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Indie Game Development Thread 3: Indie Jones and the Template of Doom

DemonNite

Member
The only semi viable thing I could do along these lines would be to have the character's face get bloodier or something with the more damage he/she takes. For reasons long and annoying, the equipment texture colors being changed would be ridiculous to pull off and I have to simply discount. The only two other areas that don't get covered by equipment are the face and the feet. Having either glow to indicate health just sounds a bit weird to me. The other problem is that the face of characters is actually quite rarely ever seen unless you're actively focusing on it while following the party in free cam mode. I do agree however that the current health bar solution is suboptimal, especially considering that I still haven't implemented mana tracking in conjunction with health tracking. Adding a mana bar to 2/4 party members would just overload the current clutter situation. I'll keep brainstorming the issue though, I know something different needs to happen.

how large can the party get? more importantly, is it easy to lose a member off screen or have the party very far away whist you are doing something else and can not see the tiny health bar as it is rendered in 3d world space (I think I remember one of you older gifs showing this exact scene).

I guess there are several options and I notice that you are shying away from a fixed on screen UI :) one way could be only show a "health" bar when a member is at critical. So lets say at 100%, nothing is shown. At 50% a voxel Heart/bar/whatever appears above their head as a warning. This starts to slowly get chipped away from top to bottom until it reaches 0%. Its basically remapping the bar from 0-100 to 0-50 but it might help clean up most of the party if they're relatively healthy (above 50%) which hopefully is most of the time.

whatever solution you end up with though, I think the health bars need to function as intended and do its job i.e. clearly tell the player that health is low and needs replenishing. If it fails at that job, either its too cluttered to see or it was off-screen/behind a tree... then the current implementation isn't doing the job :)
 

Ianan

Member
i didn't actually work on my learning project at all today but here's a gif from yesterday

jCsfVoJ.gif

Looks really good so far, was you following a tutorial/learning resources to achieve this? I've been looking for tutorials on how to create something light hyperlight drifter.
 
Went on a little brainstorming session on K Monkey's game the other night, figured I'd share some thoughts here. Keep in mind I really only know the gifs of the game and nothing else, so plenty here I'm sure won't make any sense.

- What if your faith was shown by the steadiness of your hand? As your faith is exhausted, your hand/arm gets shakier, until suddenly you drop the crucifix?

- Maybe there are different crucifixes you can find in the environment, with different strengths and weaknesses. Wood, silver, iron, plain, inlaid with gems, etc.

- Maybe you can craft your own crucifixes! You can find all sorts of little relics in the castle and combine them.

- Maybe it's not all crucifixes... how about holding up a mirror to ghosts, or garlic to vampires, or ...?

- Use both hands! Maybe you can hold the bible in one hand, a crucifix in the other, or a vial of holy water, or some purifying incense container....

- And of course, dual wielding crucifixes!
 

DemonNite

Member
Went on a little brainstorming session on K Monkey's game the other night, figured I'd share some thoughts here. Keep in mind I really only know the gifs of the game and nothing else, so plenty here I'm sure won't make any sense.

- What if your faith was shown by the steadiness of your hand? As your faith is exhausted, your hand/arm gets shakier, until suddenly you drop the crucifix?

- Maybe there are different crucifixes you can find in the environment, with different strengths and weaknesses. Wood, silver, iron, plain, inlaid with gems, etc.

- Maybe you can craft your own crucifixes! You can find all sorts of little relics in the castle and combine them.

- Maybe it's not all crucifixes... how about holding up a mirror to ghosts, or garlic to vampires, or ...?

- Use both hands! Maybe you can hold the bible in one hand, a crucifix in the other, or a vial of holy water, or some purifying incense container....

- And of course, dual wielding crucifixes!

Thats great to see man thanks for giving some of your thoughts here :)

I'll chime in on what you have posted:

- What if your faith was shown by the steadiness of your hand? As your faith is exhausted, your hand/arm gets shakier, until suddenly you drop the crucifix?

I did test out making the screen shake as you do actions like opening doors/chest...whilst you are "cracked". But I never considered doing stuff to the hands so this is interesting.

