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

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Ecto311

Member
Thought I would ask here instead of a new thread.

Does anyone have recommendations for making a simple game for kids?

My 5yr old daughter wants to make a game and me being a retard when it comes to this has no idea what would work best. I checked out scratch a bit and a few other engines or languages made for kids and dumbasses like me but I am not sure what would be best to invest the time in. She wants to make a game where a snake eats you and you have to get out of him either by tickling him or other means. If not then you are turned into snake poop.
 

Oodar

Neo Member
storing a list of ids is one way to do it, but it is a lot better if you store the the same object as reference so you don't have to go to the index and then to the object, makes things faster when you have hundreds of items , also you don't have to care about the order of items, you can sort and do many things, if you use a list of ids it make things a lot harder. In my previous tool it got really complicated doing ids and once I converted everything to references things ran more smoothly and was super easy to manage.

So the way I solved this issue before was to convert all my object references to ids and then store that into a save xml file, and then when loading it again convert the ids back to object references, it works but is a lot of maintenance work so I am trying to avoid that.

I'd encourage you to use weak references (ids). There's not really that much overhead to returning a pointer to an object from its weak reference. You can just use an id as a lookup into an array.

As a reference: http://bitsquid.blogspot.co.uk/2014/08/building-data-oriented-entity-system.html

For the save system itself, I'd probably go for some simple like an opt-in system where objects say "Hey, save me" and provide an interface that they implement. You can store all of these in a vector of pointers inside the save system and then when it comes to saving it's just a traversal of an array of pointers calling the interface function.

What language are you coding in?
 

taku

Member
Thought I would ask here instead of a new thread.

Does anyone have recommendations for making a simple game for kids?

My 5yr old daughter wants to make a game and me being a retard when it comes to this has no idea what would work best. I checked out scratch a bit and a few other engines or languages made for kids and dumbasses like me but I am not sure what would be best to invest the time in. She wants to make a game where a snake eats you and you have to get out of him either by tickling him or other means. If not then you are turned into snake poop.
I'd recommend Construct 2 as it's very easy to learn.
 

cbox

Member
What do your profile backgrounds look like?

For some reason, every other dev seems to mess them up and use pics where the focus / subject is in the middle, which simply doesn't work when the pic is actually used in a profile.

I went with softened backgrounds that have been blurred to show less information. It's a more subtle way of branding profile pages.

MSlBFLG.png


Not looking forward to getting all this sorted out for Malebolgia.

I wasn't so enthused at the beginning either but it turned out to be pretty fun actually. Just be prepped with all your assets, their templates are pretty good.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Thought I would ask here instead of a new thread.

Does anyone have recommendations for making a simple game for kids?

My 5yr old daughter wants to make a game and me being a retard when it comes to this has no idea what would work best. I checked out scratch a bit and a few other engines or languages made for kids and dumbasses like me but I am not sure what would be best to invest the time in. She wants to make a game where a snake eats you and you have to get out of him either by tickling him or other means. If not then you are turned into snake poop.

This should be rather doable with scratch, yeah, but she will need heavy assitance with the programming part. Even though it is simplified, you still need to think logically / algorithmically and again, even though it is less abstract than a real programming language, it still is way too abstract for a 5-year-old to grasp quickly enough for her not to get bored out of the idea of creating a game. Another obvious option would be Project Spark, which offers a lot without programming and then allows for programming akin to Scratch in order to define certain behaviour. In any case, what she wants to do will be too difficult for her at her age without a lot of help on your side.
 

