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

Situacao

Member
Here's a look at the new lab area from Bushiden:

laboratory.png

This looks incredibly good, congrats!
 

Minamu

Member
Apart from Overwatch, are there any other modern console multiplayer games, well I guess games in general, that have slick and easy-to-understand menu systems? We're discussing changing our menu layout to make it nicer looking, and we're really taking Overwatch to heart. Maybe a bit too much xD We're mainly concerned with better looking fonts than Arial and placing the buttons at more obvious positions and getting a more cohesive feel to the layout and button styles etc.
 
Apart from Overwatch, are there any other modern console multiplayer games, well I guess games in general, that have slick and easy-to-understand menu systems? We're discussing changing our menu layout to make it nicer looking, and we're really taking Overwatch to heart. Maybe a bit too much xD We're mainly concerned with better looking fonts than Arial and placing the buttons at more obvious positions and getting a more cohesive feel to the layout and button styles etc.

Destiny?
 

missile

Member
I was thinking about some new optimization stuff; why compute any AO if
you won't be able to notice it on a perceptual level, if for example the
reflection of any light is much brighter and the shade from AO won't make
much difference? Hmm...

So I tried that with some rough thresholds for now.

In the animation the green pixels are any AO. If the light gets brighter I
turn the AO computation off depending on the diffuse reflected radiance for
this example;

r2gwVPA.gif


And here is how it look when normal (sure, you can notice the threshold
but that's what gets optimized perceptually);

tp6zmv4.gif



What gives? Well, saves a lot of expensive AO computation.


Edit: But doesn't make that such sense if the environment light isn't
constant for the most part. Meh.
 

DemonNite

Member
I don't even know why I go into threads about Unity on GAF

I just saw it too and noticed some people trying to educate others but its a lost cause here for a majority on GAF. Unity does have hurdles to work with but that will be the same with any engine I develop for.

I enjoy using Unity and will continue to finish my current game in Unity. Its not like if I made it in UE4 instead, it will be free from technical problems that need to be optimised.
 

Jobbs

Banned
Previously my interactions (interactions with objects/npcs/whatevers) were a mess both in terms of design and in terms of programming.

It was pretty tricky to get it all untangled, but I revamped the whole system. How it worked before was anything interactable simply had a symbol floating above it. Now I have it so you target interactable things by going near them -- which both looks cooler visually and lends the world a bit more mystique since you may not know for sure whether something is interactable or not until you walk close to it.

K6wzJtr.gif
 

Minamu

Member
I don't even know why I go into threads about Unity on GAF

I just saw it too and noticed some people trying to educate others but its a lost cause here for a majority on GAF. Unity does have hurdles to work with but that will be the same with any engine I develop for.

I enjoy using Unity and will continue to finish my current game in Unity. Its not like if I made it in UE4 instead, it will be free from technical problems that need to be optimised.

Eh I can kinda see some of the points they make. I read about half of that new thread before I couldn't be bothered to write my own response xD I haven't had many issues with Unity as a gamer, but as a dev, I agree with those who say it can be really annoying to work with. There are a lot of strange kinks and quirks that make development much more difficult than it needs to be. I probably wouldn't use the engine if I didn't have to for technical specs reasons. If I hadn't gotten a hold of a free full version of ProBuilder, I'd probably gone insane by now :lol
 
Previously my interactions (interactions with objects/npcs/whatevers) were a mess both in terms of design and in terms of programming.

It was pretty tricky to get it all untangled, but I revamped the whole system. How it worked before was anything interactable simply had a symbol floating above it. Now I have it so you target interactable things by going near them -- which both looks cooler visually and lends the world a bit more mystique since you may not know for sure whether something is interactable or not until you walk close to it.

K6wzJtr.gif

This is probably the most anticipated indie game with a long development cycle since Fez.

Take your time. We'll be waiting.
 

Blizzard

Banned
The only reason I'm considering using Unity is because it's a million times smaller than UE4 for mobile, and I don't know any other robust multiplatform engine that supports Android/IOS/PC/console.
 