- Maybe there are different crucifixes you can find in the environment, with different strengths and weaknesses. Wood, silver, iron, plain, inlaid with gems, etc.

Yeah this was my intention but not sure if I'll ever get to it. I worry that it might start to make the game lean too much towards a soft RPG and requires extra input/inventory. The very least I could attempt is a steady upgrade path for the Crucifix the deeper you get in the game to unlock new abilities such as the "x-ray" vision i prototyped a few months ago.

- Maybe you can craft your own crucifixes! You can find all sorts of little relics in the castle and combine them.

see above :D

- Maybe it's not all crucifixes... how about holding up a mirror to ghosts, or garlic to vampires, or ...?

This is something I've been thinking about including a combination of items. I have been developing an idea of letting the player act out rituals that they find from a book and those usually require items and certain actions to be done

- Use both hands! Maybe you can hold the bible in one hand, a crucifix in the other, or a vial of holy water, or some purifying incense container....

As this game was originally VR, this was something I really wanted to but dropped it after putting VR aside :(

- And of course, dual wielding crucifixes!

Ok this I never thought of lol
 

SeanNoonan

Member
Hi,
I got GM Studio from a previous humble bundle. I have been watching and thinking if I should pay for the upgrade of the GMS 2. What is the general consensus here?
 
Moral/ethical question...

I need to come up with a business name and I'm having a real rough time as everything I think of seems to be already registered, or there is something very similar registered in a games or games related industry and/or somebody is squatting the domain(s) and asking for thousands of dollars to relinquish them.

So I came up with one before that I like, the domains are free, the business name is free and it has good logo potential. All looked great but then thought I'd better do some more googling and I discovered an ios game with the same name.

Question is, would you guys still use the name for a business or let it go to avoid potential conflict? I really like the name and I'm almost at the end of my freaking tether trying to think of a company name. But my natural inclination is to let this one go. On the other hand, there are so many games out there on mobile etc. that avoiding any conflict is seemingly pretty hard.

Edit: there's also no trademark registered.

Edit2: I can only find a couple of references to the game (which is from 2012) online. I've searched ios and play stores and the game doesn't show up so at this rate im feeling like maybe it's ok to use.
 

Blizzard

Banned
Moral/ethical question...

I need to come up with a business name and I'm having a real rough time as everything I think of seems to be already registered, or there is something very similar registered in a games or games related industry and/or somebody is squatting the domain(s) and asking for thousands of dollars to relinquish them.

So I came up with one before that I like, the domains are free, the business name is free and it has good logo potential. All looked great but then thought I'd better do some more googling and I discovered an ios game with the same name.

Question is, would you guys still use the name for a business or let it go to avoid potential conflict? I really like the name and I'm almost at the end of my freaking tether trying to think of a company name. But my natural inclination is to let this one go. On the other hand, there are so many games out there on mobile etc. that avoiding any conflict is seemingly pretty hard.

Edit: there's also no trademark registered.

Edit2: I can only find a couple of references to the game (which is from 2012) online. I've searched ios and play stores and the game doesn't show up so at this rate im feeling like maybe it's ok to use.
I'd avoid. Names are hard but as an independent developer messing with any sort of potential legal battle is even harder.

*edit* If it's not on any stores and doesn't have a website then MAYBE.
 
I'd avoid. Names are hard but as an independent developer messing with any sort of potential legal battle is even harder.

*edit* If it's not on any stores and doesn't have a website then MAYBE.

There are a couple of reviews and a single page on the developer's own website. Like i say can't find it for sale on any platform. I'll probably stay away anyway but god this is driving me crazy.
 

Blizzard

Banned
There are a couple of reviews and a single page on the developer's own website. Like i say can't find it for sale on any platform. I'll probably stay away anyway but god this is driving me crazy.
It's quite simple. Every idea and every name has pretty much already been thought of (and will be cloned as soon as you create it if not).

