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Indie Game Development Discussion Thread | Of Being Professionally Poor

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Blizzard

Banned
Funny game development story of the day, you never know where you'll find people who know about games.

I was setting up a business bank account today, and after talking about the company and games, the business banker mentioned she had been playing Borderlands 2 and likes Mad Moxxi.

Then the bank manager walked in and started talking about Flappy Bird, and Little Big Planet, and all the crazy things people manage to do in the latter.
 

Ito

Member
I thought I had removed all of these RMK placeholders (and replaced them with.. other placeholders)! I can't remember which are which now.. which one did you recognize as RPG Maker ones?

As to Honey's face, no, the plan is to never show her without the mask - when she doesn't have it on (which is most of the time), you don't get to look at her "normal" self. That's part of the underlying themes/plot - and that way, if you want to, you can imagine it for yourself :-D So, not even for an under 4h reward, though I'll admit the idea is always kinda cool - though I wonder how I'd have to rework it to make it fit a VN... hmm...

That "Zling" Sound when the battle begins.Also the sound playing when the health bars fill up sounds like the default "beep" sound that comes with game maker.

But this might be just because I have played hundreds of different RPG Maker games and I have listened to the very same sound effects & background music too many times.

Too bad about Honey's face :/ Would you mind if she appeared in my game as a little cameo? I have to think where, but probably sitting at a bar :)
 
That Psyscrolr is already coming out is nothing short of amazing. Are you going back to Apexicon straight away or do you have more projects in line already?


I've been pretty stressed out lately after having been contacted to provide a prototype for a video preview for Honey Rose. I was really wondering how the game would hold up in someone else's hands, and I'm *massively* relieved to see that it apparently went okay!

It's here if you're curious: https://www.youtube.com/watch?v=jEZvthEQQus&feature=youtu.be&a

Now to get back on the saddle, back on track and everything of that sort - in a few days, it'll be Honey's dev first anniversary, and I'm still not even halfway done either, so I have a mountain of stuff to do still!

sweet! your game looks awesome! keep it up!
 

cbox

Member
We implemented collision detection for the enemy type that chases you down in minefield mode. Watch me fake it out!

DearestIgnorantChamois.gif
 

friken

Member
I've been pretty stressed out lately after having been contacted to provide a prototype for a video preview for Honey Rose. I was really wondering how the game would hold up in someone else's hands, and I'm *massively* relieved to see that it apparently went okay!

It's here if you're curious: https://www.youtube.com/watch?v=jEZvthEQQus&feature=youtu.be&a

Now to get back on the saddle, back on track and everything of that sort - in a few days, it'll be Honey's dev first anniversary, and I'm still not even halfway done either, so I have a mountain of stuff to do still!

Congrats! Your game is really looking good. Even though we all share screen grabs and gifs here it is interesting to see a more in-depth look. For example, I had no idea your game had a story-line side of the game (which looks quite interesting). I've never been a big fighting game fan because of lack of story. Building up a figher over time through a story I will be a blast compared to the good old 'select a character from a menu and fight'. It's all looking really good! Keep at it.

Are you planning on adding voiceover? I'm curious as I'm feeling the necessity of it in StarDiver. Now that I have our dialogue system working, it just feels too static without it. Then again, I think I'm one of those gamers that has became so jaded by games w good voiceover that when I see any without I tend to get lazy and just skip story I have to read.
 

friken

Member
We implemented collision detection for the enemy type that chases you down in minefield mode. Watch me fake it out!

DearestIgnorantChamois.gif

nice! Will the mines explode if you bump them?


I started working on asteroids tonight. The fun part is the tractor beam weapon to sling roids, busted off ship parts, debris etc at an enemy.
 

Xtra Mile

Neo Member
Well, I'm now of the opinion that Unity 5 is a bit of a mess right now.

Weird performance problems that I can't track, no Deep Profiling (it crashes as soon as you try to use it), random crashes, Enlighten hanging more often than completing, etc.

