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Indie Game Development Discussion Thread | Of Being Professionally Poor

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razu

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D
 

Dali

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D
So excited for you. Hope you're rewarded with a butt load of sales. Game certainly deserves it.
 

fenners

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D

Congrats, Razu, now get out there & start pimping it.
 

fin

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D

Congrats!!!! I'll be spreading the word to my coworkers. Are there leaderboards? If so will they be cross-platform between IOS and Android?
 

PhiLonius

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D

Congrats and best of luck! Game deserves it.
 

Kamaki

Member
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D

Hey congrats! It's been cool seeing your progress, I know when I finish this uni project and start on my first real game I plan on keeping updates much like you have.

Congrats again though! May it be a success!
 
We just added in something cool to our game Legend of Dungeon, a randomized dynamic/reactive music system... it takes all the music elements from our soundtrack (about 240 tracks of guitar, piano, strings, etc.) and randomly assigns them to the various monsters and level elements each play through. this also means that killing monsters affects the music.

Here is a clip of what we have so far

I'm really excited about the idea of having a randomly generated game where the music is also never the same twice.

I'd love to hear everyone's thoughts!
 

Dynamite Shikoku

Congratulations, you really deserve it!
It's funny having someone test your game, play a level you've played about 100 times, and find some bug by doing something you have no idea how they did
 

Cru Jones

Member
We just added in something cool to our game Legend of Dungeon, a randomized dynamic/reactive music system... it takes all the music elements from our soundtrack (about 240 tracks of guitar, piano, strings, etc.) and randomly assigns them to the various monsters and level elements each play through. this also means that killing monsters affects the music.

Here is a clip of what we have so far

I'm really excited about the idea of having a randomly generated game where the music is also never the same twice.

I'd love to hear everyone's thoughts!

I have seen your game a few times and I think it looks fucking phenomenal. What engine are you using
 
I have seen your game a few times and I think it looks fucking phenomenal. What engine are you using

Why thank you for the compliment! We are working hard to make it the best possible, I'm seriously psyched about the music.

We are using Unity3D to make it. If you have any questions about anything in particular just ask, we are very open about the entire development process.
 

Noogy

Member
Yeah, I really couldn't enjoy watching until the second time around after I knew the game didn't make their computer go up in flames, haha.

BTW, Giant Bomb name-dropped Cook, Serve, Delicious right at the beginning of their latest Unprofessional Fridays. Totally out of context, but congrats on making a title that resonated :)
 

Cru Jones

Member
Why thank you for the compliment! We are working hard to make it the best possible, I'm seriously psyched about the music.

We are using Unity3D to make it. If you have any questions about anything in particular just ask, we are very open about the entire development process.

Are you using any plugins? If so, which ones?
 

whitehawk

Banned
Chopper Mike has been submitted to the App Store!! :D

Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen :D

Now to make assets for the Google Play store... it never ends!! :D
Awesome stuff man. I'll buy it on the Play store once you have it up!
 

razu

Member
Whoa! What a response!! Cheers! :D

There is game center support for leaderboards, with boards for easy/normal/expert and total game times. Plus I added special boards for times set on the final levels of each difficulty using the standard "Red Squirrel" Chopper, so that everyone can compete, (as not a lot of people will unlock the super stunt chopper).

I looked into android leaderboard stuff ages ago and it seemed a total mess.. If there's a nice solution then I'll add it in in an update. I'd guess you'd have to make your own server thing for cross platform score tables... a bit beyond my first steps into self game dev! :D

I start work on the trailer and press kit on Monday. And adding in controller buttons to the UI for Mac and PC. I should be ready to launch those at the same time as the iOS/Android, but I've heard the Mac App Store can take an age to get through... I shall report back my findings!!

Then... promo, promo, promo, followed by a series of articles, maybe videos, on how I made Chopper Mike. How I set the project up, UI, etc, etc... So, if you have any questions, ask! :D


Thanks again! We have a great group of positive and supportive people here! SuperHighFives to all of you!! :D
 

chubigans

y'all should be ashamed
BTW, Giant Bomb name-dropped Cook, Serve, Delicious right at the beginning of their latest Unprofessional Fridays. Totally out of context, but congrats on making a title that resonated :)

That was crazy! I couldn't believe that happened, hah.
 