Water

Member
that one looks interesting, though I am not using Unity I think I may be able to adapt it to my project, will try and see if it can work, otherwise I may have to write one myself... as you mentioned this is fundamental for game programming and if we can have one for any platform it will save a lot of effort to everyone.

the last solution is to not have save games :p and let people do marathons playing my game and see if they can finish in iron mode, no way to save and restore because there is no save capabitlity.
Funnily enough, in terms of game design I'm usually not a fan of giving the player free saving/loading. I think it is appropriate only for a small minority of games. But as an engineer I'd like to build it into any serious game project, if it's not prohibitely hard. If nothing else, having the functionality there means the game and the content should be much easier to test and debug. From usability perspective, every shipped game should have suspend-and-resume (can quit and pick up exactly where you left) regardless of whether the player is allowed to manually save and load.
 

cbox

Member
From usability perspective, every shipped game should have suspend-and-resume (can quit and pick up exactly where you left) regardless of whether the player is allowed to manually save and load.

I really like how Alan Wake did their game resumes. IIRC, they would have a sort of "previously on" whenever you loaded it up. Sometimes I don't play a game after a few months and don't want to start it from the beginning, it's a great way of solving that.
 

gooey

Neo Member
She wants to make a game where a snake eats you and you have to get out of him either by tickling him or other means. If not then you are turned into snake poop.

Solid premise. You aiming for consoles or just a steam release? XD
Sounds like fun though. I made a game with my Dad when I was about 10 in Gamemaker.
It was called Shark Attack!.
 

Water

Member
I went with softened backgrounds that have been blurred to show less information. It's a more subtle way of branding profile pages.

MSlBFLG.png
Yeah, that style is valid. I like the rightmost one in particular. I wonder if the other ones are too generic after being filtered like that, though. Doing subtle and attractive at the same time is incredibly hard. I've been following the Steam fluff item market a bit, and I don't recall seeing any subtle, abstract background - even well made ones - valued at much more than the 0.03-0.04e rock bottom on the marketplace.

While we're on the topic, if I was publishing a game on Steam with cards and stuff, I think I'd make an effort to somehow cram a hot anime waifu into the rare profile picture. Doesn't matter if the game itself is a german lawnmower simulator and the character is nowhere to be found in game. A nonzero amount of people buys new games, especially low-priced ones, just for the cards depending on the gewgaw prices on the market. Well-drawn anime waifus on uncommon/rare backgrounds seem to be virtually the only thing that never fails to keep card prices up.

I don't suppose Steam offers devs statistics of how many users are actually using a particular background?
 

Blizzard

Banned
I went with softened backgrounds that have been blurred to show less information. It's a more subtle way of branding profile pages.

MSlBFLG.png
Do you have any screenshots of how those backgrounds look in an actual profile? I glanced at my own profile, and it looks to me like the vast majority of those backgrounds would be obscured.
 

cbox

Member
Yeah, that style is valid. I like the rightmost one in particular. I wonder if the other ones are too generic after being filtered like that, though. Doing subtle and attractive at the same time is incredibly hard. I've been following the Steam fluff item market a bit, and I don't recall seeing any subtle, abstract background - even well made ones - valued at much more than the 0.03-0.04e rock bottom on the marketplace.

While we're on the topic, if I was publishing a game on Steam with cards and stuff, I think I'd make an effort to somehow cram a hot anime waifu into the rare profile picture. Doesn't matter if the game itself is a german lawnmower simulator and the character is nowhere to be found in game. A nonzero amount of people buys new games, especially low-priced ones, just for the cards depending on the gewgaw prices on the market. Well-drawn anime waifus on uncommon/rare backgrounds seem to be virtually the only thing that never fails to keep card prices up.

I don't suppose Steam offers devs statistics of how many users are actually using a particular background?

HA! I could do a Japan only Shwip release and load up the Waifus... I don't think there are any metrics on that, but I'm not 100% sure yet. I can report back once we're live though.
 
