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

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Blizzard

Banned
I respectfully agree that the original red logo looks a bit scrawled and unfinished compared to the gorgeous background. A more physical paint-ish look as suggested above might work.
 

Pehesse

Member
Happy new year everyone :)

I agree with M0dus' thoughts regarding the logo! The Sane one actually reminds me of Bioshock's and might just need a little more detail to really get there!
 

EDarkness

Member
Happy New Year, everyone. I hope this year is productive for us all. Let's hope for the best!

My goal for this year is to finish Skullforge in some kind of way. Probably gonna mean double and triple time working on the game, but I hope it turns out great in the end. I wish the same for everyone else.
 
Happy New Year, y'all!

Re: Chatmapper... I tried the trial, not going to pick it up.

Has anybody tried articy:draft? It seems crazy expensive but maybe somebody can vouch for it.
 

missile

Member
...
tumblr_oj2qkaYRpq1rjq7k1o1_1280.png
...
Looks great!


I also tried linking it to the charge up blast

http://i.imgur.com/mY3OyAp.gifv

I'm overdoing things a bit right now partly just so it's easier to read in gif form. It's a fun effect though. ...
Try to make the effect position dependent, staring from the blast and moving
with it while dying out. I think this will be a lot cooler, for, if you shoot
at an angle the distortion would follow the blast cross the screen.
 

Loginius

Member
It certainly looks cleaner up close, but the G in games looks almost like a crazy J... I had to google to doublecheck, hehe. Are you guys going for the crazy murderer handwriting type look with it? You definitely want to consider how that looks over different backgrounds and smaller sizes. At the end of the day tho, I'm just one voice... but you guys are capable of some gorgeous stuff, I'm sure you can shine up your logo a tad. That's the thing that's gonna represent you to everyone, it's worth a little extra effort! I asked m0dus to draw out sort of an example that keeps the spirit of what you were going for.

The Sane logo was giving me Blair Witch vibes... then I googled and upon closer inspection they're not the same at all, lol. But those cracks really do look sort of voodoo doll-ish, am I nuts for seeing that?? The concept art for your game is super rad FYI. I find myself wishing the game logo had a bit more color or pop to it but m0dus disagrees so... take my opinion with a grain of salt there I suppose lol.

Thanks a lot for the feedback, yeah we had internal opinions that its too hard to read and doesnt work when its small... Sadly designing 3d environments and characters is very different from typography and we seem to struggle with that.

Thanks for the feedback on the logo and concepts too, really appreciate it.

I definitely like the direction you were going with your logo - We've certainly been there (we struggled for a while to find something that best represented what we wanted to do, so I will be the first to state it is indeed not an easy task)

Something along the lines I think SouSouRocket had in mind was this:

(Apologies if this was too forward of me. If you like this even a little it's yours to use, the .PSD source is here. It's also in vector format, if you want to tweak the size and thickness of letters or remove the layer effects entirely.)

I actually really like the direction you're going in with the Sane logo. I disagree with SouSouRocket as far as needing color, it has a nice art-deco look. IMO the only thing it really needs is probably a bit more detail, maybe some trim along the outside with some flourish around the curves to fill the space outside the S and the E?
No its fine, thanks for the feedback! Im not really a fan of the bevel effect, but I can see how a bigger and more easy to read font helps a lot. Well take your feedback and take another look at the design. Will come back here for more critique once we have something we like.
Art Deco was what we are going for with the logo, the game does take place 1919 after all, the bioshock logo was a big inspiration, Pehesse got that right away :D
We also really love the light shifting thing from the bioshock logo so we thought of doing something similar, dont want to just rip it off tho.
Also thanks to Blizzard and Pehesse, feedback is always welcome and seeing as everyone here seems to agree what has to be done its now really easy to adjust the design accordingly.
 

missile

Member
Here's a new feature of mine; lens accommodation of the eye, i.e. focusing via
adjusting the focal length of an eyes lens instead of moving a sensor (for,
the retina is fixed). I've implemented a couple of eye parameters to mimic
the effect in a more pleasing way. The cool thing is that by focusing via lens
accommodation the focal length changes and as such the perspective to some
degree. There are limits on how much the lens can be accommodated restricting
the focal length and as such the closest distance which can be in focus.

