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

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KarasuEXE

Member
Started to think about names for my new mobile game (I posted a picture a few pages back). The game is a falling block game like tetris or puyo puyo, but involves dividing numbers. I'm not saying the name has to be from this list, but do any of these sound alright?

A. Drop Division
B. Drop Divide
C. Vertical Divide
D. Div Dive
E. Dividive

Div Dive is catchy, I like it.

Prototyping a 2 v 2 shmup...

rZ0rjl1.gif

That looks fun! I like the way the shots are made and how the planets roll...
 

missile

Member
Thanks. Was planning on going for an old-CRT-monitor kinda motif for the art style in general. ...
Part of my professional work is programming a full CRT simulator. I may
render you some sprites using it when it's done. Hit me up if you see some
CRT pictures over here stretching and tearing all over the place. xD

... Think the character might look a little too cool to be a programmer though...
Ain't you cool? Ha! xD Well, depends on the game, I guess. But looks good
without knowing much about it.
 
With the overwhelming appraise for Yooka/Laylee it lit a fire under me to work on this game more. Warning, gifs but low quality for those with slower connection speeds:

Some changes for Baxter's Adventure, I'm revamping Act 1 to resemble a casino/theme park than a carnival. I went with this change using the comments on the greenlight page that people see the carnival and shy away from looking at the game.

giffy1.gif



giffy3.gif

This is a level from act 4, and if you're curious about the lights, well the act is called "Funky Factory" it's a 70's themed disco factory, some levels even have discoballs in them!



giffy2.gif


I'm hoping to improve the game by the time it gets greenlit on Steam, it's been a few months since I've uploaded it there and still shy a few thousand votes but I'm lacking the right marketing push. I've reached out to both Youtubers with a free early demo and gaming press but not a bite from either. I'd like to see AVGN or JonTron take a crack at this offbeat title and see what they think but they play more console than PC games.

I love a solid platformer, especially if it has interesting level design or unique mechanics to it. This looks like something I would try, but I gotta tell you something needs to be done about the art. The style isn't bad by any means, but the screen is so busy and the colors don't gel well with each other. It's simply too difficult to "read".

If I look at a screenshot or gif of gameplay, I should be able to "read" the screen, but this is so busy and difficult to look at that it feels un-intuitive from the start. If you handed me a controller right now while I stared at these gifs, I'd be intimidated to even push a button. Not due to level design, but due to having a difficult time even being able to comprehend the screen. The 1st and 3rd gif are the worst offenders of this. The 2nd gif is easier to read but the background makes the foreground/playable area look busier and more confusing than it actually is.

Rethink some of your colors, try and use effects that don't clash so much, and keep posting updates in here. I really look forward to seeing more.
 

Roubjon

Member
Hey guys.

I was wondering if anyone here had any experience with implementing Steam Achievements in a JavaScript / HTML5 based game that has been packaged together with NodeWebKit. There is a freely available plugin called "Greenworks" created by the people who did "Game Developer Tycoon" that allows these types of games to connect to Steam and implement achievements, but I'm really confused as to how it all works.

Here's a link to Greenworks if anyone is interested: https://github.com/greenheartgames/greenworks

Thanks for reading.
 

gooey

Neo Member
Part of my professional work is programming a full CRT simulator. I may
render you some sprites using it when it's done. Hit me up if you see some
CRT pictures over here stretching and tearing all over the place. xD


Ain't you cool? Ha! xD Well, depends on the game, I guess. But looks good
without knowing much about it.
That sounds like a fun job. Contract work?
I might have to take you up on that offer! Thanks.

Is that what your cool UI stuff is for?

I'm not too sure what the game is yet, either.
Old school first person dungeon crawler with a late 90s office setting...
That's what I'm going for at the moment anyway. XD
 

Unain

Member
Finally got my custom suspension system working in UE4. I didn't want to use the advanced vehicle system, because I want to have vehicles feel like in arcade racing games. Each wheel has a raytrace down and based on the distance a force is applied.
Still need to tweak the counter-force on sliding while turning the vehicle.