I started migrating my project over since the Unity techs seemed to be pretty good at fixing engine issues that came up, but it simply isn't worth the trouble right now. Not to mention that there are problems that have been reported since beta 9 that still aren't fixed in beta 13 (namely that occlusion culling disables all lights in the scene).

Hopefully things get better, but I'm kind of regretting buying into it -- and the hype -- ahead of time.

Also appreciate the info. Will stay away until they get things sorted. Was looking forward to the new features, but it looks like we'll be staying on 4 for the foreseeable future.
 

desu

Member
Well, I'm now of the opinion that Unity 5 is a bit of a mess right now.

Weird performance problems that I can't track, no Deep Profiling (it crashes as soon as you try to use it), random crashes, Enlighten hanging more often than completing, etc.

I started migrating my project over since the Unity techs seemed to be pretty good at fixing engine issues that came up, but it simply isn't worth the trouble right now. Not to mention that there are problems that have been reported since beta 9 that still aren't fixed in beta 13 (namely that occlusion culling disables all lights in the scene).

Hopefully things get better, but I'm kind of regretting buying into it -- and the hype -- ahead of time.

When did you buy into it? I only remember the Unity Keynote from months ago (I think they did show Unity 5 there for the first time?) and it seemed to me that the whole thing was still faaaaar away, like really far. So I am not really surprised that it is in that state currently.
 

Pehesse

Member
That "Zling" Sound when the battle begins.Also the sound playing when the health bars fill up sounds like the default "beep" sound that comes with game maker.

But this might be just because I have played hundreds of different RPG Maker games and I have listened to the very same sound effects & background music too many times.

Too bad about Honey's face :/ Would you mind if she appeared in my game as a little cameo? I have to think where, but probably sitting at a bar :)

You're absolutely right, I completely missed those! Yeah, I've been hearing them too much as well, and now I can't even remember where they're from. I'll have to remove them sooner than later!

I'd love for Honey to appear as a cameo if you can fit her in :-D Would you like Hibari to appear in the audience of a match in exchange?

sweet! your game looks awesome! keep it up!

Thanks a lot! :-D

Congrats! Your game is really looking good. Even though we all share screen grabs and gifs here it is interesting to see a more in-depth look. For example, I had no idea your game had a story-line side of the game (which looks quite interesting). I've never been a big fighting game fan because of lack of story. Building up a figher over time through a story I will be a blast compared to the good old 'select a character from a menu and fight'. It's all looking really good! Keep at it.

Are you planning on adding voiceover? I'm curious as I'm feeling the necessity of it in StarDiver. Now that I have our dialogue system working, it just feels too static without it. Then again, I think I'm one of those gamers that has became so jaded by games w good voiceover that when I see any without I tend to get lazy and just skip story I have to read.

Yeah, that's the whole thing I'm still having trouble to communicate at this point - it looks, smells and tastes like a fighting game... but it's pretty far removed from one, doesn't really control like one, and certainly doesn't have the same rhythm or objectives :-D My current plan, when all will be said and done, will be to do something of a demo akin to Gunpoint's, with an edited beginning, or an alternative introduction segment, showcasing both aspects, to allow understanding of how it all flows together... But that's pretty far off!

As for voice acting: that's something I'm not sure about. On one hand I'd love it, on the other hand I don't have the resources for it - I'd love to summon Feep (you're supposed to chant his name three times in this thread, or something like this, right?), to discuss pricing, but I'm not sure he does women's voices? :-D More seriously, if I were to do voice acting, I'd have to consider how to put some in the VN segment as well, and voicing every bit of dialog is not feasible... and I'm unsure about small voice clips. Though it works in games like Danganronpa, so... I'm not sure :-D I keep going back and forth. But your take on skipping story if there's no voice is one I'll keep in mind!