Funnily enough, in terms of game design I'm usually not a fan of giving the player free saving/loading. I think it is appropriate only for a small minority of games. But as an engineer I'd like to build it into any serious game project, if it's not prohibitely hard. If nothing else, having the functionality there means the game and the content should be much easier to test and debug. From usability perspective, every shipped game should have suspend-and-resume (can quit and pick up exactly where you left) regardless of whether the player is allowed to manually save and load.

that's a good point, actually I was thinking to limit a way to save/load game, and one way I was thinking is to just make the player pay with ingame cash earned while playing so the player will have to think twice before saving for just the sake of saving, but saving when the player quits and loading the exact point when coming back makes easier, though the player may trick the system by copying the temporary saved game , like I did when playing FTL in the past to just be able to finish the game without too much troubles.

The other thing I was thinking, since my game is something like Dwarf Fortress in space, maybe allowing the player to just save/load at any point of time will help develop the game in other ways that I haven't imagined yet, just like DF players did to pass their saved games to other people and continue the story.
 
I'd encourage you to use weak references (ids). There's not really that much overhead to returning a pointer to an object from its weak reference. You can just use an id as a lookup into an array.

As a reference: http://bitsquid.blogspot.co.uk/2014/08/building-data-oriented-entity-system.html

For the save system itself, I'd probably go for some simple like an opt-in system where objects say "Hey, save me" and provide an interface that they implement. You can store all of these in a vector of pointers inside the save system and then when it comes to saving it's just a traversal of an array of pointers calling the interface function.

What language are you coding in?

working in C#.

About weak entities, yes, I had that in mind, but in my game I have all the entities created at the start of the game, there won't be any more entities than the ones I have already created, like bullets, I have a for example 20,000 bullets in a list and pick from there once I need bullets and move to another list that is used to manage active bullets so most of the ingame memory allocation is set at the begining. So yes, I can create the interface as you mentioned, but that's additional work that I have to do for hundreds of classes! that's a lot of work just to save all my data. So if there is any automatic way to save all the in-game state into a file will be really nice, well of course the saved file will be huge, but I don't care that much about the size yet, that can be optimized maybe by using compression.

For example, if you are using a virtual machine, you can just freeze the VM and all the state of the VM is saved, loading is trivial though the saved file may be huge. So you don't really have to care about implementing or serializing all the stuff, this is just an idea, not sure if this is feasible, but I remember I saw many old games in the DOS era that made huge save game file, like 500k+ for something that looked like a simple game, and my guess is that they saved all the memory state into a file to make it super easy to load.
 

ppor

Member
working in C#.

About weak entities, yes, I had that in mind, but in my game I have all the entities created at the start of the game, there won't be any more entities than the ones I have already created, like bullets, I have a for example 20,000 bullets in a list and pick from there once I need bullets and move to another list that is used to manage active bullets so most of the ingame memory allocation is set at the begining. So yes, I can create the interface as you mentioned, but that's additional work that I have to do for hundreds of classes! that's a lot of work just to save all my data. So if there is any automatic way to save all the in-game state into a file will be really nice, well of course the saved file will be huge, but I don't care that much about the size yet, that can be optimized maybe by using compression.

For example, if you are using a virtual machine, you can just freeze the VM and all the state of the VM is saved, loading is trivial though the saved file may be huge. So you don't really have to care about implementing or serializing all the stuff, this is just an idea, not sure if this is feasible, but I remember I saw many old games in the DOS era that made huge save game file, like 500k+ for something that looked like a simple game, and my guess is that they saved all the memory state into a file to make it super easy to load.

I don't know about C# or game programming, but can you use DataContract annotations(?) along with DataContractSerializer to mark fields as ignored when serializing, but keep the references available when deserializing?

http://stackoverflow.com/questions/3815182/circular-reference-when-using-xml-serialization
https://msdn.microsoft.com/en-us/library/vstudio/hh241056(v=vs.100).aspx

I'm more of a Java/PHP webapp programmer, but the issues you raise seem universal, stuff like object pooling, etc.
 

Paz

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.
 

scaffa

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

That looks super good! Love it, nice work on the trailer.
 

