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

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Jobbs

Banned
Looks like Starfox in space!

:)

Bluestreak, to me, is neither Cliffy's game or your game, it's a freaking Autobot. And if it wasn't an Autobot, it'd be a Martin Lawrence movie.
 

Lautaro

Member
Wow, the digital paperwork to be a Steamworks Partner is confusing to me... so if my country is not in the list of countries with tax treaties then Valve will take an additional 30% as tax withholding? did I get that right? is getting an ITIN the solution for that?
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg


Is there anything you guys would like to see in a game like this?
Holy hell.
The fact that there's someone working on a game of this genre with such neat gameplay mechanics is enough. Wow, this is awesome.
 

Hopeford

Member
Slowly making progress with my fencing-themed-murder-mystery-visual-novel.
JmX6Aqj.gif


Today was one of those days where I wanted to stop programming more than once, but each time I did that I thought "If I stop now, it will take me hours tomorrow just to remember what I did today." Pretty productive day though! Game pretty much runs itself now. Transitions/script changes can be handled straight from an XML file with very little actual Unity work now, which is fun.

So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg

That looks amazing! Best of luck with that game, that seems incredibly fun to play.
 
Technically, streaming systems like the ill-fated OnLive could be a complete solution to piracy, assuming servers are never somehow hacked such that the entire game is sucked out and distributed.

With a streaming game, the consumer never has the game data at all, and their access can be metered and cut off at any instant!

That's a generally horrible thing to contemplate as a consumer, but TECHNICALLY it's a thing people have already done. :p

solution or not to piracy, streaming games is not the future for me, it is very expensive for a company to run all the game stuff on their side and from what I saw, as a customer it is not a good thing at all, yes there are benefits, but lag, video quality and bandwidth is not something that you as a customer can accept, at least not the hard core gamer, for those who play in facebook and flashgames that is good enough.

no internet, no game, no way to play on the go, hmmm.. no thanks.

Piracy will be there forever and there is no solution to it yet, so just focus and keep your customers happy and more will come, that's how I see it.
 

Blizzard

Banned
solution or not to piracy, streaming games is not the future for me, it is very expensive for a company to run all the game stuff on their side and from what I saw, as a customer it is not a good thing at all, yes there are benefits, but lag, video quality and bandwidth is not something that you as a customer can accept, at least not the hard core gamer, for those who play in facebook and flashgames that is good enough.

no internet, no game, no way to play on the go, hmmm.. no thanks.

Piracy will be there forever and there is no solution to it yet, so just focus and keep your customers happy and more will come, that's how I see it.
Oh I agree as a player, and OnLive shut down (being bought out by Sony). I just meant that it's a theoretical "solution" that some companies might love to have, as the only way I know of to keep 100% control over software.

Wow, the digital paperwork to be a Steamworks Partner is confusing to me... so if my country is not in the list of countries with tax treaties then Valve will take an additional 30% as tax withholding? did I get that right? is getting an ITIN the solution for that?
I don't know, but Google turned up this: https://partner.steamgames.com/documentation/payment_info

Check the tax withholding section if you haven't already read it.
 

Minamu

Member
What games are you guys making?
A zombie survival action shooter. But entirely abstract (ie programmer graphics). Earn points by shooting approaching zombies and try not to get eaten. Collect extremely powerful grenades and use them strategically, either as a temporary shield, or to clear the entire battlefield. But while surviving the apocalypse is already rough during daytime, nighttime is always fast approaching...
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg

Holy crap, this game looks good, my own project was supposed to have a rail-shooter component, but I got frustrated trying to get a spline path system going (note: not a great programmer), and I'm just gonna settle for a free-form space shooter. You obviously were able to figure it out way better than I did :)
 
Technically, streaming systems like the ill-fated OnLive could be a complete solution to piracy, assuming servers are never somehow hacked such that the entire game is sucked out and distributed.

But even then you're going to have to deal with problems ranging from "casual piracy" of people sharing their account details so more than one person plays the game per 'purchase', to "serious piracy" of people playing for a month then just doing a credit card chargeback, to "professional piracy" of organised groups selling "cheap reseller accounts" using stolen credit cards and letting you handle the customer support fallout of having to ban folks from the service...

Is there anything you guys would like to see in a game like this?

I like the HUD changes with - presumably? - different ships but it looks quite minimalist; is it worth 'beefing up' the information? Maybe a 'chunkier' font, and some colour information in the bars to help at a glance information be conveyed so that the chance of bleeding into the background is reduced (unless you are very consistent in not using the whites of the HUD even in gameplay)
EDIT:
If you're aiming for a console release, it is almost certainly worth making the font and HUD info larger to cater for viewing on a TV

Bluestreak, to me, is neither Cliffy's game or your game, it's a freaking Autobot. And if it wasn't an Autobot, it'd be a Martin Lawrence movie.

also this :p
 

Oppo

Member
I'm not making that argument, nor am I proposing a solution to piracy - because there isn't one.