I haven't commented on the latest developments to your game (or anyone else's, really), because I don't have much of anything to add to the conversation, but it's looking really, really impressive (as does everyone else's - seriously).
I haven't played much of any of your references, but I'll gladly give yours a try, I like the overall atmosphere already! Think one could go back to Stardiver/Star Control 2 after having played through your take on things and find them more accessible? :-D
 

Five

Banned
I haven't commented on the latest developments to your game (or anyone else's, really), because I don't have much of anything to add to the conversation, but it's looking really, really impressive (as does everyone else's - seriously).
I haven't played much of any of your references, but I'll gladly give yours a try, I like the overall atmosphere already! Think one could go back to Stardiver/Star Control 2 after having played through your take on things and find them more accessible? :-D

Yeah, it gets hard after a while to keep just saying that things look good, although I know it means a lot when it's received.

The Ur Quan Masters (open-source PC port of the 3DO remaster of Star Control II) is still fairly accessible today. The main barrier is needing patience and a willingness to explore without having quest icons and signposting.
 
You're absolutely right, I completely missed those! Yeah, I've been hearing them too much as well, and now I can't even remember where they're from. I'll have to remove them sooner than later!

I'd love for Honey to appear as a cameo if you can fit her in :-D Would you like Hibari to appear in the audience of a match in exchange?



Thanks a lot! :-D



Yeah, that's the whole thing I'm still having trouble to communicate at this point - it looks, smells and tastes like a fighting game... but it's pretty far removed from one, doesn't really control like one, and certainly doesn't have the same rhythm or objectives :-D My current plan, when all will be said and done, will be to do something of a demo akin to Gunpoint's, with an edited beginning, or an alternative introduction segment, showcasing both aspects, to allow understanding of how it all flows together... But that's pretty far off!

As for voice acting: that's something I'm not sure about. On one hand I'd love it, on the other hand I don't have the resources for it - I'd love to summon Feep (you're supposed to chant his name three times in this thread, or something like this, right?), to discuss pricing, but I'm not sure he does women's voices? :-D More seriously, if I were to do voice acting, I'd have to consider how to put some in the VN segment as well, and voicing every bit of dialog is not feasible... and I'm unsure about small voice clips. Though it works in games like Danganronpa, so... I'm not sure :-D I keep going back and forth. But your take on skipping story if there's no voice is one I'll keep in mind!

I haven't commented on the latest developments to your game (or anyone else's, really), because I don't have much of anything to add to the conversation, but it's looking really, really impressive (as does everyone else's - seriously).
I haven't played much of any of your references, but I'll gladly give yours a try, I like the overall atmosphere already! Think one could go back to Stardiver/Star Control 2 after having played through your take on things and find them more accessible? :-D


voice can help a lot to the game and bring a lot of life to it, but even without it I think will be ok. Voice acting can be very expensive to add if you are planning to add voice to the whole game and that's a lot of work, from economic point of view it may not be feasible for a small indie game I think, I am not going to add voice, more like FTL, people will read the stuff but make sure you don't make it too long to read, or leave some of the stuff to the player's imagination.
 

kingPenguin

Neo Member


Super Sec Soccer is released! You can get it here.

So that's good. People seem to like it so far, which is always nice to hear.

The Greenlight campaign is slowing down quite a bit, but hopefully the launch on itch.io will bump that back up a bit. It's at 17% to the top 100 at the moment. The thing I'm struggling with a bit is, is that the game's very minimalistic, focused, and small, so you kinda run out of things to show for updates. No new enemies or the reveal of a brand new skill system or anything to promote :)

I am gonna look into working in online multiplayer, which would be a nice selling point. But online is, if I'm not mistaken, quite hard to do. So we'll see how that goes.
 

Dascu

Member
Funny dev story of the day: I did a little google search for Malebolgia, and there's already a couple of piracy sites out there with fake keygens for my game.

Awesome!
 

Pehesse

Member
voice can help a lot to the game and bring a lot of life to it, but even without it I think will be ok. Voice acting can be very expensive to add if you are planning to add voice to the whole game and that's a lot of work, from economic point of view it may not be feasible for a small indie game I think, I am not going to add voice, more like FTL, people will read the stuff but make sure you don't make it too long to read, or leave some of the stuff to the player's imagination.