Arkhanor

Member
Subbed! I'll start a new little project on the beginning of the next month and I'll post updates here and probably on TIGSource.
 

kiguel182

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Great trailer! Good look with launch, I hope everything goes smooth.

I played the game with my cousins on christmas last year and we all had a blast. My little cousin loved it. You have something really good here so the hard work clearly paid off!
 

OldRoutes

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Wow. That was an awesome trailer!

Congrats! Been looking at this project since day one and it's fascinating!
 

Paz

Member
You are all very kind :) It's 3:13 AM here so I'm gonna go pass out, but I've left some Steam codes in this post so quote it if you want one.

 

cbox

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Nice work!
 

JulianImp

Member
You are all very kind :) It's 3:13 AM here so I'm gonna go pass out, but I've left some Steam codes in this post so quote it if you want one.

I wish you guys best of luck with Cactus! I had bought into early access shortly after launch, and I've got to say that even though I don't care about the score-attack aspects of the game, playing the game with friends has been a blast! It was great to go back to the game every now and then as you gradually added new levels and began removing placeholder geometry and textures (I'll probably miss the attack of the hopping red cubes).

While you might not remember me, I went to the Tokyo Game Show 2014 with a game of my own (that later went back to development hell when my newly formed team basically vanished into thin air), so we met up during the post-show party Sony held.

It was really nice to come across you guys, and I also sort of remember you were showing something from the game that didn't get released until several months later... I think it might've been the spider boss, the final playable android or maybe both.
 
I don't know about C# or game programming, but can you use DataContract annotations(?) along with DataContractSerializer to mark fields as ignored when serializing, but keep the references available when deserializing?

http://stackoverflow.com/questions/3815182/circular-reference-when-using-xml-serialization
https://msdn.microsoft.com/en-us/library/vstudio/hh241056(v=vs.100).aspx

I'm more of a Java/PHP webapp programmer, but the issues you raise seem universal, stuff like object pooling, etc.

hmmm really interesting, didn't know about data contracts and circular references, it looks like this may be a solution without having to code much, I will give it a try!, seems very promising! but I have to sleep now or my face will just hit the monitor...
 
You are all very kind :) It's 3:13 AM here so I'm gonna go pass out, but I've left some Steam codes in this post so quote it if you want one.



Paz that looks amazing! I'll buy a copy when it comes out, you deserve my £ more than I deserve your freebie!
 
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Love the Witch Beam logo!
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
For example, if you are using a virtual machine, you can just freeze the VM and all the state of the VM is saved, loading is trivial though the saved file may be huge. So you don't really have to care about implementing or serializing all the stuff, this is just an idea, not sure if this is feasible, but I remember I saw many old games in the DOS era that made huge save game file, like 500k+ for something that looked like a simple game, and my guess is that they saved all the memory state into a file to make it super easy to load.

You have to really make sure there is no trash data you are collecting though. Take a look at Assassin's Creed Unity to see what happens then. You can get away with a small amount of trash data if you can assume the game gets shut down every once and a while, but if you assume you always continue with the exact same data in the memory, you run at a risk of ruining savestates if you make a slight mistake in there. AC Unity was programmed by obviously very talented developers, but have it run on Xbox One while using Xbox's sleep mode and after a few days the game runs like garbage and even brings down the Xbox, too. If you just play for a couple of hours, save and restart the game, everything is fine though in that regard.
 

Guiberu

Member
I've put a lot of time over the past couple of weeks into the new Alpha of my game, The Last Seed.

For comparison, Old vs New :


A fully playable game mode of the first Alpha version can be downloaded from here.
 

Turfster

Member
You are all very kind :) It's 3:13 AM here so I'm gonna go pass out, but I've left some Steam codes in this post so quote it if you want one.

Incredibly, the first one wasn't taken yet.
Thanks!