What I will say is that - as an indie - consumer goodwill is vastly more important than it is to companies with well-oiled PR machines and taking a hardline stance can backfire.
It is a much better idea to focus on growing customer satisfaction than attempting to punish pirates. A customer that likes and trusts you will return. A pirate who can't run your game will just move onto the next title in their recently downloaded list and not give a shit.

I agree with this. And I am working on an indie game.

Piracy is less of a threat than Obscurity, overall... at least early on. If people are pirating your game, that means they know what it's called – they can search for it, they've heard of it. That's good. Sure piracy sucks, sucks super bad sometimes, but I do believe there is a pivot that can be made at this point of inflection, to minimize the piracy aspect.

Personally I'll be much more likely to add in some little wrinkle or funny bug for pirated games as I believe a lot of pirates simply want to "collect 'em all" and barely play the things they've copied. If my pirated game fails or is un-finishable in some way after the first hour, many pirates won't even notice, because to them it's just a trophy.
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg


NO THIS IS NOT CLIFFYB's GAME I'VE BEEN WORKING ON THIS FOR YEARS :(




gwnTkIz.jpg


0gRx0Vq.jpg


HyEs5h6.jpg


http://lightningui.com/portfolio/images/bluestreak/bluestreak.webm

(GIF version)


Basically, we are taking influence from a few rail shooters out there currently, but with some neat little twists. Our main gameplay change is the fact you can hijack other ships, which will give you a variety of different styles of playing. Ships can have different speeds, weapons, movement techniques, shields, abilities.. all kinds of fun stuff.

KBeaBfO.jpg


tldr; Starfox X Mechassault ?

I've been mainly fleshing out the weapon system to the point where we can easily create weapons. Things like toggles for chain/rapid/burst fire, beam type weapons, homing, locking abilities, charging, and homing. I'm also the main UI person. Right now, we are kinda lacking stuff to be seen here, but we do have a few other ship types currently created. We need to get a concept artist so our modeler has some references to work off of.

Is there anything you guys would like to see in a game like this?

by the way, is it ok if I use one of your screenshots in an arcade machine in my game? so the characters in my game will be playing your game, well sort of, I just included many other screenshots from other games but it is super small, like 30x20 pixels :p and no animation, I am adding a lot of easter eggs in my game from other games around here
 
gwnTkIz.jpg


0gRx0Vq.jpg


HyEs5h6.jpg



I've been mainly fleshing out the weapon system to the point where we can easily create weapons. Things like toggles for chain/rapid/burst fire, beam type weapons, homing, locking abilities, charging, and homing. I'm also the main UI person. Right now, we are kinda lacking stuff to be seen here, but we do have a few other ship types currently created. We need to get a concept artist so our modeler has some references to work off of.

I LOVE the UI - I've got a sweet spot for pretty and minimal UI :p
Also finally, I've been waiting for a game like this to happen, looks awesome :D
 
Hi Guys,

yesterday my first Android Game, RaccoonRaid has been released on the Google Play Store.



https://play.google.com/store/apps/details?id=com.brokedevs.raccoonraid

It is a simple endless runner game, jumping on top of buildings collecting coins. It is rather simple but does feature some nice graphics I think.

I did all of the progamming, using cocos2d-x as a basis. Graphics were supplied by a friend of mine together with the game design. Took my around a year to finish the game, I was only working on in my spare time.

There are two things I am rather pround of: Free to play with only a few ads here and there. No Ingame microtransactions. The other thing is jumping feels "right" (at least for me)

Android is a rather cumbersome platform, especially the last 20% percent of development when I was mostly tweaking performance. So many devices, so many different tools from different vendors. I essentially had to use a new Tool for every device I was working on (GPU Frame Debugging).
 
I decided to get back into my game after things at work have died down and I can finally bear the thought of programming at home after working all day. I originally wanted to dive back into fixing my ugly ugly ugly OpenGL code that is being held together with the digital equivalent of duct tape and some sort of miracle from God himself, but one look at it and I quickly changed my mind. I put that game on hold and I'm working on something that feels much more at home for me, server-side programming for multiplayer. Funny how much work I can get done now that I don't have to Google errors each time I run it.

The goal right now is to make a simple browser game similar to agar.io as a base to test things out. I figured it was an easy to implement game to test out the sort of features I want in a multiplayer game. Once I have that working I'll figure out where to go from there and maybe build a new game off of that. Either way, it feels good to make some progress even though I don't know exactly what I'm progressing towards.