So you have to do what you'd do for a password -- just call your company name a randomly generated alphanumeric string. Hopefully Google will eventually learn it, and there will be no confusion! It's foolproof! ;p
 
Well quite a bit has changed since I last posted:

Added Emotes to NPCs since last time I posted that should communicate their state effectively now without Debug text at their feet. Should be hopefully self-explanatory, if not, tell me. Oh and so help me God #FucKonami if that last one has to be replaced for any reason.

giphy.gif
giphy.gif

giphy.gif
bc4ayal.gif


(That Alert! one gets nuked by compression when videoing it, so I'm afraid all you'll get for now is a GIF of the raw Emote itself for you to imagine being over an NPC's head.)

Oh, and lastly, replaced the old crappy Raidho effect with a proper trail via particles.

02fd334252.gif


(PS: Should I switch to Abload for future GIFs? Or will they too compress my GIFs?)
 
It's quite simple. Every idea and every name has pretty much already been thought of (and will be cloned as soon as you create it if not).

So you have to do what you'd do for a password -- just call your company name a randomly generated alphanumeric string. Hopefully Google will eventually learn it, and there will be no confusion! It's foolproof! ;p

sorely tempted, but knowing my luck a82ndjHv28b is already taken.
 

Skittles

Member
Hi,
I got GM Studio from a previous humble bundle. I have been watching and thinking if I should pay for the upgrade of the GMS 2. What is the general consensus here?
Worth it for UI upgrade alone, plus the old GM wont really be updated going forward.
 

Jintor

Member
Looks really good so far, was you following a tutorial/learning resources to achieve this? I've been looking for tutorials on how to create something light hyperlight drifter.

sorry needed to get to a keyboard to answer this one. this is a hodgepodge of many different tutorials but primarily Heartbeast's RPG tutorial with aspects of various other tutorials as well remixed and matched to suit (PixelatedPope's Finite State Machine tutorial, David Silverman's Beat 'Em Up Tutorial, Various Tutorials from Zack Bell, a remake-street-fighter-in-game-maker tutorial i saw years ago which I can't find now, Liliththepale's hitboxes, and other bits and pieces from youtube)
 

missile

Member
I did a slight optimization for AO I haven't seen anywhere else (report me
if you have seen something similar). It sprung out while improving the
incremental computation of my AO term. Whatever the AO implementation, you
have to check points or lights distributed over a hemisphere to estimate the
occlusion. These points are usually uniformly distributed over the hemisphere
(cosine distribution) because the AO term has Lambert characteristic.

Now say the system load is high with you needing to cut some of the more
demanding loads like, well, AO. I've found out this can be done by modifying
Lambert's law, i.e. to manipulate the cosine distribution/lobe of the points
on the hemisphere. Instead of using the cosine lobe I use a power (cos^x(phi))
of that lobe (like in Phong's specular reflection) to narrow down the points
towards the normal of the surface the hemisphere is oriented with. While
narrowing down the lobe I likewise reduce the amount of points/lights used for
computing the AO term. This will bias the AO term towards the normal, but this,
given the few points left for computation, produces a more believable AO image
than leaving those points cosine-distributed over the entire hemisphere.

This means, the adaptive parameter not only control the amount of points used
for calculating the AO term, it also controls the distribution of points over
the hemisphere used for AO computation, like cos^{adapt}(phi) -> cos(phi) with
adapt >= 1 indicating the system load. Hence, if the system isn't overloaded
(<= 1) you get the classic uniform (cosine-) distribution over the hemisphere.
But with the system getting more and more overloaded the cone over which the
AO term is computed now shrinks towards the normal.

I implemented this technique and also arranged the computation in such a way
that the points near the normal get treated first producing my new adaptive
incremental AO algorithm;

new method
4Fsd9nS.gif


As you can see in the animation above, as the amount of points reduces
they favor the normal direction much more for computing any AO.

This is way different when doing without. In the animation below the algorithm
features the incremental behavior but without guiding the points nor arranging
the order for computing any AO. As can be seen, you need much more points that
way to actually get any perceptual AO whereas in the animation above you
already see the local geometry with just a couple of points, which basically
improves performance because you can reduce points but still get some good AO.

old method
8IcvyBA.gif
 

DemonNite

Member
new method
4Fsd9nS.gif

huh, this sort of visual could work well for a person that cannot see and uses echo.

