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Indie Game Development Discussion Thread | Of Being Professionally Poor

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SriK

Member
Steel Assault | NES-styled sci-fi action platformer | Update #3
Twitter (@SteelAssault)
Website (http://steelassault.com)

(12/20/14 - Update #2)
(12/01/14 - Update #1)

First off, we have a SoundCloud now, containing all finished tracks I've composed for the game so far! The game's entire soundtrack is composed using Famitracker with the Konami VRC6 expansion, meaning all of it can run on a real NES. A lot of the songs heavily abuse the NES's terrible-quality DPCM channel for sampling (one song samples Kanye West, another samples the movie Magnolia, etc.)

Second, here's some new level art that Daniel made! This is Club Pavilion, where the first major boss fight of Steel Assault is going to take place. (And here's the corresponding song, if you haven't heard it already.)

Area03-Club.gif


Area03-Club2.gif


This area was loosely inspired by the opening shot of Boogie Nights. Best opening shot of any movie ever.

And last but definitely not least, we're planning to launch our Kickstarter and Steam Greenlight campaigns on January 19th! The Kickstarter is gonna be asking for $8,000. I'll post more about that as the time comes.

---------------------------------------------------------------

I hope this edit "might" help regarding your character design.
vCrjkeL.png



I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol

Really fantastic edit, I especially like the alternate palette (hue shifting woooo). Reminds me of SNES ARPGs (or even Fire Emblem like Ashodin said).

Even with that being said, that's pretty impressive art considering that you're not primarily an artist, Burt!
 

nicoga3000

Saint Nic
Another newbie question!

I'm working through the Unity tutorial "Survival Shooter". It's labeled as Beginner, but they just dump ALL this shit about raycasting, quaternion, masking, etc. straight up. Am I supposed to actually understand any of that as a complete beginner? I'm only on the camera stuff now (part 3), but I feel like the scripting I did in the previous part went in one ear and out the other.
 

Lautaro

Member
Another newbie question!

I'm working through the Unity tutorial "Survival Shooter". It's labeled as Beginner, but they just dump ALL this shit about raycasting, quaternion, masking, etc. straight up. Am I supposed to actually understand any of that as a complete beginner? I'm only on the camera stuff now (part 3), but I feel like the scripting I did in the previous part went in one ear and out the other.

Forget about making the project tutorials for a while and watch the "topics" videos first: http://unity3d.com/learn/tutorials/modules

For example, if you want to learn about raycast and physics go here: http://unity3d.com/learn/tutorials/modules/beginner/physics
 

Five

Banned
Plz put a link next time, makes reading this thread on mobile impossible.

You can turn off GIFs for mobile. Go to the drop-down menu at the top, select preferences, and then uncheck Show GIFs. It replaces them with a little button asking VIEW GIF in each place on the page where one appears, so you still know where they are but loading them is optional.
 

eot

Banned
Steel Assault | NES-styled sci-fi action platformer | Update #3
Area03-Club2.gif


I really like the look of that, but wouldn't the projected light balls be smaller closer to the disco ball and larger further away? Not the other way around :p
 

Jobbs

Banned
Yeah I'm thinking for the next indie dev thread we should link from now on.

Or provide smaller "preview" gifs like Jobbs does.

yes, I've (for the most part) become overly self aware about encumbering the thread with my massive gifs, so I either just link them or make a mini version to embed. I think this is probably the way to go.

don't get me wrong, I really enjoy seeing things embedded, but when a lot of big things get embedded it just makes the thread hard to navigate -- especially since chrome updated into a shittier version that can no longer load pages with gifs on them properly.
 

Blizzard

Banned
I agree with Jobbs, even on a PC it takes AGES to load a thread if there's a crazy huge GIF. I appreciate those who link and/or use preview images!

Also thanks for the tip about the hide GIF option. I didn't know about that. (or is it mobile-only?)
 
Steel Assault | NES-styled sci-fi action platformer | Update #3
Twitter (@SteelAssault)
Website (http://steelassault.com)

(12/20/14 - Update #2)
(12/01/14 - Update #1)

First off, we have a SoundCloud now, containing all finished tracks I've composed for the game so far! The game's entire soundtrack is composed using Famitracker with the Konami VRC6 expansion, meaning all of it can run on a real NES. A lot of the songs heavily abuse the NES's terrible-quality DPCM channel for sampling (one song samples Kanye West, another samples the movie Magnolia, etc.)

Second, here's some new level art that Daniel made! This is Club Pavilion, where the first major boss fight of Steel Assault is going to take place. (And here's the corresponding song, if you haven't heard it already.)

Area03-Club.gif


Area03-Club2.gif


This area was loosely inspired by the opening shot of Boogie Nights. Best opening shot of any movie ever.

And last but definitely not least, we're planning to launch our Kickstarter and Steam Greenlight campaigns on January 16th! The Kickstarter is gonna be asking for $8,000. I'll post more about that as the time comes.

