Right now it's moving at a constant speed. Could I tie changes in the playback speed of the animation to the slope of the car? Hacky I know, but I need a quick solution lol. Or would it be easier to do by hand in maya?

Might just be easier to to do it in Maya if you dont want to change speeds later on in-engine
 

Burt

Member
Finally got something game dev related to show again, I'm not so sure what will come out of it. I'm experimenting with painting with particles in UE4:
houOtN9.gif

Dm6q5Il.gif

FbGPvrP.gif


It was by accident that I discovered a way to do this. More on my Twitter: https://twitter.com/TocoGamescom

Ha, this is awesome. There's definitely a game in there.

Spent some time today hashing this out, it should be half-decent soonish:


I have the core motion of the fire animation done already, just need to detail it. The front wall should be fun to turn into... something that's actually something, but animating the glow and windows on the tower in back is gonna be bleh.
 

slages

Neo Member
Hey guys,

Let me introduce you the project I'm currently developing:

dWvtgHC.jpg


xpiCjdw.jpg


t1r10Zq.jpg


Wanderer is a 2D, low-res Sci-fi cinematic platformer/adventure game that tells the tale of a man named Rook, a greying convict who wakes from cold sleep aboard an orbital prison facility that's crash landed on the ruins of an Earth long since abandoned by humanity. With the guidance of a hacker named Jin, Rook must navigate the station, and struggle to survive against rioting prisoners and the bizarre extradimensional beasts that haunt the dead planet. Core gameplay merges pseudo-turn based combat, puzzle solving, dialogue choice/decision making, and non-linear exploration into a story driven, immersive experience.

You can get more details on our TIGSource devlog:
http://forums.tigsource.com/index.php?topic=46548.0

Or our Twitter account!

Don't hesitate if you have any question!
 

slages

Neo Member
That art is really amazing. Truly.

Thanks! We are a team of 2 people, I'm the developer and I started to work on it a couple months ago, but the artist/designer started more than a year ago and created a really unique style!
 

Ianan

Member
The workflow for high poly to low poly is usually to make a seperate low poly mesh. When you need that polypaint you have to stick with that high poly mesh and bake that in the low poly. The high poly uvw can be generated quickly in Zbrush since that is only for baking. But depending on your polycount you might end up with a really big file. XNormal is quite good at baking very high poly meshes though and it can also read polypaint vertex colors but I had problems with that in the past.

Thanks for the input, ended up experimenting a little and figured it out in the end! Never worked in ZBrush as I always found it very intimidating but I'm loving it now that I finally have given it a real shot.
 
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