Following up from the deferred rendering transition... I forgot about that limitation of only allowing 4 layers excluded in the mask :/ it took me ages to figure out why I was getting extra shades appearing in the level.

what a pain!
 

missile

Member
huh, this sort of visual could work well for a person that cannot see and uses echo. ...
I'm to blind to see it. xD How?

... Following up from the deferred rendering transition... I forgot about that limitation of only allowing 4 layers excluded in the mask :/ it took me ages to figure out why I was getting extra shades appearing in the level.

what a pain!
No pain, no....
 

DemonNite

Member
I'm to blind to see it. xD How?

I'm pretty sure I saw a real life invention that helped the blind see and the visualization of what they actually saw was like a gameboy.

Lets say you need to clap your hands to create an echo (echolocation) and the echo effect pulses from your view outwards. The world objects your echo hits could be rendered in what you have in that gif that slowly deteriorates over time, so the person that cannot see gets a glimpse of the world.

No pain, no....

lol i would've preferred on working on something new today rather than fixing lights :D

edit - as I update tons of prefabs all the time, Applying/Reverting each one can be time consuming. Still don't know why Unity still doesn't have an Apply All selected. Anyway, I came across this very handy script

https://forum.unity3d.com/threads/little-script-apply-and-revert-several-prefab-at-once.295311/

I used the second one that was updated by another user and it works as advertised :)
 

Jintor

Member
i've been giving some thought to top-down melee enemies... I'm wondering if there's an approach I'm missing (trying to avoid having to do 8-way attack animations for every. single. enemy melee attack. I don't mind doing it for the player, but for every enemy? Man... even having to design the animations is giving me anxiety.)

I'm wondering if perhaps a solution is to give the enemy sprite a windup and resolve animation but just have a seperate 'slashing' sprite that overlays the hitbox to indicate where the attack is actually hitting. I think this is how at least one hyper light drifter enemy works

Hrmmm. I wish there was a bit of guidance out there I could find with an easy search, but I guess it can't always be that easy.
 

missile

Member
I'm pretty sure I saw a real life invention that helped the blind see and the visualization of what they actually saw was like a gameboy.

Lets say you need to clap your hands to create an echo (echolocation) and the echo effect pulses from your view outwards. The world objects your echo hits could be rendered in what you have in that gif that slowly deteriorates over time, so the person that cannot see gets a glimpse of the world. ...
Ah ok, yeah, I think that kind of visualization could be one with the
reflecting interference pattern made visible.

I even have something like that on my plan ;), not doing any sound echos but
computing signal distortions for video transmission in bounded environments,
with the signal distortion manipulating the received video transmission making
the TV go out of sync for example.

The intent is; the video distortions then seen on the TV encodes the geometry
of the environment around you to some degree. Now guess you run in the dark or
in a confined environment with just scanner in your hands. ;)

That's what I did a while ago

37205325.gif


37270677.gif


It's a real (NTSC derived) video signal decoder with a sync circuit (based on
video signal filtering). Still needs some more work to make it more smooth
and combine with an (pseudo) HF transmitter linking the signal with the
environment. The color distortion in the animation above isn't due to some
fancy RGB manipulation, it's due to the distortion of the video signal and as
such its color-burst, putting the circuitry within TV to regenerate the
color-burst under heavy stress leading to wrong positives. And so on.


... lol i would've preferred on working on something new today rather than fixing lights :D ...
Yeah, fixing stuff feels like no progress at times. Arrgh.
 

Blizzard

Banned
I even have something like that on my plan ;), not doing any sound echos but
computing signal distortions for video transmission in bounded environments,
with the signal distortion manipulating the received video transmission making
the TV go out of sync for example.

The intent is; the video distortions then seen on the TV encodes the geometry
of the environment around you to some degree. Now guess you run in the dark or
in a confined environment with just scanner in your hands. ;)
Just a respectful note for usability, this sort of flashing seems pretty risky for anyone remotely at risk of epilepsy, particularly combined with a dark environment. Maybe you could slow down the scroll rate. It's a clever idea though! I know the safe answer may be "no one who might be at risk for epilepsy should ever play games", but for one thing I think the risk can be lowered, and for another people may not realize they're at risk.