The effect is slightly exaggerated in here to show it off;

08Bj8J8.gif
 

oktarb

Member
Today starts my one year plan. Going from zero real coding experience to getting a simple game by the end of the year. Everyday I will study/work on learning and prototyping at least 2 hours a day. Using the 'Tom Hanks' method. Keeping a year long calendar up and everyday you mark off a red slash. Supposed to build up a visual/psychological addition to not breaking the chain. Anyway. I'm going Unity, C#. Started up on the tutorials today. I wish I could do more but have a demanding job and a more demanding 5 years old daughter.

Here goes!
 

missile

Member
Today starts my one year plan. Going from zero real coding experience to getting a simple game by the end of the year. Everyday I will study/work on learning and prototyping at least 2 hours a day. Using the 'Tom Hanks' method. Keeping a year long calendar up and everyday you mark off a red slash. Supposed to build up a visual/psychological addition to not breaking the chain. Anyway. I'm going Unity, C#. Started up on the tutorials today. I wish I could do more but have a demanding job and a more demanding 5 years old daughter.

Here goes!
Make sure you post some of your progress over here each week. Good luck!
 

DemonNite

Member
Today starts my one year plan. Going from zero real coding experience to getting a simple game by the end of the year. Everyday I will study/work on learning and prototyping at least 2 hours a day. Using the 'Tom Hanks' method. Keeping a year long calendar up and everyday you mark off a red slash. Supposed to build up a visual/psychological addition to not breaking the chain. Anyway. I'm going Unity, C#. Started up on the tutorials today. I wish I could do more but have a demanding job and a more demanding 5 years old daughter.

Here goes!

Best of luck! post updates here regularly as a form of motivation :)
 

Minamu

Member
I'm graphically inept. I have a dark skybox with some blueish galaxy texture in my unity project. I've had success changing the tint color to make it green and red etc on different levels. But grayscale is impossible! Tinting it white or grey just brings the default color to the surface. Is this possible without modifying the texture itself in photoshop or paint (more likely)?
I ended up adding a black and white filter from an online paint tool and made a second skybox, seemed less troublesome :lol Looks pretty darn cool.
 
Here's a new feature of mine; lens accommodation of the eye, i.e. focusing via
adjusting the focal length of an eyes lens instead of moving a sensor (for,
the retina is fixed). I've implemented a couple of eye parameters to mimic
the effect in a more pleasing way. The cool thing is that by focusing via lens
accommodation the focal length changes and as such the perspective to some
degree. There are limits on how much the lens can be accommodated restricting
the focal length and as such the closest distance which can be in focus.

The effect is slightly exaggerated in here to show it off;

08Bj8J8.gif
Focus breathing! Nice.
 
Today starts my one year plan. Going from zero real coding experience to getting a simple game by the end of the year. Everyday I will study/work on learning and prototyping at least 2 hours a day. Using the 'Tom Hanks' method. Keeping a year long calendar up and everyday you mark off a red slash. Supposed to build up a visual/psychological addition to not breaking the chain. Anyway. I'm going Unity, C#. Started up on the tutorials today. I wish I could do more but have a demanding job and a more demanding 5 years old daughter.

Here goes!

Best of luck!! This is a wonderful idea and I'm looking forward to seeing the results :) If you get stuck please report back to the thread and we'll give you some tips and motivation!
 

lowpoly

Neo Member
Today starts my one year plan. Going from zero real coding experience to getting a simple game by the end of the year. Everyday I will study/work on learning and prototyping at least 2 hours a day. Using the 'Tom Hanks' method. Keeping a year long calendar up and everyday you mark off a red slash. Supposed to build up a visual/psychological addition to not breaking the chain. Anyway. I'm going Unity, C#. Started up on the tutorials today. I wish I could do more but have a demanding job and a more demanding 5 years old daughter.