Here is how it looks atm - WebM: http://a.pomf.se/pnvfmc.webm
 

gooey

Neo Member
Finally got my custom suspension system working in UE4. I didn't want to use the advanced vehicle system, because I want to have vehicles feel like in arcade racing games. Each wheel has a raytrace down and based on the distance a force is applied.
Still need to tweak the counter-force on sliding while turning the vehicle.

Here is how it looks atm - WebM: http://a.pomf.se/pnvfmc.webm

Looks fun to play.
Not enough arcade racers. What are you using for inspiration?
 

Dynamite Shikoku

Congratulations, you really deserve it!
Thanks for the replies peeps. Anyone else got a preference?:


Started to think about names for my new mobile game (I posted a picture a few pages back). The game is a falling block game like tetris or puyo puyo, but involves dividing numbers. I'm not saying the name has to be from this list, but do any of these sound alright?

A. Drop Division
B. Drop Divide
C. Vertical Divide
D. Div Dive
E. Dividive
 

gooey

Neo Member
Inspiration is coming mostly from the early Burnout games.
I want to implement traffic as well which is gonna be a fun project at least.

Awesome! Burnout 2 and 3 are some of my favourites.
Implementing traffic shouldn't be too bad, unless you plan on making it open-world.
 
Thought you guys might have some ideas --

Let's say I want to sell a game/app and have it come with a code that allows them to register an online account for the game. Without the code, you can't register an account.

How would I go about doing that? I found some decent-looking online account systems to integrate with Unity but I'm not sure how to get the whole "purcahse -> registration code" part going.

Any ideas? Pls help me GAF :)
 
Any ideas? Pls help me GAF :)

For starters, if you're planning on using this for anti-piracy reasons, it just won't work.

Having said that;
You could do something like have a public key "encrypter" in your software with a private key decrypter at the other end as part of a database or whatever, then choose something like their username to generate a hash from when they sign up, and send the private-encrypted regcode back to them.
 
For starters, if you're planning on using this for anti-piracy reasons, it just won't work.

Having said that;
You could do something like have a public key "encrypter" in your software with a private key decrypter at the other end as part of a database or whatever, then choose something like their username to generate a hash from when they sign up, and send the private-encrypted regcode back to them.

It's educational software. If schools want to pirate the software then there's bigger problems at hand :p

I mostly want to use it to link a software purchase with a soon-to-be created account. It has a nice "side-benefit" of stopping minor piracy but again, as an educational app aimed at schools I'm not incredibly concerned with that part.
 

Dascu

Member
Malebolgia exiting Early Access and going live on Steam tonight. Exciting. The long journey and struggles are getting actual results.
 

_machine

Member
Malebolgia exiting Early Access and going live on Steam tonight. Exciting. The long journey and struggles are getting actual results.
That's awesome! Do you already have something big planned for the future or are you going to just see what happens with the launch?
 

Kritz

Banned
Haven't posted here much recently (on account of not working on my game recently), so here's some... um. Not gonna say "progress", but here's some of the complete nonsense that my game is infected with.

questionable usage of a burger in public
questionable usage of rodents
questionable understanding of fire

IVncBl7.gif


AI programming is fun once you move past pathfinding. They're still pretty slim on behaviours, all they really do is eat food and fight eachother. But the idea is to expand it out so that they'll throw food, spread fires, and generally be complete prats to one another and to the players. With that, will hopefully come with it a bit more situational awareness, moods, and personalities.
 

missile

Member
That sounds like a fun job. Contract work? ...
It's all in-house development so to speak to build some technology to relay
on and for pushing some of my own ideas.

... I might have to take you up on that offer! Thanks. ...
No problem.

... Is that what your cool UI stuff is for? ...
Well, the UI was originally intended to only serve as an interface to help me
in designing video signal filters, i.e. for converting analog filters used in
old CRTs and video transmission to the digital domain while analyzing their
performance, like judging if they do satisfy some given specifications (roll-
off, gain, phase, etc.), are stable or not, and whether the filters are
computationally efficient or need some further approximation. Without a UI it
becomes quite cumbersome to adjust many of the parameters. However, over time,
I made quite some good progress in developing this UI such that I also now
want to use it in any further production of mine and as such will spend a
little more time onto it.