On a gameplay note, The Witness was an extremely well-designed puzzle game but had some endgame puzzles that obscured the actual puzzle with messed-up vision or out-of-sync TV scrolling. It was SUPER OBNOXIOUS and left a bad taste in my mouth in comparison to how well done the rest of the game was. :p
 

Minamu

Member
There's a new asset sale on Epic's marketplace. Are there any must have assets for Unreal 4 in general?

I could use some help from those of you who have worked a lot with audio, either in Unity or in general. I'm trying to figure out the best way to balance audio volumes. We've implemented separate volumes for sfx and music connected to a master volume slider. I just don't know what my baseline should be when I test the settings I want as the default.

I'm thinking of having sfx and music volumes set to max in options, or maybe 75/80%. I'm not sure about the master volume. But let's say my music tracks are set at 30% volume in the audiosource, otherwise they blow out the speakers lol. If I use headphones on my laptop, the audio experience is very different than if I use the speakers directly. You can easily have the speakers at 100% in Windows and the game sounds good, but you need to be at less than 50% if you use headphones.

Long story short, what kind of environment and settings should I aim for? All I know is that I want the music to stay in the background so other effects don't get drowned out. But won't different speakers in different tvs etc interpret the settings differently anyway? Do you need to normalize audio volumes in a different tool first or something? I'm so lost here lol.
 
Thats great to see man thanks for giving some of your thoughts here :)

I'll chime in on what you have posted:

Thanks for your commentary! I think you're right on for keeping your focus against the RPG elements if that's not the game you want to make. Honestly, kudos to you for being able to identify that.

As far as the shaking hands... I love seeing "meters" manifest in the world or character somehow, so that's why I suggested that. For a character that's scared, maybe opening chests he could have shaking hands and fingers, or even mess up the latch or something because he's trembling so much on occasion. You could potentially need to rest, or maybe have some sort of "deep breath" mechanic where you have to refocus yourself.

I love the rituals idea. Something that might be fun is to be able to purify an area using incense:
envPAUu.png


Maybe it prevents monsters/evil from spawning in an area temporarily, or is needed to completely purify an area. I'm kind of imagining coming across incense rooms like coming across typewriter save rooms in Resident Evil, where it feels awesome because its a place that you know you're safe in.

Anyway, I love the look of your game which is why I've been thinking about it on occasion. Keep up the great work :)
 

Astrael

Member
i've been giving some thought to top-down melee enemies... I'm wondering if there's an approach I'm missing (trying to avoid having to do 8-way attack animations for every. single. enemy melee attack. I don't mind doing it for the player, but for every enemy? Man... even having to design the animations is giving me anxiety.)

I'm wondering if perhaps a solution is to give the enemy sprite a windup and resolve animation but just have a seperate 'slashing' sprite that overlays the hitbox to indicate where the attack is actually hitting. I think this is how at least one hyper light drifter enemy works

Hrmmm. I wish there was a bit of guidance out there I could find with an easy search, but I guess it can't always be that easy.

I use both extended hitboxes on a single sprite (one that goes beyond the base sprite's physical animation, which some fighting games tend to rely on) and/or a separate attached sprite with its own hitbox, depending on the attack. Case by case basis. I guess it depends on which works better for your game design. The attached sprite/hitbox I use mainly when equipped weapons can change their appearance to give them varied ranges, rather than having a list of hitboxes for the base sprite that changes constantly.
I'm only using 4-direction for everything myself for now, which makes the hitboxes a bit wider than they should be, which tends to be acceptable for the players but definitely can be frustrating for enemies if it doesn't look like the player should be getting hit by anything. Something I hope to fix as I balance and get more time, I'd love to do 8-direction for better granularity but yeah, animation is already a beast :(
 

missile

Member
Just a respectful note for usability, this sort of flashing seems pretty risky for anyone remotely at risk of epilepsy, particularly combined with a dark environment. Maybe you could slow down the scroll rate. It's a clever idea though! I know the safe answer may be "no one who might be at risk for epilepsy should ever play games", but for one thing I think the risk can be lowered, and for another people may not realize they're at risk.