Blizzard

Banned
Monogame?
e: although more a framework than an engine, but IIRC you were writing your own engine anyway possibly more useful to you than less
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. :p Are there any high-profile games that have used it?
 

SourBear

Banned
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. :p Are there any high-profile games that have used it?

All of the Supergiant Games games are written on their own modified version of Monogame.
Those are all high profile very successful games.

So thats Bastion, Transistor, and soon Pyre.
Axiom Verge is also another very successful game built on Monogame.

Here is a list:
https://en.wikipedia.org/wiki/MonoGame
 

LordRaptor

Member
I dislike C# (though I guess I'm sort of stuck with it if I go Unity) and if we're talking irrational associations, Monogame says "Clone of failed XNA" to me. That said, it's probably a good suggestion. :p Are there any high-profile games that have used it?

Hey, you're not stuck with C# in Unity - you can use Javascript and Boo too!
lol

Fez and Bastion are the two games that immediately spring to mind - I think its more than a little unfair to characterise it as a clone of a failed framework though; I don't really consider XNA a failure as much as (just another) example of MS shortsightedly killing something off because they had Big Corporate Plans that didn't work out that they later U-turned on - its also a lot closer to "XNA 2.0" than a clone too, and of course as its open source and not under the MS yoke a lot more robust and flexible than something limited solely to Wintel devices.
 

SourBear

Banned
Personally speaking I'm sort of agreeing with you Blizzard. It's certainly true that you can make a great game with MonoGame. But I feel like there is a lot of bloat there and feels more backward looking than forward looking.

Have you tried looking at Godot? It seems promising, although I am unaware of any high profile games being made on it.

Another option is https://www.atomicgameengine.com
I know the developer personally and have worked with him in the past. He is extremely smart and talented. But again, no proven track record on the engine.
 

DemonNite

Member
Eh I can kinda see some of the points they make. I read about half of that new thread before I couldn't be bothered to write my own response xD I haven't had many issues with Unity as a gamer, but as a dev, I agree with those who say it can be really annoying to work with. There are a lot of strange kinks and quirks that make development much more difficult than it needs to be. I probably wouldn't use the engine if I didn't have to for technical specs reasons. If I hadn't gotten a hold of a free full version of ProBuilder, I'd probably gone insane by now :lol

Some points were valid and I'm sure something like UE4 will have their own issues as well, from a developer point of view.

That being said, I will probably investigate another engine after my current game is done. Not that I hate Unity, I actually enjoy using it these days... but I'd like to expand my portfolio on using different engines.
 

Minamu

Member
Some points were valid and I'm sure something like UE4 will have their own issues as well, from a developer point of view.

That being said, I will probably investigate another engine after my current game is done. Not that I hate Unity, I actually enjoy using it these days... but I'd like to expand my portfolio on using different engines.
Yes, UE4 probably has issues as well, considering the fairly quick engine version cycle they have. I haven't used it enough myself but at least it seems to be less quirky. I do know from friends though, at least in AAA, that compile times and code changes can take entire literal work days to complete, which seems like a massive issue.

I'm in the same situation as you, I want to expand my portfolio as well. I don't think Unity is as cool on a resume as UE4. It seems to me that having UE4 skills makes you more "employable", for what it's worth. Depends on your role though I suppose.
 

DemonNite

Member
Yes, UE4 probably has issues as well, considering the fairly quick engine version cycle they have. I haven't used it enough myself but at least it seems to be less quirky. I do know from friends though, at least in AAA, that compile times and code changes can take entire literal work days to complete, which seems like a massive issue.

I'm in the same situation as you, I want to expand my portfolio as well. I don't think Unity is as cool on a resume as UE4. It seems to me that having UE4 skills makes you more "employable", for what it's worth. Depends on your role though I suppose.

Hopefully they will look at the actual game you made rather than which engine you used ;)

Any good developer will be able to pick up any engine, including in-house built.
 

wwm0nkey

Member
I am 100% not at the level where I could make my own engine hahaha. Kind of had to learn Unity really fast at my last job and am now able to take it at my own pace after 2 years and 5 releases. I would like to use UE4, I really would but I just dislike BluePrints and it will take me a bit to get a hold on C++.