Dali

Member
Been staring at a computer screen literally ALL day. Got a functional run around and do a bit of shit going. Honestly its a pretty decent platformer alpha at this point. Still no direction, but as soon as I figure out what I want the goal to be and how exactly I can refine and include more mechanics to achieve that goal I'll only be about a million art assets away from completion! :)

The first video review of Dungeon Hearts popped up recently, check it out here.

That dude's review was about as colorful as a Charlie Chaplin film. Holy shit he's dull. Game is looking wonderful though. The animations and models look amazing.
 

missile

Member
@razu: Hint: gjhf(tm)

... a million art assets away from completion! :) ...
So your work is finite! Fine. Not sure about my one. xD

Have the surface generating stuff running on the DCPU-16, but it's a lil
unstable for now, since I have to deal with hard precision limits. I do all
the precision stuff myself, have too, there are no floats. Am basically
implementing all the math stuff within an 8.8 bit fixed-point precision
format, but I do let the fixed-point float at times to adjust the range for
some calculations (hand-coded floating point numbers!), to have more
precision for certain calculations, rotation for example is done in an 2.14
bit. You wouldn't believe but I had 3d stuff running with just 4.4 bit in the
earlier development stages of the engine, including rotation. That's to say
making 3d graphics with just the numbers from [0, 255], i.e one byte. At this
level one can see what it takes to call 3d graphics into existence. I'm
willing to write a book about it, explaining the onset of 3d graphics on any
computer and to progress from there on to many of the higher concepts. This
book will be different to any of the books you ever have read about 3d
graphics. Anyhow, this needs some financial support, since I can't cover the
cost on my own while writing the book. I'm also willing to adapt for some
special computers/platforms. So there can be a iPad or Android version.

Well, back to the surface stuff. 8.8 doesn't make it any easier, but it gives
you a little more air to breath. Now imagine those lucky guys on a 32bit 386
back in the days, who could use a 16.16 fixed-point format straight out of the
box. This was wonderland! xD Once I solved the precision issues I'm going to
make a small demo. The surface generator essentially allows me to build levels
for my game.
 

razu

Member
Well after last minute working out how to sign an Android app and successfully dropping support for my own phone, (before fixing that 'issue'), Chopper Mike is now "Ready To Publish" on Google Play! :D

Now then. PC and Mac. I need to add controller button images to the on-screen buttons, (they are all mouse-clickable, but I want controllers to work too). My first thought is to generate "Proceed", "Back", "Left", "Right", "Restart" generic button-looking images to overlay on the big buttons. Does this sound okay? The pain is that people could be using pretty much any controller, so it has to be generic.. Is there a nicer solution, or is that about all I can do?
 

razu

Member
@razu: Hint: gjhf(tm)


So your work is finite! Fine. Not sure about my one. xD

Have the surface generating stuff running on the DCPU-16, but it's a lil
unstable for now, since I have to deal with hard precision limits. I do all
the precision stuff myself, have too, there are no floats. Am basically
implementing all the math stuff within an 8.8 bit fixed-point precision
format, but I do let the fixed-point float at times to adjust the range for
some calculations (hand-coded floating point numbers!), to have more
precision for certain calculations, rotation for example is done in an 2.14
bit. You wouldn't believe but I had 3d stuff running with just 4.4 bit in the
earlier development stages of the engine, including rotation. That's to say
making 3d graphics with just the numbers from [0, 255], i.e one byte. At this
level one can see what it takes to call 3d graphics into existence. I'm
willing to write a book about it, explaining the onset of 3d graphics on any
computer and to progress from there on to many of the higher concepts. This
book will be different to any of the books you ever have read about 3d
graphics. Anyhow, this needs some financial support, since I can't cover the
cost on my own while writing the book. I'm also willing to adapt for some
special computers/platforms. So there can be a iPad or Android version.

Well, back to the surface stuff. 8.8 doesn't make it any easier, but it gives
you a little more air to breath. Now imagine those lucky guys on a 32bit 386
back in the days, who could use a 16.16 fixed-point format straight out of the
box. This was wonderland! xD Once I solved the precision issues I'm going to
make a small demo. The surface generator essentially allows me to build levels
for my game.