Anyway, is anyone here working on multiplayer for their game? Lurking the thread, I haven't seen much talk on the subject but I'd be interested to see the types of environments people use and how it worked out for them in the end. I went with the Django framework running on Amazon EC2 servers since it's what I use for work. Setup was beyond easy and Django is such a good framework to work with due to it's great documentation and community of developers. I was also considering Ruby on Rails since I'm not too familiar with it, but I thought I'd stick with what I know so I can actually finish a project, haha.
 

Oppo

Member
I just had my first major Unity project corruption.

Someone hold me.

LightningXCE – game looks great. Your UI actually looks a bit like mine, heh. (tactical space game)

I think you will have to bolden up the font though. Unless it is PC/tablet only.
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg


NO THIS IS NOT CLIFFYB's GAME I'VE BEEN WORKING ON THIS FOR YEARS :(




gwnTkIz.jpg


0gRx0Vq.jpg


HyEs5h6.jpg


http://lightningui.com/portfolio/images/bluestreak/bluestreak.webm

(GIF version)


Basically, we are taking influence from a few rail shooters out there currently, but with some neat little twists. Our main gameplay change is the fact you can hijack other ships, which will give you a variety of different styles of playing. Ships can have different speeds, weapons, movement techniques, shields, abilities.. all kinds of fun stuff.

KBeaBfO.jpg


tldr; Starfox X Mechassault ?

I've been mainly fleshing out the weapon system to the point where we can easily create weapons. Things like toggles for chain/rapid/burst fire, beam type weapons, homing, locking abilities, charging, and homing. I'm also the main UI person. Right now, we are kinda lacking stuff to be seen here, but we do have a few other ship types currently created. We need to get a concept artist so our modeler has some references to work off of.

Is there anything you guys would like to see in a game like this?

This looks very promising! I'll have to think about my "dream features" but I'll certainly get back on that.
 

Unain

Member
I just had my first major Unity project corruption.

Someone hold me.

LightningXCE – game looks great. Your UI actually looks a bit like mine, heh. (tactical space game)

I think you will have to bolden up the font though. Unless it is PC/tablet only.

*hugs*

This is why you backup or even better: Use an online SVN/Git/Mercurial repository.
 

trudeaudm

Neo Member
Hey everyone! I got up the courage to let everyone here try the prototype version of the game! I just put in a decent update.

If you like the concept of the game please throw it a vote on Steam Greenlight!

prfTXZ0h.png


This update ProtoV0.22 Includes:

New features include:

-Time acceleration/deceleration. (auto slows down when nearing planet/moon/star)
-Docking
-Fuel flow between tanks
-Control of parts via clicking on them in flight (applies to certain parts)
-Fuel quantity indicators on tanks

New Parts:

-Crew Transfer Capsule MKI (no crew yet) (has built in docking port)
-Docking ports
-Service Orbital Engine
-Medium to Small angled Adapter.

Additional:

-Flights already in motion for you to select and check out new features faster.
-Engine balancing. (fixed a bug that kept engine flame from properly heating things that they touched)
-Fire individual decouplers by left clicking them. (bug: at high velocities clicking is inaccurate and you may need to click many times quickly)
-Undock by right clicking them (same bug as above)
-Left click command modules to switch to controlling that vehicle (same bug as above)
-Left click engines to turn on/off (same bug as above)

Enjoy!
Download ProtoV0.22


On the list for Upcoming versions:

Issues/Features:

-Launch Pad fixes (issues with parts blocking launch pad, for now the best way to clear pad is make a rocket with a bomb and set it off on the pad hit key "B")
-Add distance indicator to target vector.
-Add distance indicator to asteroid vector.
-Add auditory indicator when entering the proximity of a planet/moon.
-Fix issue with clicking parts when traveling at high velocity.

Parts:

-Fuel Hoses
-Harpoon Launcher
-Grappler
-Booster Rockets
-Small diameter Fuel Tanks
-New Planet/Moon (request what you would like to see next!)
 
Should have stuff to show in a few weeks. Since overhauling all artwork is a huge fucking process it probably won't be a trailer, but it will be following quickly. Super stoked to show people and start drumming up interest. Overhauled my power up drop system a bunch today, too. Got a few more boss weapon power ups working and setting their states in enemy AI. Hope to get a lot done this week and hopefully adding a new mechanic next week.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I'm making good progress on the game logic of my game and am positive I will have finished this part of the game in the foreseeable future (which of course in an SRPG is only a small part of the overall game). However, I'm already thinking a bit about the visual representation which is a horrible looking hackjob right now. I have two questions that are of particular importance to me:
1. I'm using an old laptop (Intel Pentium P6200 @2,13 GHz, 4 GB RAM of which 2,93 GB are usable, the weakpoint in the Windows performance rating being graphics at 4,4) for development, if the game runs smoothly on that in the Unity API, can I expect it to do as well when compiled for Wii U or do I have to expect weaknesses the Wii U has over my laptop? I'm a bit concerned about the CPU which seems strong in my laptop in comparison, because the most taxing part of the game will probably be the path finding to compute reachable spots and attackable spots (maybe I can parallelize it a bit, but if it is not needed, I'd rather not add the additional complexity to the program), which should be CPU-bound.
2. What's cheaper in Unity, making a half-transparent cube visible over a spot or exchanging the texture of the spot with a texture that has the half transparent color-overlay "precomputed"? I need this for highlighing the reachable and attackable spots in the game and since this should be one of the most taxing graphical apsects of the game, I'd like to make it effecient.