I made trailer for my VRJam submission
There's so much I want to add, but there's only 6 days left. I can't choose what to do next, so I keep putting things off. I'm grinding to a halt.

https://www.youtube.com/watch?v=I2VXBlZI2Ao
Now circles, please! xD :+
 

gooey

Neo Member
Malebolgia exiting Early Access and going live on Steam tonight. Exciting. The long journey and struggles are getting actual results.
I've seen this game a few times. Kinda reminded me of Eternal Darkness/Souls (which is a good thing!). Good luck!

Well, the UI was originally intended to only serve as an interface to help me
in designing video signal filters ... However, over time,
I made quite some good progress in developing this UI such that I also now
want to use it in any further production of mine and as such will spend a
little more time onto it.

Ah, I see. I'm too lazy to make my own UI... just end up adjusting numbers in code. :/
I must admit, i'm suprised how well developed it is considering it's purpose. You might aswell use it for everything now.
 

missile

Member
... Ah, I see. I'm too lazy to make my own UI... just end up adjusting numbers in code. :/ ...
If it wouldn't be for the amount of parameters, I wouldn't have done it
either. The UIs primary purpose is to save time, basically. Pretty cool if you
can change a slider to increase and decrease a value and additionally set the
increment and also the range/magnitude or even use a non-linear mapping with
just a few button clicks. Adjusting a few numbers in code is ok, but over a
range of several magnitude with some given step increments etc. becomes quite
time consuming if done frequently. However, another thing I don't like on so
many other UIs it to adhere to such a huge framework just because you want to
have some windows and some buttons on the screen. Ehh, no! xD Can't get any
easier to have a slim UI which renders into a bitmap without any hard OS,
device, or system dependencies.

... I must admit, i'm suprised how well developed it is considering it's purpose. You might as well use it for everything now.
Indeed. But it lacks many of the standard controls for now like for example
a combobox, a listbox, tabs, tables, grouped buttons etc.. For the time being,
I'm working a bit more on the internal structure and will do some other UI
elements as needed.
 
Haven't been able to post specifically about what I've been working on, but now I can! GunWorld, which released last year on PC and Steam, is coming to Xbox One. We've done a ton of alterations to this version to make it play better, including some balance tweaks and adding co-op. We even added a save function due to high demand, and labeled the original mode as "Old-School Mode" for those who want to make a run without being able to save or continue.

GunWorld: Xbox One Edition Trailer
 

Ito

Member
Kickstarter trailer finally completed! First look for my GAF indie dev pals. Let me know what you think. Por favor.

http://youtu.be/vzZv-WYRGBU

Por favor xD

It looked good enough for me. I specially loved that wall breaking animation at the end of the trailer.

I find it a little slow paced for a beat-em up, though. Perhaps a shorter version would work better?

Also I think the sound effects (including the narrator's voice) aren't on par with how splendid the animations look. Not that they are bad at all! But some sound effects (like those you used for the hits) feel a bit off.

The music has all the 80's vibes going on (I don't know why but I expected a more 90's feeling from it. I guess SoR is to blame!)


Just my 2 cent.
 

Das-J

Law of the West
I find it a little slow paced for a beat-em up, though. Perhaps a shorter version would work better?
It's pretty solid but I agree - Cut it down just a bit and look at the audio mix as the narrator's voice becomes a bit muddled.
 

gooey

Neo Member
Indeed. But it lacks many of the standard controls for now like for example
a combobox, a listbox, tabs, tables, grouped buttons etc.. For the time being,
I'm working a bit more on the internal structure and will do some other UI
elements as needed.

No! Stop. I'm getting winforms shell shock. XD
I just let bootstrap handle my UI woes at work and Unity UI at home. XD
 

Pengew

Member
Por favor xD

It looked good enough for me. I specially loved that wall breaking animation at the end of the trailer.

I find it a little slow paced for a beat-em up, though.