I love these posts. It's clear your brain runs at a higher clock frequency than most.. ;D
 

missile

Member
Well after last minute working out how to sign an Android app and successfully dropping support for my own phone, (before fixing that 'issue'), Chopper Mike is now "Ready To Publish" on Google Play! :D

Now then. PC and Mac. I need to add controller button images to the on-screen buttons, (they are all mouse-clickable, but I want controllers to work too). My first thought is to generate "Proceed", "Back", "Left", "Right", "Restart" generic button-looking images to overlay on the big buttons. Does this sound okay? The pain is that people could be using pretty much any controller, so it has to be generic.. Is there a nicer solution, or is that about all I can do?
Yeah it's odd supporting each controller button styles to match the logic in
the game. Isn't there a unique interface regarding controllers that always
maps to some defaults you can build upon?

I love these posts. It's clear your brain runs at a higher clock frequency than most.. ;D
Am just interested. But wait! At the end you will see that I've no idea what
I'm talking about! xD Well, at times you have to dig deeper then usual if you
want to make something great. Like much deeper. You know that already, I
guess. Well, what I need is speed, performance. My game should be fast, very
fast, and very dynamic in its geometrical and visual representation. And I
want to support the Oculus Rift, which requires my game to be running at
1280x800 in 120fps (60fps per eye) at least. And that's only the DevKit specs.
The consumer version might have a total resolution of 1920x1080 at 120fps. So
I should better know where the cycles get wasted, or how to produce the right
stuff within a vey short period of time (1/120fps ~= 0.008ms), if I want to
produce the proper sensation of the game. 0.008ms is a very short period to
render something great on the screen at 1080p. Part of the problem is
transferring the geometry through the system. So the idea is to bring the
geometry pretty close to the execution units and parts of it being generated
straight at the core bypassing the memory subsystem altogether. GPGPU make it
possible. The stuff I programmed for the DCPU-16 virtually translates 1:1 to a
modern graphics accelerator, since I'm only using very simple instructions
which do all have counterparts in the ISA of any modern video accelerator.
At the end of summer am going to start developing using the Oculus Rift.
Should be awesome. But the devkit needs to arrive, first!

Any indie dev here also interested in tinkering around with the Oculus Rift?
 
Best of luck, I've loved the look of your games. I'm often torn as to how good Greenlight is for indie devs, but then I realize they HAVE greenlit 50 titles, no small number.

Thanks! I personally think Greenlight is a terrible system, but I'm glad Valve seems to recognize this themselves. If they follow through with opening up Steam like they've talked about I'll be very happy. The only reason I added Another Castle to Greenlight is I figure the extra exposure will bring in at least $100 in Kickstarter backers.
 

Dali

Member
@razu: Hint: gjhf(tm)


So your work is finite! Fine. Not sure about my one. xD

Have the surface generating stuff running on the DCPU-16, but it's a lil
unstable for now, since I have to deal with hard precision limits. I do all
the precision stuff myself, have too, there are no floats. Am basically
implementing all the math stuff within an 8.8 bit fixed-point precision
format, but I do let the fixed-point float at times to adjust the range for
some calculations (hand-coded floating point numbers!), to have more
precision for certain calculations, rotation for example is done in an 2.14
bit. You wouldn't believe but I had 3d stuff running with just 4.4 bit in the
earlier development stages of the engine, including rotation. That's to say
making 3d graphics with just the numbers from [0, 255], i.e one byte. At this
level one can see what it takes to call 3d graphics into existence. I'm
willing to write a book about it, explaining the onset of 3d graphics on any
computer and to progress from there on to many of the higher concepts. This
book will be different to any of the books you ever have read about 3d
graphics. Anyhow, this needs some financial support, since I can't cover the
cost on my own while writing the book. I'm also willing to adapt for some
special computers/platforms. So there can be a iPad or Android version.

Well, back to the surface stuff. 8.8 doesn't make it any easier, but it gives
you a little more air to breath. Now imagine those lucky guys on a 32bit 386
back in the days, who could use a 16.16 fixed-point format straight out of the
box. This was wonderland! xD Once I solved the precision issues I'm going to
make a small demo. The surface generator essentially allows me to build levels
for my game.