EDIT: Another question came up: If I release the game on Wii U, I will need age ratings for my game I suppose (Nintendo hasn't answered yet to my application as Wii U developer), what is the cost I should plan with wrt age ratings for a release at least in Europe, what should I plan for wrt USA and Japan, should I try to release there, too?
 

mStudios

Member
Full breathing/Idle animation:

Alice
u5WRLfo.gif

Miranda
XYcQQMe.gif


I think we need to fix Miranda's drawing.

I'll post a few in-game screenshot next time!
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Like that you didn't overdo with their movement, I think the subtlety really goes over well. I think those small movements look really natural and blend in pretty well, especially on the first image.

At that size I agree, but how large will the characters be in the final game? Because if the characters are, for instance, half or a quarter of this size, the animation may very well not be visible anymore.
 
Full breathing/Idle animation:

Alice
u5WRLfo.gif

Miranda

It looks like her right hand disappears under her rib cage? Normally you might see it disappear "under" the breast but the drawing lines make it look like the torso is on a layer higher than it should be. Actually looking at her left wrist it appears to be cropped under the rib cage too.
 

bsp

Member
Nice. Very subtle.
You could probably just make Miranda's head a bit bigger? Nice art anyway.


Is this an actual lean-over-rails mechanic? I'm intrigued.
Cool looking game.

not sure what you mean by mechanic but it's a trigger volume attached to the guardrails. just a little fun thing

and thanks :)
 
Full breathing/Idle animation:

Alice
u5WRLfo.gif

Miranda
XYcQQMe.gif


I think we need to fix Miranda's drawing.

I'll post a few in-game screenshot next time!

Alice looks great, but you are right with Miranda, there something about her face that doesnt look quite right, maybe the eyes-nose-mouth position?
Aso the arm postion seems strange, make her look much bulkier than the body shows.

approach a rail and lean over it

sxOIbst.gif

Alll the screens you have posted remind me so much of the tiki room at disneyland I love it. Also love the train.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
What is the recommended way of playing it? It looks nice and as a fan of Monkey Ball, I'd like to give it a try, but can I properly play it with an Xbox 360 controller on an old laptop?
 

anteevy

Member
What is the recommended way of playing it? It looks nice and as a fan of Monkey Ball, I'd like to give it a try, but can I properly play it with an Xbox 360 controller on an old laptop?
360 controller works, but the "old laptop" might be a problem, depending on how old it is, as the UE4 doesn't run too well on older hardware. Just try it. :)
 

Minamu

Member
We've had to postpone the WP version of our game. The Xbox Live leaderboards thing isn't available to just anyone, and we also don't have our own WP to register with our dev account. The cheapest phone around is $60+ so we might wait for the Android money to come rolling in :lol The phone we do have, an old Lumia, is at 4.8 and is not upgradeable. Unity requires 5.0 apparently :/

I know it might be hard caring as no one here knows what kind of game it really is or what it looks like xD I'll put something up tomorrow for sure, gonna spend the next few days working on this, hopefully we'll even have it up on the store by the end of the weekend (although we've done zero external testing).
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Sadly, the Roll Playing Game does not seem to work on my laptop, it seems to require a 64bit Windows.

By the way, if anyone knows some answers to my questions above, any help would be greatly appreciated :).
 

Hopeford

Member
Question, does "Logic Epee" sound like a good name for a fencing-themed-murder-mystery-visual-novel? I really like the title, but I'm not sure how it sounds to people who aren't used to fencing. I've been working on this thing for long enough I probably should settle on a name though haha.
 
Question, does "Logic Epee" sound like a good name for a fencing-themed-murder-mystery-visual-novel? I really like the title, but I'm not sure how it sounds to people who aren't used to fencing. I've been working on this thing for long enough I probably should settle on a name though haha.

Logic Epee makes it sound like... I don't know, a slurpee-based puzzle game or something. I don't think most people know what epees are.

Why not something that gives it that murder-mystery flavor, but a bit lighter on the fencing-only terminology?

Call it the "Black Card" series or something. "Black Card: Final Riposte." The killer leaves a black card on his victims.
 
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