On a gameplay note, The Witness was an extremely well-designed puzzle game but had some endgame puzzles that obscured the actual puzzle with messed-up vision or out-of-sync TV scrolling. It was SUPER OBNOXIOUS and left a bad taste in my mouth in comparison to how well done the rest of the game was. :p
It won't stay that way, but I feel your concern. Rapid flashing things are
never really that good, so I try to stay away from it, too, if it isn't really
necessary. These animations of mine were literally the first version of the
effect, basically just showing that the TV holds the image in place by
filtering out the proper sync signals from the video signal. I'm not a fan
of simply scolling the screen either, I'm more about having a smooth tear-up
and things.

Part of the reason to built this sort of TV is to have the image tear up in a
very smooth fashion like a real TV did, such that you can still follow its
content. But this is just some more work on the sync-circuit I have to
program, sort of implementing some PLL (Phase-locked Loop) or fly-wheel
mechanisms. The way it's implemented for now was known as direct-sync in the
30-40s.


...
I love the rituals idea. Something that might be fun is to be able to purify an area using incense:
envPAUu.png


Maybe it prevents monsters/evil from spawning in an area temporarily, or is needed to completely purify an area. ...
Sounds cool.
 

DemonNite

Member
Thanks for your commentary! I think you're right on for keeping your focus against the RPG elements if that's not the game you want to make. Honestly, kudos to you for being able to identify that.

As far as the shaking hands... I love seeing "meters" manifest in the world or character somehow, so that's why I suggested that. For a character that's scared, maybe opening chests he could have shaking hands and fingers, or even mess up the latch or something because he's trembling so much on occasion. You could potentially need to rest, or maybe have some sort of "deep breath" mechanic where you have to refocus yourself.

I love the rituals idea. Something that might be fun is to be able to purify an area using incense:
envPAUu.png


Maybe it prevents monsters/evil from spawning in an area temporarily, or is needed to completely purify an area. I'm kind of imagining coming across incense rooms like coming across typewriter save rooms in Resident Evil, where it feels awesome because its a place that you know you're safe in.

Anyway, I love the look of your game which is why I've been thinking about it on occasion. Keep up the great work :)

Incense is a good one and could look awesome visually :) I too believe the save rooms feel great when you come across one. I currently have an Angel statue which you can stumble across that you can pray to and restore your faith but I need to revisit this.

The deep breath idea is also something that sounds like i could prototype... or maybe, a "hold your breath" idea? I say that because in Chinese folklore, the hopping vampires cannot see you if you don't breathe.

Also, I always want to put in a "close your eyes" to stop seeing the evil "thing" and only open them if you believe it has passed.

Lets see... I still want to add a bunch more enemies that have different gameplay tactics to avoid.
 

missile

Member
That's my latest in lighting tech for my new engine.
Next to area lights I've also now implemented an environment light (constant
for now). For my alternative rendering tech I'm developing here, the shading
complexity (up to a constant factor) for those two lights is the same as using
two normal point-light sources;

vVgxXJP.gif

environment/area lights, soft shadows, ambient occlusion

The smoothness of the shading automatically improves with an every increase
in screen resolution approximating the shades form true area lights better and
better.


Edit:

iOL2i6m.gif

odds and ends

e2lWeI7.gif

color temp set at 9300K, gives classic blueish look
 

_Rob_

Member
vVgxXJP.gif

environment/area lights, soft shadows, ambient occlusion

The smoothness of the shading automatically improves with an every increase
in screen resolution approximating the shades form true area lights better and
better.

Looking really nice and soft. Forgive me if you've explained already, but does the light bounce like traditional lighting methods, and if so what's the bounce cap?
 
That video game name generator just spat out the name "Sim Fun Creator" at me.

That one is a bit too real lol

Meanwhile I'm still in bug fixing and polish mode on my racing prototype, hope to show it more soon.