Haha! Much more finite than I let on as that million was a bit of an exaggeration by a few hundred thousand... like around 999,950 exaggeration, lol. Btw your posts make my brain asplode. Its clear what people mean by "coding to the metal" when I read about you manually drawing dots, then manually connecting those dots, then manually turing those lines into gons, then manually translating them, then manually...
 

fin

Member
Any indie dev here also interested in tinkering around with the Oculus Rift?

Yeah after this project I'll do another mobile game. Then after that I want to start tinkering with the rift. Looks really cool.

Thanks! I personally think Greenlight is a terrible system, but I'm glad Valve seems to recognize this themselves. If they follow through with opening up Steam like they've talked about I'll be very happy. The only reason I added Another Castle to Greenlight is I figure the extra exposure will bring in at least $100 in Kickstarter backers.

Did you submit your game the traditional way to Valve first? Or did you go straight to greenlight?
 

missile

Member
@fin: Nice!

Haha! Much more finite than I let on as that million was a bit of an exaggeration by a few hundred thousand... like around 999,950 exaggeration, lol.
Shit! That changes everything! lol

Btw your posts make my brain asplode. Its clear what people mean by "coding to the metal" when I read about you manually drawing dots, then manually connecting those dots, then manually turing those lines into gons, then manually translating them, then manually...
Now that you said that I recognize a pattern! :D But I wouldn't recommend it
to anyone as long as if you'ren't really after something. Since it will be
frustrating for most of you and you won't get any colorful results quickly,
nor a game. You need the imagination right in your head how everything will
fit together. For me it's research. The restriction is done on purpose. You
find solutions that way you won't be able to find otherwise. And most of the
findings scale up rather nicely.
 
Did you submit your game the traditional way to Valve first? Or did you go straight to greenlight?

I just submitted straight to greenlight, as I was under the assumption that's the only way to get on Steam if you didn't already have a relationship with Valve. Anyone with better info, please get in touch if I was wrong about that!
 

ThomasP

Neo Member
Hey guys,

Thought I'd share a little piece of fan art which a somebody named "Dado" did. Not his first piece of fan art. Love his style. Great guy!

The game is coming together nicely. Currently fixing last bugs and tweaking levels for Episode 1!

TOB_WhiteNinjaPromo.jpg
 

Blizzard

Banned
And I
want to support the Oculus Rift, which requires my game to be running at
1280x800 in 120fps (60fps per eye) at least. And that's only the DevKit specs.
The consumer version might have a total resolution of 1920x1080 at 120fps.

[snip]

Any indie dev here also interested in tinkering around with the Oculus Rift?
I preordered an Oculus Rift a while back, so yes I plan to tinker with it. I think the 120 fps thing is a somewhat common misconception, however. As long as an engine can render simultaneous side-by-side stereoscopic 3D, distorted to match the Rift's optics, 60 fps rendering should be fine. It all shows up on the screen via HDMI at the same time. It's not like a shutter glasses system where each eye gets one picture at a time.
 

missile

Member
I preordered an Oculus Rift a while back, so yes I plan to tinker with it. I think the 120 fps thing is a somewhat common misconception, however. As long as an engine can render simultaneous side-by-side stereoscopic 3D, distorted to match the Rift's optics, 60 fps rendering should be fine. It all shows up on the screen via HDMI at the same time. It's not like a shutter glasses system where each eye gets one picture at a time.
You, too? Good.

Btw; I was speaking about my game. Sure you can put stereoscopic 3d at 10fps
if you want. But it is generally agreed that 60fps per eye is the minimum
refresh rate in VR. This is way different from non-VR (standard 3d). That's
what Carmack was always talking about; that we need to amp the frame rate
while wearing a VR system, 120fps in total. Since being sub-120 will take you
out of the loop pretty quick.

Edit: What I want to say is that the perception of the frames are different
once you wear a VR system while each eye gets a different picture. Lower
frame rates are more noticeable within such a setup.
 

Blizzard

Banned
You, too? Good.

Btw; I was speaking about my game. Sure you can put stereoscopic 3d at 10fps
if you want. But it is generally agreed that 60fps per eye is the minimum
refresh rate in VR. This is way different from non-VR (standard 3d). That's
what Carmack was always talking about; that we need to amp the frame rate
while wearing a VR system, 120fps in total. Since being sub-120 will take you
out of the loop pretty quick.