I agree. I love the artwork and the animation is fantastic but it just seems a bit slow.


Working on a few mock-up screens to test out a newer HUD design.

aFtTJ0U.png
CJm48fL.png


TjHuGVe.png
MB3NBgz.png
 

xillyriax

Member
Das-J:
- Might be just me, but I felt the action in the YT vid was better at 1.25x playback speed
- Some more 'umph' in the wall crumble. The special attack suggest power-punches but to me it wall just falls down as opposed to be hit/blasted back

i really need to get off my ass and proto that 'reversed' scroller :/
 

Xtra Mile

Neo Member
Short less-crits version, I think the game and the trailer do capture that retro beatemup feel, the logo is great, and like others have said the pace is a bit on the slow side.

Are you looking for crits/suggestions?

Thanks guys.

Sure, let me know.
 

Jobbs

Banned
Thanks guys.

Sure, let me know.

Yeah, I wasn't sure if you were looking for any kind of advice or criticism because you said the trailer was complete. Since I have your permission, I'm going to offer you my thoughts.

The first seconds are everything in a Kickstarter pitch video. We have to wait through 20 seconds of cutscene and voiceover, which are not as impressive as the game itself and just generally not impressive, before we actually see the game. If I was browsing this listing there's a fair chance I wouldn't make it past those 20 seconds. I'd consider cutting those elements from the video were it me and just focus on the game, but if you feel you need to utilize them, then I'd cut them into the gameplay footage sporadically.

BUPs are a hard sell. There is a segment of people who are nostalgic for this type of thing, but broadly speaking I think this is an uphill battle from the get go. Modern BUPs that have been successful have rather involved RPG elements (Castle Crashers, Dragon's Crown). You do touch on this just a bit in the trailer (we see the beginnings of a fetch quest) but if it were my game and my project on the line I'd add a lot more emphasis onto these elements and mechanics in the pitch video. I wouldn't make it an afterthought or a sidenote. The RPG aspects (items, quests, levels, whatever) should be prominent in the video. If you have to mock up additional stuff to make this happen I would think it's probably worth it.

The pace and motion of the game is a bit stilted. It may not be realistic to rework sprite animations for the trailer (believe me, I know) but if funded I'd definitely consider devoting resources to improving the key poses of the various fighting moves. The game looks good at a glance, but I feel the poses and motions are unnatural and too slow. It may be possible to make things a bit more exciting with post editing (maybe some tweaks to the playback speed here and there, screen shakes, whatever) but largely I don't think this concern can be addressed without reworking some of the game itself, which I understand is probably not very realistic at this point.

I wish you the best of luck, I have concerns that this is an uphill battle to begin with (as I said), but it has a strong sense of identity, which is a good start. Many games don't have much of that. You're just appealing to a dwindling playerbase with 80s/90s beatemup nostalgia -- Little has been done in modern times to keep that genre alive.
 

Xtra Mile

Neo Member
Yeah, I wasn't sure if you were looking for any kind of advice or criticism because you said the trailer was complete. Since I have your permission, I'm going to offer you my thoughts.

The first seconds are everything in a Kickstarter pitch video. We have to wait through 20 seconds of cutscene and voiceover, which are not as impressive as the game itself and just generally not impressive, before we actually see the game. If I was browsing this listing there's a fair chance I wouldn't make it past those 20 seconds. I'd consider cutting those elements from the video were it me and just focus on the game, but if you feel you need to utilize them, then I'd cut them into the gameplay footage sporadically.

BUPs are a hard sell. There is a segment of people who are nostalgic for this type of thing, but broadly speaking I think this is an uphill battle from the get go. Modern BUPs that have been successful have rather involved RPG elements (Castle Crashers, Dragon's Crown). You do touch on this just a bit in the trailer (we see the beginnings of a fetch quest) but if it were my game and my project on the line I'd add a lot more emphasis onto these elements and mechanics in the pitch video. I wouldn't make it an afterthought or a sidenote. The RPG aspects (items, quests, levels, whatever) should be prominent in the video. If you have to mock up additional stuff to make this happen I would think it's probably worth it.