Here goes!

Good luck! You're probably going to be your own harshest judge, so the best advice I can give is: Don't be afraid to make a bad game.

Right now while it's fresh, making games is fun and exciting so my advice is for 5 or 6 months from now. Whether or not something is good or bad is subjective and the most important thing right now is to continually improve and try new things. Along the way share your progress, let people try out the things you've made. You'll learn a ton that way.
 

Jobbs

Banned
There are many illusionary or breakable walls in my game.

In many cases I try to think of ways to provide subtle hints, as seen here:

http://i.imgur.com/6hxc5ii.gifv

I actually think this might be too blatant, because the eye is already going to be drawn to all that negative space, but if that's not enough we see there's a collection of dust floating over the secret space. In addition, the series of green dots we see everywhere else is broken at the entrance.
 
There are many illusionary or breakable walls in my game.

In many cases I try to think of ways to provide subtle hints, as seen here:

http://i.imgur.com/6hxc5ii.gifv

I actually think this might be too blatant, because the eye is already going to be drawn to all that negative space, but if that's not enough we see there's a collection of dust floating over the secret space. In addition, the series of green dots we see everywhere else is broken at the entrance.

Looks good. I like when broken/empty space is used as an indicator for secret areas. One other thought I had, depending on how your particle system works, have particles in the environment that can't travel through walls but can travel through the illusory walls.
 

Jobbs

Banned
Looks good. I like when broken/empty space is used as an indicator for secret areas. One other thought I had, depending on how your particle system works, have particles in the environment that can't travel through walls but can travel through the illusory walls.

Generically they don't, but it's definitely possible to do if the scenario called for it.

There's one area where deadly spikes have a little moving glistening effect on them -- except one patch that doesn't, and those ones are fake.

I doubt the next 2D metroid game would look this good, whenever it happens (if it happens).

Thank you :) I'd be shocked if Nintendo ever made another 2D Metroid. They've shown no signs of "getting it" since the early days.
 

missile

Member
Here is some partial result as of late. The following images were quantized
down from an HDR buffer down to 1 bit per color channel, hence, 8 colors only!

K7u0MUJ.png

random (TPDF)

bl71tOw.png

Bayer 8x8

B1N1d5T.png

Pointillism approximation (work in progress)

Look how smooth the shades are in the last image. 1 bit per color channel. xD
 

Cromat

Member
Beautiful OT!

Just signed up to a Udemy course on C#/Unity. Almost all courses are currently on massive discounts (95%) if anyone is interested.

Anyone have any experience learning from this course? It's quite popular and well-reviewed. I have some coding experience but never created a real project. I'm hoping to spend this year developing a mobile game I've had in mind for a long time now.
 

Jobbs

Banned
Looks like their dialog is insightful and on point :-D (but seriously, long silences can speak volumes, so I look forward to meeting that scene in context!)

you can talk to her :)

there's an elevator you can ride early in the game and she says different stuff each time you ride it -- heard coming from off screen. She has new elevator dialog for mid/late game too.

there's a secret that allows you to actually reach her position. if you do, you'll not find the little girl you thought you had been listening to, but a robot head on a pile of garbage
 

Pehesse

Member
you can talk to her :)

there's an elevator you can ride early in the game and she says different stuff each time you ride it -- heard coming from off screen. She has new elevator dialog for mid/late game too.

there's a secret that allows you to actually reach her position. if you do, you'll not find the little girl you thought you had been listening to, but a robot head on a pile of garbage

Interesting! Well, looking forward to that, then!
 

SeanNoonan

Member
Firstly... https://twitter.com/SeanNoonan/status/816105862922207232

And now onto what I've been doing.

I'm still trying to find a good time to release Jack B. Nimble. I don't want to release the game without any supporting marketing material, and I'm still hard at work on the website. It's coming along, but I do loathe web development – even in an age where you just need to manipulate templates, it takes a long time to get things right.