Edit: What I want to say is that the perception of the frames are different
once you wear a VR system while each eye gets a different picture. Lower
frame rates are more noticeable within such a setup.
I guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled.

However, in the end, you have a single screen that is being viewed by both eyes simultaneously. What does "60fps per eye" mean? Merely that since we have two eyes, the update rate needs to be 120fps, and if we had 3 eyes it would need to be 180fps? Why is this the case? The phrasing "60fps per eye" also confuses me since rendering to the Rift at 120fps means each eye will be viewing 120fps, right? (assuming its screen can refresh at that rate, I don't know what the devkit max is)
 

Noogy

Member
I just submitted straight to greenlight, as I was under the assumption that's the only way to get on Steam if you didn't already have a relationship with Valve. Anyone with better info, please get in touch if I was wrong about that!

I was under the assumption that there no longer was a 'submit straight to valve' option, something I've heard from devs who already have a game on Steam. I could be wrong though.

What's the link to your Kickstarter? Imagine I'm super lazy, and you'd be right.
 

Dali

Member
I was under the assumption that there no longer was a 'submit straight to valve' option, something I've heard from devs who already have a game on Steam. I could be wrong though.

What's the link to your Kickstarter? Imagine I'm super lazy, and you'd be right.

Feep seems to have skipped the fuss of Greenlight with his new game and that's not set to even be released for another year or so lol. Reading in between the lines its going straight to Steam.
 

ReRixo

Banned
I guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled.

However, in the end, you have a single screen that is being viewed by both eyes simultaneously. What does "60fps per eye" mean? Merely that since we have two eyes, the update rate needs to be 120fps, and if we had 3 eyes it would need to be 180fps? Why is this the case? The phrasing "60fps per eye" also confuses me since rendering to the Rift at 120fps means each eye will be viewing 120fps, right? (assuming its screen can refresh at that rate, I don't know what the devkit max is)

I have no idea about game development, but the fps thing makes sense to me. Each eye is viewing it's own thing, where they will each be fed seperated feeds of 60 frames every second. This means that the source of the signal is outputting images at a rate of 60 a second just for one eye. However, for this to work with two eyes, where we have a time period constraint of one second, we can only increase the rate at which the tv produces images, so the refresh rate needs to be upgraded to 60 x n where n is the number of eyes. This results in 120fps being the desired fps for 3d, but with that each eye is still seeing it's own feed at 60fps.

I don't think I actually explained anything. I think I confused myself...
 
Feep seems to have skipped the fuss of Greenlight with his new game and that's not set to even be released for another year or so lol. Reading in between the lines its going straight to Steam.

You can submit directly to Steam if you already have a game on their service, although they can still direct you to go through Greenlight if they aren't sold on the game.
 

missile

Member
I guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled. ...
Yep, that's what I meant. Two different pictures rendered from a slight
oblique angle, each. Hence, my engine "must" be able to compute 120 frames in
the end. That means, the engine computes one frame for the right eye and put
it into a viewport on the screen and then computes the image for the left eye
and puts it into a different viewport but on the same screen (for the Rift).
So given that the display within the Rift refreshes at 60Hz, my engine needs to
be able to render 120 frames in total. That's how I understand it. And that's
how I do it on the DCPU-16, alas nowhere near 120. xD Yep, stereoscopic
rendering works now as well using the cross-eye technique. Pretty cool.

Edit: I should say that 'must' applies only to me.
 

Monroeski

Unconfirmed Member

Not really related to the game but I think the verbage of "Plus all reward tiers priced below 'Brewmaster'" is a little ambiguous; the way it reads is that you get all the tiers under brewmaster but NOT including brewmaster but I could see how it may be confusing to some people.

I think generally if you're going to mention a specific level like that it should be inclusive (eg "up to and including brewmaster") because otherwise you're pointing my attention directly to something that I won't be getting.
 

Feep

Banned
Feep seems to have skipped the fuss of Greenlight with his new game and that's not set to even be released for another year or so lol. Reading in between the lines its going straight to Steam.
Between the lines? From the Q&A:

Q: Is There Came an Echo confirmed for Steam? Like, confirmed confirmed?
A: Absolutely. No Greenlight required.
 
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