Swapping between that and a FPS project I started to avoid burnout, I'll grab some gifs of that soon, I really like it
 

missile

Member
Looking really nice and soft. Forgive me if you've explained already, but does the light bounce like traditional lighting methods, and if so what's the bounce cap?

The light reflection/bounce is a plain simple Lambertian BRDF for the diffuse
reflection used for each non-light object in the scene, currently, but with
some additional terms to account for the geometry of the area light.

To compute the reflected light I've broken my head down cracking up
this equation;

L(p,wo) = integral{BRDF(p,wi,wo)*L(q,-wi)*V*G}dA
(integrating over the area of the light source, V and G are geometry factors)

which would give the perfect solution for the reflected radiance from an area
light source at surface point p. For Lambertian the wo direction has no effect,
but anyways this equation is quite expensive to solve (yet a good hardware
implementation may help a lot), but for my alternative software renderer I
needed something more efficient. So I've broken down this integral much
further having developed a very rude screen-space approximation. Each pixel
computes just a fraction of this integral. It's sort of a piece-wise constant
approximation. And up to my understanding it can't get any easier solving this
equation nor can you make it more efficient (one order lower and everything
would be a constant). And since you can approximate "any" function with
piece-wise constant functions, the lighting/shades gets better the higher the
resolutions becomes. So at 4K, and seen from a distance, I'm pretty sure you
can't tell the difference between a full integration (Monte Carlo or any
quadrature formula) and my (perceptual/human-vision adapted) solution. Sure,
such integration methods would give smoother results even at lower resolutions
but they use hundreds of sample points resp. quadrature points taking ages to
compute. So it's my hope that if I'm going to implement this algorithm on
graphics hardware that I get a fast rendering algorithm to render cool GI
lighting for the fraction of the cost.

But unfortunately, there is no one ideal rendering technique which delivers
best results for every BRDF and every light source, you really have to split
up and combine depending on the situation. I've only done Lambertian here,
need to do specular/glossy BRDF which comes with their own issues. I even use
a slightly different form of the above integral for the environment light for
example. However, my current solution looks promising at least. There are
a couple of fallacies here and there, but I'm looking forward to it. What I've
implemented thus far runs in pure software at the moment, and I haven't seen
any area lighting implementation in software running in realtime out of the
box (unless you throw quad-cores on it). If you implement area lighting (or
soft shadows) in software the usual way, you are stopped dead all of a sudden,
yet my solution still runs! :-O xD
 

wwm0nkey

Member
I don't know why, but something about messing with gravity is so fun

giphy.gif


Ignore the super place holder / asset store assets lol
 

Ontoue

Member
I've decided to change gears a bit and start working on something of smaller scope than my previous idea. I'm not giving up on it, just putting it down for a while.

My new idea involves these little critters which I haven't come up with a name for yet.
Forgive me if I sound a little familiar here... The primary gameplay involves raising them and training them to improve their stats, and the entering them in (preferably online) competitions, such as racing, and maybe some mario party style minigames depending on what I'm capable of implementing on my own. Their appearance can't be controlled directly but is determined by genetics and will change drastically based on how you train them.

All right just get it all out now. I know, I know. I'm trying to make it my own in a number of ways and expand greatly on what was done before. It won't just be a clone. Hopefully.


I've modeled and rigged a temp model in blender for testing purposes. I don't really know exactly what I'm going to need out of a model until I start so it's definitely not final. I'm getting to work on animations right now and will try implementing some basic movement in Unreal later.
 

Ontoue

Member
Character looks a bit close to pikmin

Well Pikmin wasn't exactly what I had in mind... I can see the resemblance though :p

Maybe I picked a bad page as example. What with the plants and all. Here's another one.



I think you mean Chao species in Sonic.

...I feel tremendous shame. It probably won't stop me though, I haven't been able to stop thinking about this idea for weeks. I will make it my own. I don't want to make a clone or a fangame. And I very very don't want to plagiarize anything. If you all think it's too close I can change it more, which is exactly why I'm posting here right now.

I really want feedback on this because I feel very conflicted about it right now.