...and here's the box art for Jack B. Nimble – it's in a handy 1920×1080 size, perfect for desktop wallpapers!

uLrQI3A.png


The artwork was created by Shenaniganza – you can find more of his work on Tumblr and support him on Patreon.

I also finally started to gather footage for the launch trailer. I'll be talking a little more about this in the coming weeks and I'll be streaming mid-late January pop by if you'd like to ask any questions and see the game being played – I'll likely be giving out some codes too.
 
Firstly... https://twitter.com/SeanNoonan/status/816105862922207232

And now onto what I've been doing.

I’m still trying to find a good time to release Jack B. Nimble. I don’t want to release the game without any supporting marketing material, and I’m still hard at work on the website. It’s coming along, but I do loathe web development – even in an age where you just need to manipulate templates, it takes a long time to get things right.

…and here’s the box art for Jack B. Nimble – it’s in a handy 1920×1080 size, perfect for desktop wallpapers!

jackbnimble_wallpaper_1080.png



The artwork was created by Shenaniganza – you can find more of his work on Tumblr and support him on Patreon.

I also finally started to gather footage for the launch trailer. I’ll be talking a little more about this in the coming weeks and I’ll be streaming mid-late January pop by if you’d like to ask any questions and see the game being played – I’ll likely be giving out some codes too.

Box art isn't displaying ;3; I'd love to have a look!
 

DNAbro

Member
Need some recommendations for saving and loading my data. Was trying to see what solutions there were for it and found binary streams, xml files, and PlayerPrefs in Unity. I'm pretty sure the best solution for my RPG seems to be the binary streams. I'm curious what have you guys used before and any problems or benefits you saw with it.
 

missile

Member
Firstly... https://twitter.com/SeanNoonan/status/816105862922207232

And now onto what I've been doing.

I'm still trying to find a good time to release Jack B. Nimble. I don't want to release the game without any supporting marketing material, and I'm still hard at work on the website. It's coming along, but I do loathe web development – even in an age where you just need to manipulate templates, it takes a long time to get things right.

...and here's the box art for Jack B. Nimble – it's in a handy 1920×1080 size, perfect for desktop wallpapers!

uLrQI3A.png


The artwork was created by Shenaniganza – you can find more of his work on Tumblr and support him on Patreon.

I also finally started to gather footage for the launch trailer. I'll be talking a little more about this in the coming weeks and I'll be streaming mid-late January pop by if you'd like to ask any questions and see the game being played – I'll likely be giving out some codes too.
Cute!

But isn't the box art too far away from what's actually seen on screen? 80's,
anyone? I mean, seeing such a box art makes me believe (these days) the game
looks similar, yet I would only get about one color with four shades. xD Well,
I wouldn't do such a box art. It could upset the player too much in my book. I
would try to make a box art more closely to what the game looks like yet using
stylized elements to make it look cool nevertheless.
 

Pehesse

Member
Finally, some actual platforming stuff! Gettin' all Megaman/Castlevania-y in here!

https://gfycat.com/SelfishBadHerald

(it doesn't really show since I tried to keep the recording to a minimum for length/size, but the disappearing platforms do reappear after a set timer... after the character has cleared the way for them to reappear, of course, though that was a fun thing to experiment with :v)
 

TheKroge

Neo Member
Firstly... https://twitter.com/SeanNoonan/status/816105862922207232

And now onto what I've been doing.

I’m still trying to find a good time to release Jack B. Nimble. I don’t want to release the game without any supporting marketing material, and I’m still hard at work on the website. It’s coming along, but I do loathe web development – even in an age where you just need to manipulate templates, it takes a long time to get things right.

…and here’s the box art for Jack B. Nimble – it’s in a handy 1920×1080 size, perfect for desktop wallpapers!

uLrQI3A.png


The artwork was created by Shenaniganza – you can find more of his work on Tumblr and support him on Patreon.

I also finally started to gather footage for the launch trailer. I’ll be talking a little more about this in the coming weeks and I’ll be streaming mid-late January pop by if you’d like to ask any questions and see the game being played – I’ll likely be giving out some codes too.