The pace and motion of the game is a bit stilted. It may not be realistic to rework sprite animations for the trailer (believe me, I know) but if funded I'd definitely consider devoting resources to improving the key poses of the various fighting moves. The game looks good at a glance, but I feel the poses and motions are unnatural and too slow. It may be possible to make things a bit more exciting with post editing (maybe some tweaks to the playback speed here and there, screen shakes, whatever) but largely I don't think this concern can be addressed without reworking some of the game itself, which I understand is probably not very realistic at this point.

I wish you the best of luck, I have concerns that this is an uphill battle to begin with (as I said), but it has a strong sense of identity, which is a good start. Many games don't have much of that. You're just appealing to a dwindling playerbase with 80s/90s beatemup nostalgia -- Little has been done in modern times to keep that genre alive.

Okay, thanks Jobbs. I'll mess around with it and see if I can come up with something better.
 

TipToeTiger

Neo Member
First post here, although a lurker for a while.

Finally after months of hard work I have submitted my first solo game to Apple.

I am a designer by nature and came up with the idea of a balance game to play on the London Underground a few months ago. Since then I have put every spare minute into making my vision :) I am by no means a programmer but some how I have managed to pull together a good little game (Well I think at least).

So the aim of the game is simple, keep the surfboard in the centre of the screen while riding the London Underground. The closer to the middle you keep the surfboard the more points you earn. Sounds easy right? But trust me, the Underground rocks you around ALOT.

A "round" is played between two stations next to each other, NOT a whole route. I have added in all 11 tube lines and have programmed each and ever journey on the tube system. This took ages as I had to get the estimated journey time between each station, for all stations. That is well over 250 routes that had to be programmed.

But now it is all done :) Cant't wait to share it with people!

Here are a few screenshots in game.

http://imgur.com/a/zvw0r
 

thomasmahler

Moon Studios
Bringing back memories of Crash Team Racing.! I'll try this when I get home and report back.

That's exactly the idea :) Would love to hear some feedback regarding controls, etc.

On a funny side-note: Super Turbo Drifters is kind of an awful name, since the abbreviation is 'STD' - If anyone has better ideas, I'm all ears ;)
 
Welp. Now that its been a few months our mobile game has been pirated 1300% more (give or take a few % for errors and non-connected devices) than it has been purchased.

That could have easily paid up my needed devkits and then some.

I've been able to find and download the APK on numerous sites and about 10% of all checksums didn't pan out.

99c must be too steep for a procedural/rogue SHMUP.

FML
 
Welp. Now that its been a few months our mobile game has been pirated 1300% more (give or take a few % for errors and non-connected devices) than it has been purchased.

That could have easily paid up my needed devkits and then some.

I've been able to find and download the APK on numerous sites and about 10% of all checksums didn't pan out.

99c must be too steep for a procedural/rogue SHMUP.

FML

I have run into the same issue with GunWorld, it's been pirated massively. I'm not bothering to consider that the $5 price is too high, it's simply that people are going to steal everything they can if it's easy to do.

If the game does well on consoles and Vita, then I intend to develop for those platforms primarily from now on.
 
I have run into the same issue with GunWorld, it's been pirated massively. I'm not bothering to consider that the $5 price is too high, it's simply that people are going to steal everything they can if it's easy to do.

If the game does well on consoles and Vita, then I intend to develop for those platforms primarily from now on.
God damn. Shits outta control.
 
God damn. Shits outta control.

It absolutely is. I don't want to take it out on the people who actually buy my game, but it's making it real hard to even consider releasing my next game on PC/Steam at all if it can survive on consoles. What incentive do I have? Not only does it get pirated wildly to the PC audience, but it presents a crossover for people who may have bought it on console who just play it on PC instead because there is a pirated copy they can get for free.

Consoles aren't piracy free, but the best I'm able to gather the current-gen ones are. After being burned this bad I have to say the novelty of "hey at least people are playing and enjoying my game" has completely worn off. It's straight up painful to my livelihood.
 
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