(And now I have a new excuse not to dive into Blender *cough*)
 
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.
:OOOOOOOOOOOOO
 

Pehesse

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

That trailer is... Pretty awesome. Definitely inspiring.
 

cbox

Member
Do you have any screenshots of how those backgrounds look in an actual profile? I glanced at my own profile, and it looks to me like the vast majority of those backgrounds would be obscured.

They are, pretty much why I blurred them to obscurity - that way there isn't a focal point, and the profile page doesn't get muddied up with too much visual noise.

grdxyi6.png

jIZngWP.png
 
For those that do pixel/tile art and want to get it into 3D, I came across this spiffy program on Polycount. It's called CrocoTile3D and you can do stuff like this with a tileset:
Usage video on the CrocoTile homepage

I've been following this one for a while now. It's definitely neat, though a bit clunky still. Needs more speed options. But I'll definitely be keeping an eye on it, because I love what it's doing.


DAMN that's a sweet trailer! That is a ton of stuff happening on screen, it looks brilliant. Definitely in for the PC or Wii U version. (missed a code, oh well).
 

Dusk Golem

A 21st Century Rockefeller

Hey guys, a small 2014 RPG Maker surreal horror game I made for Ludum Dare 29 I expanded last month and released on a few freeware indie game sites (RPGMakerNet, GameJolt, Itchi, etc.). The response, despite the graphics leaving things to be desired, was much more positive than I expected it to be, and as an experiment trying to get the game through the Steam Greenlight process.

Game was complimented for some creepy atmosphere, well-done voice acting, and an interesting cryptic storyline. Currently working to expand the game and add a lot of new content, bug fixes. I am a bit more of a modest person so I usually don't post here about things I'm working on, especially as there's a much bigger project I'm working on that is a much longer development cycle, but I decided to experiment, and appreciate those who may help it getting through the Greenlight Process. It's doing better than I expected there, and is to be released as a freeware game on Steam if it gets through

Greenlight Page: http://steamcommunity.com/sharedfiles/filedetails/?id=447634612
 

Xtra Mile

Neo Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Awesome. Well done!
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

This looks really fun. Have you hired the voice of the Blast Corps woman for one of your android btw :D?
 

Paz

Member
This looks really fun. Have you hired the voice of the Blast Corps woman for one of your android btw :D?

Hah I'm not sure, will have to look in to our casting :)

Really happy with how the voices turned out, might have gone a bit overkill with the audio barks in the trailer but I wanted to showcase how much personality these characters have and that they are more than just weapon sets. The only thing I'm even slightly disappointed about was we weren't able to get a more diverse range of accents in to the game, everyone is an American other than Peanut who's voiced by a Scott.

In the game their voice work is mostly limited to calling out important gameplay elements like batteries and pickups, but they do have flavor dialogue when you chain 100+ enemies and clear the level, plus our intro/outro cut scenes.
 

Noogy

Member
Thought I would ask here instead of a new thread.

Does anyone have recommendations for making a simple game for kids?

My 5yr old daughter wants to make a game and me being a retard when it comes to this has no idea what would work best. I checked out scratch a bit and a few other engines or languages made for kids and dumbasses like me but I am not sure what would be best to invest the time in. She wants to make a game where a snake eats you and you have to get out of him either by tickling him or other means. If not then you are turned into snake poop.

I apologize for not having an answer for you, however your request reminds me why I got into game development in the first place. Partly, anyway.

I was super excited to try and develop something for my children, which at the time would involve raising and riding ponies. While game development has turned into a successful career, I always regretted not developing those small games for my kids when they were younger.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Hah I'm not sure, will have to look in to our casting :)

You don't really have to look, Rare has usually used their own personell for their voice work, so the scottish voice actress would be the only one who even could have been the BC voice. However, one of them sounds really similar and I liked that.
 

missile

Member
I've been slaving away on a new trailer for the past few weeks and it's finally finished! Thank god YouTube supports 60fps now because it feels so much more like the actual game.

https://www.youtube.com/watch?v=xzSuLRlzT5I

We're also finally ready to announce a release window - Cactus is coming out this summer! For 2.5 years I've been focused on this project every day and now things are finally coming to an end, it all feels surreal.