Again though Mono for UE4 should be out by the end of the month, so I am super excited for that.
 

Minamu

Member
Speaking of Unity, ProBuilder Advanced is currently free for all! Since Ludum Dare is coming up soon, they're running a promotion!

http://www.procore3d.com/probuilder/

Edit: You'd be incredibly daft to not get this :lol Among the top 3 best addons you can dream of imho, especially as a designer.
 

LordRaptor

Member
Speaking of Unity, ProBuilder Advanced is currently free for all! Since Ludum Dare is coming up soon, they're running a promotion!

http://www.procore3d.com/probuilder/

Edit: You'd be incredibly daft to not get this :lol Among the top 3 best addons you can dream of imho, especially as a designer.

Its a pretty smart marketing promotion - if your Jam entry leads anywhere directly (eg SuperHot) you're sort of obliged to buy your real licence, and if it leads somewhere indirectly (job offers, portfolio etc) you'll probably be asking to buy a licence at work.

Can't knock the hustle!

Can't believe how much time some devs burn in that Unity thread. xD

😳
 

LordRaptor

Member
My excuse is current project burnout, so I'm killing time until Ludum Dare to hopefully give me something interesting as a diversion

e: Real talk - of every prototype I've ever thrown onto itch.io, the only one that regularly gets hits from random user searches was a super buggy Tower Defence game, and I am genuinely considering expanding it to be, well, not shit and broken
 

Makai

Member
Writing an interpreter for hotloading game logic continues to be a great decision. Huge productivity win despite its junky implementation and capability. Opens up a lot of previously unexplorable areas in game design. Kinda slow theoretically because I use a bunch of hashtables to store procedures, but I can change those to vecs with a little effort.
 

Jams775

Member
My burnout excuse is waiting for Godot 3.0 (haha get it? Seriously though). In the mean time I'm trying to think up a low scope project to complete. I'm also thinking about trying to use Github or something like that and making my projects open source. Never really done that before so I don't know what it would entail. Like do people submit changes to me or do they have to join the project?

My big idea is a kind of open ended rpg where you always have the same base stats but you get more power through weapons armor, etc you find, craft. I don't know much about multiplayer but I'd like to have some kind rudimentary mp in it somehow. Even if it's just a connect to IP type deal. But that's pie in the sky for me right now.
 

Makai

Member
My burnout excuse is waiting for Godot 3.0 (haha get it? Seriously though). In the mean time I'm trying to think up a low scope project to complete. I'm also thinking about trying to use Github or something like that and making my projects open source. Never really done that before so I don't know what it would entail. Like do people submit changes to me or do they have to join the project?

My big idea is a kind of open ended rpg where you always have the same base stats but you get more power through weapons armor, etc you find, craft. I don't know much about multiplayer but I'd like to have some kind rudimentary mp in it somehow. Even if it's just a connect to IP type deal. But that's pie in the sky for me right now.
They fork your project, then merge request.
 

Blizzard

Banned
Writing an interpreter for hotloading game logic continues to be a great decision. Huge productivity win despite its junky implementation and capability. Opens up a lot of previously unexplorable areas in game design. Kinda slow theoretically because I use a bunch of hashtables to store procedures, but I can change those to vecs with a little effort.
I'm hoping my scripting language and virtual machine have the same effect if I ever get back to my game. If nothing else, it was a very educational experience making it.
 

duckyofalarcon

Neo Member
Hey guys, I've been following this thread off and on for a while now but this is my first time posting here as I just recently remembered I had a neogaf account. I was working at EA for close to a decade but left around year ago and have been working on my own game called The Iron Oath. It's a turn based strategy game where you recruit people, travel the world, go on adventures, etc.

giphy.gif




I mainly just wanted to drop in here and show off some of my work and say hi :D Also, I'm building the game in Unity (so hot right now).
 