That's about my current take on things when going for the "no voice acting" argument, yeah :-D If I stumble upon a massive, unexpected source of funding that'd change my perspective for sure, but for now... besides, with already many elements left to the player's imagination, what's one more on the pile? :-D
 
Hot damn. I rewrote my starter controller rig for my friend from the ground up yesterday with new tricks. I basically rewrote the entire Strafe engine. I made it a LOT easier to read, uses a lit less code and is a hell of a lot more configurable and easier to make changes.

I'm considering using this version over my previous version. Collision detection is spot on, there's more failsafe states, added more custom options for collision types, physics, etc.

Anyone want to test my playroom and try to break it for me? I will throw up something over the weekend. Feep, I know you want to zip across walls n stuff :D I didn't forget!

I haven't nailed down proper values for moving, jumping, etc. Numbers passes need to be done, but they are close right now. Need to get this version in game to test timing.

I had to do a lot of checks between VSYNC on and free. I made sure the physics doesn't break running over 1k fps.
 

Phawx

Member


Super Sec Soccer is released! You can get it here.

So that's good. People seem to like it so far, which is always nice to hear.

The Greenlight campaign is slowing down quite a bit, but hopefully the launch on itch.io will bump that back up a bit. It's at 17% to the top 100 at the moment. The thing I'm struggling with a bit is, is that the game's very minimalistic, focused, and small, so you kinda run out of things to show for updates. No new enemies or the reveal of a brand new skill system or anything to promote :)

I am gonna look into working in online multiplayer, which would be a nice selling point. But online is, if I'm not mistaken, quite hard to do. So we'll see how that goes.

Online multi would be excellent.
 

Feep

Banned
On one hand I'd love it, on the other hand I don't have the resources for it - I'd love to summon Feep

I'd love to summon Feep

summon Feep
WHO DARES DISTURB MY SLUMBER?

(It's cool I had to get up to shower anyway)

VO can be as cheap or expensive as you want it to be, for the most part...though it'd be hard to get things going for less than a couple hundred dollars, at least. Depends on how many characters and loops you want. PM me if you want details! I have plenty of friends who love to work on an indie project, even for cheap!

Anyone want to test my playroom and try to break it for me? I will throw up something over the weekend. Feep, I know you want to zip across walls n stuff :D I didn't forget!
WANT
 
Also appreciate the info. Will stay away until they get things sorted. Was looking forward to the new features, but it looks like we'll be staying on 4 for the foreseeable future.
Pretty much. The 64 bit editor is super nice, and really speeds things up, but otherwise it's really, really hit-or-miss, with mostly misses.

When did you buy into it? I only remember the Unity Keynote from months ago (I think they did show Unity 5 there for the first time?) and it seemed to me that the whole thing was still faaaaar away, like really far. So I am not really surprised that it is in that state currently.
I only really bought into it (literally and metaphorically) within the past few months. Unity was kind of saying with each beta that it was "pretty stable, but expect a few bugs" but that's being a bit generous.

Like I said earlier, I knew there would be problems going in, but I wanted to be on the ground floor and help report issues and get them fixed (since it seems like once it's out of beta they take forever to fix issues, if Unity 4 is any indication).

The core issue is that there are simply too many issues to report, and it seems like they're cherry-picking what's "important" and what isn't. (The aforementioned occlusion culling disabling all lights should be very high priority, but it's lasted 4 betas and still isn't fixed.)

Also, one thing that's kind of interesting that I forgot to mention, the issue tracker for 5 isn't publicly accessible. This is fine since it's a pretty closed beta, but when your testers can't check the reported issues easily (at least, I haven't found a way) then you inevitably end up with tons of duplicate reports. It would also help people decide "hey, I should report this since it hasn't been reported yet" or "hey, this has already been reported, so I'll spend my time reporting something else". Bringing things up on the beta forum is fine, but not every issue has a thread, and not every thread has an issue case number.

Essentially, it's very, very unorganized.
 

Jobbs

Banned
getting good VO work done is likely easier than you think. you can get it free if you're lucky (but you really should pay people if you can!).

These days to produce quality voice work all it takes is a good voice and a $100 microphone, and, on the internet, there are a lot of people out there with those two things, including talented people who are looking for entry level gigs to get some work under their belt.