Still so much work left to get things ready, but this is a beg step on the path.

Holy crap, looks amazing. I'm really impressed! Soooo jealous of what you've achieved, I love it.

Also, I knew you were Australian as well (and in a state next door from me, too), but I didn't realize what studio you were with - I knew the 'Witch Beam' logo looked familiar, but it didn't take me long to realise that it's the same studio joined by the creator of Dragon Tails (RIP, incidentally, to that wonderful webcomic). That's pretty awesome. Or I could be rather mistaken, but oh well.
 

mStudios

Member
Annnnd here she is fighting:
Let me explain you how the battle system works:
The game is a 50% text/story
25% Puzzles
25% Battle

The battles occurs at some key points in the story line. However, this is not just a regular RPG battle, since you don't gain XP, Magic, or LVL up. Some puzzles are optional, however, some of these puzzles when completed grants you special weapon that are needed to kill your enemies. You can also find different weapons investigating the different scenes.

So, its a hard situation for the player, because if you kill an enemy in the alternate world, he/she will also die in the regular world. So you might want to think twice if you really wanna fight them. SO, before you fight make sure to investigate these people at 100%.

There would be an specific time of events that will grant you the "real" ending.

Regular Alice is very bad with weapons, but good a chemistry (that's her major at the university).
Alternate(Cyberpunk) Alice is good with weapons.

Hopefully, before the end of June I can show you a full scene, because all we've got now are mostly placeholders and stuff like that.
 

missile

Member
lens200c2b20.png

emphasised

lens000.png

none

lens1000c72a.png

subtle

Computed the color-shifts slightly different. It now mimics an old CRT RGB-
gun assembly producing miss-convergence when projected on a flat screen,
later corrected with some special circuitry. However, I use it the other way
around, i.e. on a curved screen (on the lens in this case). Due to the
specific positions of the guns, we get some colorful miss-convergence esp.
red-green and yellow-blue, like seen on old TVs with fault convergence units.
 
For those that do pixel/tile art and want to get it into 3D, I came across this spiffy program on Polycount. It's called CrocoTile3D and you can do stuff like this with a tileset:
Usage video on the CrocoTile homepage

Oh my, if this would work on unity, it would be the perfect thing for us.

Annnnd here she is fighting:

Let me explain you how the battle system works:
The game is a 50% text/story
25% Puzzles
25% Battle

The battles occurs at some key points in the story line. However, this is not just a regular RPG battle, since you don't gain XP, Magic, or LVL up. Some puzzles are optional, however, some of these puzzles when completed grants you special weapon that are needed to kill your enemies. You can also find different weapons investigating the different scenes.

So, its a hard situation for the player, because if you kill an enemy in the alternate world, he/she will also die in the regular world. So you might want to think twice if you really wanna fight them. SO, before you fight make sure to investigate these people at 100%.

There would be an specific time of events that will grant you the "real" ending.

Regular Alice is very bad with weapons, but good a chemistry (that's her major at the university).
Alternate(Cyberpunk) Alice is good with weapons.

Hopefully, before the end of June I can show you a full scene, because all we've got now are mostly placeholders and stuff like that.

The only thing strange I see is the hand, that looks too much like if its turning in a bad position. Maybe if you tried to make it that the fingers looked like if they wer in a more frontal position it would work better.
 

gooey

Neo Member
Oh my, if this would work on unity, it would be the perfect thing for us.
I'm sure it exports to a .fbx or something. Don't see why you wouldn't be able to use it, unless you actually need to build inside of Unity.

@missile:
All that hot tech you're working on would be so perfect for an old school SHMUP.
Please work on a SHMUP...
I'll shred some cheesy guitar riffs for free!
 
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