Can't believe how much time some devs burn in that Unity thread. xD
I'd be more concerned about the dev that is worried about the 5 guys on the internet who will actually not buy a game made in Unity despite the rest saying they won't but still do.

If you are a dev and that worried about those lost sales affecting your bottom line then the problem is your game, not the engine. Piracy is far worse than some internet edgelord trying to look cool on Steam or Neogaf by claiming they won't buy your game. Make a better game people will throw money at and cater to your target demographic.

Also, worry about where you spend your time and not where another dev is burning their time while on the shitter browsing GAF.
 

Makai

Member
Personally speaking I'm sort of agreeing with you Blizzard. It's certainly true that you can make a great game with MonoGame. But I feel like there is a lot of bloat there and feels more backward looking than forward looking.
MonoGame uses modern C# runtime - massive performance boost for allocation heavy code. And access to modern C# makes multithreading way easier. It's pretty bare bones in general, unless you mean C# is bloated.
 

Makai

Member
The only reason I'm considering using Unity is because it's a million times smaller than UE4 for mobile, and I don't know any other robust multiplatform engine that supports Android/IOS/PC/console.
What about your engine? :)

You don't have to learn that much Android/iOS to bind to an OpenGL context, and you can conditionally compile for console libs.
 

Blizzard

Banned
Also, worry about where you spend your time and not where another dev is burning their time while on the shitter browsing GAF.
Missile already admitted they were also reading that thread.

What about your engine? :)

You don't have to learn that much Android/iOS to bind to an OpenGL context, and you can conditionally compile for console libs.
I'll continue using my engine if I develop my game further.

If I do anything 3D I'm not going to use my engine though. It's strictly 2D. If I need to develop anything quickly to actually earn money I'm probably also more likely to use an existing engine since I sadly have to be realistic.
 

Ontoue

Member
What method do you guys use to capture gifs of your work? Surprisingly difficult to find info on this topic from google.
 

Jobbs

Banned
What method do you guys use to capture gifs of your work? Surprisingly difficult to find info on this topic from google.

Fast and easy but may sometimes have artifacts depending on what I'm capturing: Gifcam

Slower but higher quality/flexibility: process raw fraps video through virtual dub, export frames, load them into photoshop, create animation, export gif

I'm curious, did they just approach you or did you talk to them first?

I first heard from them following the KS and we talked over email for many months before linking up.

This is probably the most anticipated indie game with a long development cycle since Fez.

No pressure though XD

Thanks :)
 

Pehesse

Member
Glad for the influx of new people in the thread, and old faces coming back :)

Here's this week's loot:
LameAccomplishedArawana-size_restricted.gif


One more week and I should be done with the Acrobat, finally - though I'll still color the Warrior before putting all of that ingame in one fell swoop!
 

missile

Member
^ I like. Cool stuff! Game must be awe utilizing all this art.


I'd be more concerned about the dev that is worried about the 5 guys on the internet who will actually not buy a game made in Unity despite the rest saying they won't but still do.

If you are a dev and that worried about those lost sales affecting your bottom line then the problem is your game, not the engine. Piracy is far worse than some internet edgelord trying to look cool on Steam or Neogaf by claiming they won't buy your game. Make a better game people will throw money at and cater to your target demographic. ...
What I don't understand is that people have a need to defend an engine or not.


Missile already admitted they were also reading that thread. ...
Yeah, was more of a statement of mine saying how we devs burn some good amount
of time on gaf reading and writing stuff while running the, well, burnout line.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Glad for the influx of new people in the thread, and old faces coming back :)

Here's this week's loot:
LameAccomplishedArawana-size_restricted.gif


One more week and I should be done with the Acrobat, finally - though I'll still color the Warrior before putting all of that ingame in one fell swoop!

Amazing
 

DemonNite

Member
Glad for the influx of new people in the thread, and old faces coming back :)

Here's this week's loot:
LameAccomplishedArawana-size_restricted.gif


One more week and I should be done with the Acrobat, finally - though I'll still color the Warrior before putting all of that ingame in one fell swoop!

thats ridiculous looking, good job Pehesse :)
 
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