It's true that bigger games still shell out thousands for studio time and union actors and so forth, like I think Feep did (I have no inside info, but I can't imagine Wil Wheaton or Laura Bailey work for free), but if you don't have those resources there are still options to get solid VO work done, trust me.
 

Feep

Banned
It's true that bigger games still shell out thousands for studio time and union actors and so forth, like I think Feep did (I have no inside info, but I can't imagine Wil Wheaton or Laura Bailey work for free), but if you don't have those resources there are still options to get solid VO work done, trust me.
I dropped around 63k into voice acting, all said and done. >.>

But the quality curve is asymptotic. 100k wouldn't be really noticeable better than 63k. And Jobbs is right. Plenty of talented up-and-comers all over the place. I just wanted star power. (Must be a symptom of living in Hollywood.)
 

AegisScott

Neo Member
Well, thanks for the heads up. I have to admit to being tempted to wasting a weekend (or week) with it since we are only mid-way into our project. Sounds like it is more trouble than it's worth to mess with atm. I wonder if Unity will be pushing it out the door as soon as a lot of people expect (some think by end of the year).

Unity 5 is definitley a mess. Our audio guy really wants us to transition, but there's no way. Ran into an issue yesterday where I could only choose some sprite rendering layers, but not others. It basically tossed them all into a hat and drew them at random. On top of that, I was getting single-digit FPS. Huge mess.
 

Pehesse

Member
Oh, well, if it's only 63K, that's no worries then, I should find that under a mattress somewhere :-D (I wish)

Thanks for all the inputs on VO! Still not sure where I stand on this, but since it's been offered - Feep, I'll gladly take you up on your offer and send you a PM! Many thanks!
 
Unity 5 is definitley a mess. Our audio guy really wants us to transition, but there's no way. Ran into an issue yesterday where I could only choose some sprite rendering layers, but not others. It basically tossed them all into a hat and drew them at random. On top of that, I was getting single-digit FPS. Huge mess.
I didn't even get to try the new audio stuff, but yeah, the performance hit was way, way too much. Not to mention that with the profiler being kind of broken it was near-impossible to find the culprit.

It's still single-threaded though, right? :\
It depends. Some things do use multiple cores (Enlighten, for one, will use multiple cores) but the editor on the whole seems to mostly use a single thread. I didn't do any in-depth checking, but for instances where the old editor was slow, the new editor was fast. Some examples:
1. Loading the editor
The Unity 4 editor takes a good 20 seconds to load here, while the Unity 5 editor took about 5 seconds.

2. Playing a scene

The Unity 4 editor takes about 15 seconds to start playing a moderately complex scene, while the Unity 5 editor takes about 6 seconds.

3. Loading the Asset Store from inside of the Editor

The Unity 4 editor takes about 30 seconds to load and be fully navigable. The Unity 5 editor takes about 8 seconds.​

It's just much faster and snappier in general, but it's not worth the aforementioned headaches. Thank god for source control, and my foresight to start up a new Unity 5 branch before migrating. I had a backup, but switching the branches made the transition back a super no-brainer.
 

Jobbs

Banned
I'll be dropping a few grand into VO, not 63k, but more like $5k or so -- after all is said and done (this cvould change, but that's sorta where my expectations are),

but that's pretty damn cheap considering thre are 13 voiced roles. Most of these roles are bit parts that can be gotten for very cheap since they don't take long to record. Only a few are more extensive.
 

Pehesse

Member
I'll be dropping a few grand into VO, not 63k, but more like $5k or so -- after all is said and done (this cvould change, but that's sorta where my expectations are),

but that's pretty damn cheap considering thre are 13 voiced roles. Most of these roles are bit parts that can be gotten for very cheap since they don't take long to record. Only a few are more extensive.

That's another excellent bit of info, thanks a lot!
How extensive would you say these 13 roles are? I've only seen a few excerpts of dialog from the beta, so I'm not sure if it's representative of the amount the other characters have in the rest of the game, or if we can expect to meet some more talkative individuals?