Edit: Honestly I think I will change it more. Just to make myself feel more comfortable.
 

taku

Member
...I feel tremendous shame. It probably won't stop me though, I haven't been able to stop thinking about this idea for weeks. I will make it my own. I don't want to make a clone or a fangame. And I very very don't want to plagiarize anything. If you all think it's too close I can change it more, which is exactly why I'm posting here right now.

I really want feedback on this because I feel very conflicted about it right now.
There's no need to feel any shame. In fact, I wouldn't worry about it at all! Once you go for the minimalist shapes you are pretty much bound to make something similar to other designs pursuing the same school of thought.
 

wwm0nkey

Member
There's no need to feel any shame. In fact, I wouldn't worry about it at all! Once you go for the minimalist shapes you are pretty much bound to make something similar to other designs pursuing the same school of thought.

Pretty much this. Now if you add a hedgehog into the game.....
 

Jrs3000

Member
Well Pikmin wasn't exactly what I had in mind... I can see the resemblance though :p

Maybe I picked a bad page as example. What with the plants and all. Here's another one.






...I feel tremendous shame. It probably won't stop me though, I haven't been able to stop thinking about this idea for weeks. I will make it my own. I don't want to make a clone or a fangame. And I very very don't want to plagiarize anything. If you all think it's too close I can change it more, which is exactly why I'm posting here right now.

I really want feedback on this because I feel very conflicted about it right now.

Your idea is almost exactly how Sonic adventure handled the Chao if I remember right . You raised them and could feed them different foods that changed their attributes. They had different moods and you could compete in mini games. Your idea is fine , lots of games have similar ideas but execute it differently. Take overwatch, smite, gigantic, paladin for example.
If you have a really good idea fleshed out then stick too it. I don't believe there's been that type of game out in a long time so im sure there's a market for it. Take Metroid as another example. The lack of it for so long led to great games arising like Ori, and Axiom Vege to fill the void.
 

Ontoue

Member
There's no need to feel any shame. In fact, I wouldn't worry about it at all! Once you go for the minimalist shapes you are pretty much bound to make something similar to other designs pursuing the same school of thought.

Pretty much this. Now if you add a hedgehog into the game.....

I do appreciate this, thank you. I was trying to aim for a simple cartoon cherub or baby but just kept ending up at well... a chao, sans pointy head and bubble thing. No risk of any hedgehogs though, I'm not even really much of a fan of sonic games, but the chao garden is crack to me and I always felt there was so much wasted potential in the concept. I want to try my hand at something similar just to see if I could do it, but I am worried about drifting away from inspiration and into plagiarism. I might just be a big worry wort though.
 

wwm0nkey

Member
I do appreciate this, thank you. I was trying to aim for a simple cartoon cherub or baby but just kept ending up at well... a chao, sans pointy head and bubble thing. No risk of any hedgehogs though, I'm not even really much of a fan of sonic games, but the chao garden is crack to me and I always felt there was so much wasted potential in the concept. I want to try my hand at something similar just to see if I could do it, but I am worried about drifting away from inspiration and into plagiarism. I might just be a big worry wort though.

If you make something on the level of chao garden, people will be very very happy because it was crack to a lot of people lol
 

LordRaptor

Member
...I feel tremendous shame. It probably won't stop me though, I haven't been able to stop thinking about this idea for weeks. I will make it my own. I don't want to make a clone or a fangame. And I very very don't want to plagiarize anything.

I mean, Chao Garden is itself not exactly a million miles away from Chocobo Racing in FF7, and replacing levelling up with drops with minigames is a strong design space.

If you're worried about your characters being too aesthetically similar to chaos, there are plenty of chibi-style references you could look at to change proportions and avoid that immediate connection - for example, FE:A and Bravely Default on the 3DS characters having basically hooves instead of feet.

Alternatively, you could make a character drastically different in appearance by changing the primitives its composed of - like a cube or a pyramid for a head would instantly and dramatically change its profile
 
Work continues on racing game, hopefully will be ablke to show it off next week sometime

meanwhile heres a quick gif of some basic prototyping for this FPS i'm messing with, will have more soon too :)

Really enjoying working on them both again, it's nice.

 
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