Looks great! I agree that the stylization is good, and people will see its got a gameboy feel as soon as they see the trailer.

are you putting the game on steam?
 
Firstly... https://twitter.com/SeanNoonan/status/816105862922207232

And now onto what I've been doing.

I'm still trying to find a good time to release Jack B. Nimble. I don't want to release the game without any supporting marketing material, and I'm still hard at work on the website. It's coming along, but I do loathe web development – even in an age where you just need to manipulate templates, it takes a long time to get things right.

...and here's the box art for Jack B. Nimble – it's in a handy 1920×1080 size, perfect for desktop wallpapers!

uLrQI3A.png


The artwork was created by Shenaniganza – you can find more of his work on Tumblr and support him on Patreon.

I also finally started to gather footage for the launch trailer. I'll be talking a little more about this in the coming weeks and I'll be streaming mid-late January pop by if you'd like to ask any questions and see the game being played – I'll likely be giving out some codes too.

It's weird what a small world it can be sometimes, Shenaniganza is an old friend of mine. Looks great!
 

missile

Member
New feature is new, right? :)

Thought it would be cool to get blinded by very bright objects. I had this idea
for a couple of months now and want to realize some specific gameplay using it.

emj7AJ9.gif

The green skyscraper is supposed to emit a lot of light.

--
Edit:
1HIQTlz.gif

The earth emits as well.
--

Basically, I modeled the eyes' cones, i.e. their response and adaptation with
respect to the scene luminance. Currently, all this works only for photopic
vision (seeing at daylight, aka cone vision).

There are a couple of things I want to implement withing this regard. Next I
want to model the eyes' rods to make it possible to simulate seeing at night
(scotopic vision) and esp. the vision in-between both, i.e. where photopic and
scotopic do overlap (aka mesopic vision, dusk/dawn/twilight), which is also
the most interesting region because here the rods and cones are both active
and each have different properties influencing the perception of a couple of
vision stuff.

Another effect I want to implement on top of it are the adaptation rates from
light to dark and wise-versa for the rods and cones, respectively. For, (an
extrem case) getting flashed at night, while being fully dark adapted, will
make you blindfolded for a couple of minutes (when done realistically). When
looking at a bright objects at daylight for a couple of seconds the cones
will adapt to it. But when removing said object the scene will look a lil
darker for a second until the cones have readjusted themselves. Modelling these
transitions will make the blending effects more smooth, like in real life. For,
in the animation above the transition is way too fast and also doesn't account
for any pre-exposure.

And on top of that (that's a lot of tops) I want to try chromatic adaptation
where you adapt to the color of the dominant light in the scene over time
and subtract it from all other colors. I think this can be pretty cool when
transitioning from one colored scene into another having a different dominate
light source. Will see.
 

Pehesse

Member
Got edgegrab points working on both moving platforms and collapsable platforms (and moving collapsable ones, too)!! Excitement levels: rising!

Trying to do fancy acrobatics on a collapsing platform goes about as well as you'd expect:

KeySelfassuredHippopotamus.gif


I know, the falling animation looks weird, both because of anchor points issues and because the pose just plain looks off, so I'll rework it into more interesting air flips!

If you time it right, though, you can do stuff:

https://gfycat.com/FamousRareJabiru

Here's my current favorite "trap": a collapsable platform you need to manage/stay on as long as you can while it crosses a long gap. With some variants and stuff on the way to spice it up, I'm fairly sure this can make for fun challenges :-D

IdealSpitefulEchidna.gif
 

missile

Member
Got edgegrab points working on both moving platforms and collapsable platforms (and moving collapsable ones, too)!! Excitement levels: rising!

Trying to do fancy acrobatics on a collapsing platform goes about as well as you'd expect:

KeySelfassuredHippopotamus.gif


I know, the falling animation looks weird, both because of anchor points issues and because the pose just plain looks off, so I'll rework it into more interesting air flips!