Also, I'm interested in how much it impacts the games memory imprint ? I have absolutely no experience in the matter, so that a pretty big question mark for me at this point that could potentially decide matters in and of itself, if it turns out to have too great an impact (animation is already taking a lot, so I can't stretch the whole thing too much!)
 

Jobbs

Banned
That's another excellent bit of info, thanks a lot!
How extensive would you say these 13 roles are? I've only seen a few excerpts of dialog from the beta, so I'm not sure if it's representative of the amount the other characters have in the rest of the game, or if we can expect to meet some more talkative individuals?

Also, I'm interested in how much it impacts the games memory imprint ? I have absolutely no experience in the matter, so that a pretty big question mark for me at this point that could potentially decide matters in and of itself, if it turns out to have to great an impact (animation is already taking a lot, so I can't stretch the whole thing too much!)

I'm not super technical, but sound doesn't seem to change memory usage much because I can stream it from disc. plus I typically only load into memory what's needed in the current room. If you change rooms and get that srhot delay while it changes, well, that's when it's changing memory.

and to anwer the question --- yes, there are some VERY talkative individuals, but to go more into it would involve spoilers. suffice it to say there is more sotry/characterization in this game than most people probably realize, and it's always been planned this way from the start.

also, there are talented actors who can do voices that sound very different from eachother. You can double up roles onto the same actor, seriously, if you want economical. I'm doing this in a couple spots.
 

Pehesse

Member
I'm not super technical, but sound doesn't seem to change memory usage much because I can stream it from disc. plus I typically only load into memory what's needed in the current room. If you change rooms and get that srhot delay while it changes, well, that's when it's changing memory.

and to anwer the question --- yes, there are some VERY talkative individuals, but to go more into it would involve spoilers. suffice it to say there is more sotry/characterization in this game than most people probably realize, and it's always been planned this way from the start.

also, there are talented actors who can do voices that sound very different from eachother. You can double up roles onto the same actor, seriously, if you want economical. I'm doing this in a couple spots.

Okay, that's interesting and good to know! Sorry if that question went too far into spoiler territory and thanks for all that good info :-D
 

Tenki

Member
I don't know if this is the best place to ask, but what is a good hosting provider I could use to make my web/online portfolio? I have some games and things I want to upload, but I don't know which provider should I use.

I run a blog using OVH, but probably there are better and cheaper options.

PS: I'm in Europe btw.
 

cbox

Member
I don't know if this is the best place to ask, but what is a good hosting provider I could use to make my web/online portfolio? I have some games and things I want to upload, but I don't know which provider should I use.

I run a blog using OVH, but probably there are better and cheaper options.

PS: I'm in Europe btw.

I've been with bluehost for years now and run my site along with all my clients sites. They're based out of the states, but have 24/7 support. I run all my sites off wordpress which is an amazing platform.
 

friken

Member
I'll be dropping a few grand into VO, not 63k, but more like $5k or so -- after all is said and done (this cvould change, but that's sorta where my expectations are),

but that's pretty damn cheap considering thre are 13 voiced roles. Most of these roles are bit parts that can be gotten for very cheap since they don't take long to record. Only a few are more extensive.

I suspect we'll have to budget fairly heavily for vo. ~25 races, story driven, lots of dialogue and I want to vo the aliens and the player responses similar to mass effect.

I don't think vo is vital for all projects -- just knowing what an old-school concept I'm working with, and how much story telling there is, I don't think modern gamers would have the patience for it w/o voiceovers.
 

Feep

Banned
For 5k, Jobbs will likely get a level of quality reasonably close to mine. This is because A) He's casting largely talented unknowns, and B) He has fewer loops in general.

And TBH Jobbs has found some really awesome actors to help out! *brushes off shoulder*

Edit: In case any of my voice actors ever read this, holy shit you guys are amazing and I definitely cast you for your amazing talent, but it's not like you guys are unknowns, you know what you're worth ;)
 
It depends. Some things do use multiple cores (Enlighten, for one, will use multiple cores) but the editor on the whole seems to mostly use a single thread. I didn't do any in-depth checking, but for instances where the old editor was slow, the new editor was fast.

Right, that's cool, but most importantly I was asking about editor threads in regards to the issue with the editor also freezing when your game freezes (due to infinite loop or whatever). That's extremely annoying. Does 5 still do that?
 

friken

Member
For 5k, Jobbs will likely get a level of quality reasonably close to mine. This is because A) He's casting largely talented unknowns, and B) He has fewer loops in general.

And TBH Jobbs has found some really awesome actors to help out! *brushes off shoulder*

Edit: In case any of my voice actors ever read this, holy shit you guys are amazing and I definitely cast you for your amazing talent, but it's not like you guys are unknowns, you know what you're worth ;)

Lol.... so what you are saying is find really talented people that don't yet know what they are worth. Got it ;)
 
Right, that's cool, but most importantly I was asking about editor threads in regards to the issue with the editor also freezing when your game freezes (due to infinite loop or whatever). That's extremely annoying. Does 5 still do that?

I can't answer that, unfortunately. I didn't ever have my game freeze while testing (the editor usually just closes itself if something like that happens), and it would be hard to tell what's going on with Unity 5's general instability.

Sorry about that, I misunderstood your question.
 

Jobbs

Banned
I suspect we'll have to budget fairly heavily for vo. ~25 races, story driven, lots of dialogue and I want to vo the aliens and the player responses similar to mass effect.

I don't think vo is vital for all projects -- just knowing what an old-school concept I'm working with, and how much story telling there is, I don't think modern gamers would have the patience for it w/o voiceovers.

make feep do all of the voices. every alien. get a bulk discount. we already know from his starring role as Nocturne in league of legends that he can play non-humans.
 

Feep

Banned
Lol.... so what you are saying is find really talented people that don't yet know what they are worth. Got it ;)
I mean, yes? Or not necessarily "know what they're worth" but "trying to break in". It's tough. You have to be willing to do a lot of jobs for free/cheap, knowing that only one in twenty will lead somewhere. But you still gotta do 'em.

It's Hollywood, man. That's how it works.
 

Paz

Member
Do you guys know a good way to make a trailer?
Ideally looking for a good free/low cost video editing tool.

I used Blender's video sequence editor to make my trailers, it's surprisingly useful once you get the hang of it and totally free.

I know Fusion (the compositing software) just put out a free version as well if you're looking to do effects work on the vid.

After that I use a raw avi + separate audio export from blender, recombine it in virtual dub with no processing (so you get a pure source) and compress that with handbrake in to whatever formats/framerate I need.

All free software.
 
I suspect we'll have to budget fairly heavily for vo. ~25 races, story driven, lots of dialogue and I want to vo the aliens and the player responses similar to mass effect.

I don't think vo is vital for all projects -- just knowing what an old-school concept I'm working with, and how much story telling there is, I don't think modern gamers would have the patience for it w/o voiceovers.

the best I can imagine for me is to make something like the sims or galactic princess, voice acting is just noise and babbling so I can make the dialoge variable at random without having to speak it, so still players will have to read but will be amused with the babbling, wish we can find a tool to do that easily

About making your game memorable, voice helps but in my case is remember more is the experience, gameplay, game mechanics and things I imagined when giving the freedom! , voice adds to the atmosphere but usually I don't remember that much, what about you all? how do you remember games?

For example, I remember Sundog frozen legacy from my childhood a lot , very few sounds but the experience and gameplay was awesome, maybe the new generation is spoiled in that sense.
 

Blizzard

Banned
I used Blender's video sequence editor to make my trailers, it's surprisingly useful once you get the hang of it and totally free.

I know Fusion (the compositing software) just put out a free version as well if you're looking to do effects work on the vid.

After that I use a raw avi + separate audio export from blender, recombine it in virtual dub with no processing (so you get a pure source) and compress that with handbrake in to whatever formats/framerate I need.

All free software.
I've used Blender for 3D modeling, but I never even though about checking if it could do video editing as well. Thanks for the suggestion!
 

bkw

Member
^ Voted! The art and animation is so good! I love the stomp bit, where he turns toward the player and looks down.
 
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