If you time it right, though, you can do stuff:

https://gfycat.com/FamousRareJabiru

Here's my current favorite "trap": a collapsable platform you need to manage/stay on as long as you can while it crosses a long gap. With some variants and stuff on the way to spice it up, I'm fairly sure this can make for fun challenges :-D

IdealSpitefulEchidna.gif
These acrobatics are just wow! How do you make all this stuff, how much hours
you spend a day? I mean, in many other games of this type the characters are
just rotate in some odd ways and that's about it with all the acrobatics. xD
We should make a game together one day! :) Hey, have you ever done something
in 3d? I know it's a thousand times more complex doing something similar in
3d as you do now (that's what the artists told me), but I would be interested
to see how your art style translates into 3d, even for the simplest graphics.
Have you ever tried?


missile do you use opengl or any dependencies like that?
Nothing.

Since a couple of people asked me the same question, I want to explain a bit
about my doings behind all of it. Well, the engine is 100% software rendering
for a reason. The only dependency is the OS layer to get the pixels on the
screen. Since the engine is sort of a testbed for retro graphics, and for
testing some rendering algorithms etc., I currently don't need that much
performance or have any need to work around the limitations/bugs of any
hardware, library, or driver. Software rendering helps me to focus myself on
the core thing and not getting distracted from outside stuff I have no control
over. All faults are my own, and I can fix them! There is another advantage
when developing in software, for, the CPU isn't as fast as the GPU. These
performance constrains make you think a little harder about how to optimize
stuff as you go. But my engine isn't optimize the slightest. I don't do any
optimization, yet, but I do optimize in my head. For example, while
implementing a certain technique/whatever I'm looking for how it turns out and
estimate the restriction it will have on the game/graphics, i.e. when using
more complex resp. efficient data structures making it run much faster. For,
these optimizations will almost always lead to a lot of restriction the engine
needs to adhere to later on. And I need to see if I can still express my
vision with these restriction in place. This approach is a little bit
different from standard where you have a certain vision breaking it down on
existing parts. It's the opposite for me, currently. I'm creating the parts
with a certain vision in my head and see if they align or even enhance that
vision. That's the creative part of game development for me, finding new and
different stuff trying it out towards a certain vision. That's for example
how the pixelized defocusing blur came about. It wouldn't ever happen the
other way around. You would sit down using what everybody does like
accumulation and blending getting your defocus done, because that's the part
the GPU does best. For that reason, of being able to be quite creative doing
lots of experiments etc., it's good to have sort of a base (unoptimized)
software renderer which allows you to shoot in many different directions. But
once all the creativity is set and done, with respect to that vision, I'm
going to map it all onto graphics hardware as good as I can.

To give an idea for a part of my vision I have, considering the look of the
game, I'm after a certain stylized lighting and material reflection (which
is hart to describe) and which isn't possible to compute in an RGB color
space. I want to build special angle dependent reflective and absorption maps
over the spectrum of light combined with a complex index of refraction to
compute the amplitude (Fresnel equation) of said reflection. These reflective
and absorption maps should get modulated (artistically controlled) to produce
some pretty unique/stylized looks also changing with the viewing angle. The
light needs to be spectrally based as well to compute the correct lighting
(color rendering) for the given maps at the given frequency. The spectral
energy will than be converted as seen by an CIE standard observer (XYZ color
space) and from there to any RGB output device. With this technique I can
build a vast set of pretty synthetic material which are pretty hard to
describe (but cool to look at, I hope xD). That's a similar problem describing
in words the reflection of real metals, yet their reflections looks a lot more
stunning than any other reflection (usually plastic).

That's something I want to try out at least. With a software renderer that's
not a big issue, but doing it right on graphics hardware would be cumbersome.
Well, I can't say to what an extent I can realize it in any final game, if it
even works the way I want it, because spectral rendering is way off from what
GPUs are good at. But with all the modern programmable GPUs one can implement
what's needed while still being fast (at least much faster than on a CPU).

I hope this explains a couple of things.
 
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