---------------------------------------------------------------



Really fantastic edit, I especially like the alternate palette (hue shifting woooo). Reminds me of SNES ARPGs (or even Fire Emblem like Ashodin said).

Even with that being said, that's pretty impressive art considering that you're not primarily an artist, Burt!
I love the setup of that boss room. Right down to the 2 DJs and disco lights!
http://absinthegames.com/wp-content/uploads/2014/07/1st_bawss.png

Looks vaguely familiar from what we posted earlier this year ;)

Damn you liking Boogie! LOL
 

Five

Banned
I agree with Jobbs, even on a PC it takes AGES to load a thread if there's a crazy huge GIF. I appreciate those who link and/or use preview images!

Also thanks for the tip about the hide GIF option. I didn't know about that. (or is it mobile-only?)

Just mobile. You can turn off all images on the desktop site, which I've heard some people do to make it less obvious that this is a message board at work, but not just GIFs. There's probably an extension for it though, if not for vbulletin then Chrome/Firefox in general.

Quick demo of the low HP/death sequence. I took inspiration from Castlevania and The Last of Us.

https://www.youtube.com/watch?v=Y8oaq9r_pBA&feature=youtu.be

Looks great as usual!
 

Ran rp

Member
Prays for Stencyl to officially implement dynamic lighting/shadows sometime in the near future.

abracadaver's question reminds me

Clip Studio Paint Pro (AKA Manga Studio 5) is on sale at Amazon for $20.

Many people consider it the current best all-around drawing & colouring application. Not sure if anyone in IndieGAF uses it though.

I use Manga Studio 5 and it's by far the best art app I've worked in. Photoshop always felt so stiff and awkward to draw and paint in but Manga Studio feels fluid and natural. If anyone bought it I recommend getting Frenden's brush sets as well.
 

Jobbs

Banned
controller mapping is resolved. it defaults to a standard 360 layout, but people can set their own controls and it'll save to config file, or it can be reset back to default with a button press.

WellgroomedRaggedGerenuk.gif


this is the messy version for the beta build splash screen, in the final game I'll have neater menus and stuff.
 

Burt

Member
I hope this edit "might" help regarding your character design.
vCrjkeL.png


I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol

Oh wow, thanks. That looks really good. I totally get what you mean when you say that your piece is more dynamic. That's the kind of stuff I really struggle with. That, and the palette. I don't know if it's totally the style I'm going for, but I'll definitely keep it in mind.

Hope everyone's holidays are going well. I'm gonna need a gameplan to shed all these pounds they're packing on me. Maybe I'll strap my computer to a treadmill.
 

SeanNoonan

Member
Hurrah, Apple finally approved my Winter update for Jack B.Nimble - Game Center Leaderboards are now live!

jack_cover_xmas_tiny.png


Grab it! http://appstore.com/jackbnimble

It's been a real pain in the arse getting Game Center to work. Feels like a real achievement getting that functionality in. Speaking of achievements, I'll be adding those in a following update with more levels, characters and maybe some other bonuses.

I'll be moving on to a new game soon - most likely going to be that mole hunt rogue-like I have mentioned here in the past...
 
Hurrah, Apple finally approved my Winter update for Jack B.Nimble - Game Center Leaderboards are now live!

I'll be moving on to a new game soon - most likely going to be that mole hunt rogue-like I have mentioned here in the past...

Congrats! Must be a great feeling. New game idea sounds dope, will that be on apple devices as well?

Getting really close to wrapping up Shutter, just working on the save/load system now while Luke (artist) works on a few more animations for the ending sequence. Will probably focus on GOG and Desura first, then put my efforts on trying to get through greenlight.

Been working a bit on my Indiedb page, heres a bit of gameplay if anyone's interested:
https://www.youtube.com/watch?v=TlGb_fvUE1s&feature=youtu.be
 

SeanNoonan

Member
Congrats! Must be a great feeling. New game idea sounds dope, will that be on apple devices as well?

Not sure yet. Need to look into control methods... not sure how many actions the player will have yet. I really dislike onscreen controls, so I'll have to give it some thought.
 

Jobbs

Banned
was just sort of thinking over what the possibilities could be with some subtle asynchronous multiplayer in ghost song... like, the equivalent of blood stains, sure, but also maybe something like a tree that gradually grows as lots of people die, or certain areas where a certain enemy or a certain character only spawn if a lot of people do XYZ. there's definitely some stuff I could do here.
 

Five

Banned
was just sort of thinking over what the possibilities could be with some subtle asynchronous multiplayer in ghost song... like, the equivalent of blood stains, sure, but also maybe something like a tree that gradually grows as lots of people die, or certain areas where a certain enemy or a certain character only spawn if a lot of people do XYZ. there's definitely some stuff I could do here.

I'm not sure what "ghost song" has to do with the game's plot, but that title seems ripe for death replays (bloodstains) and messages. Maybe the bg music takes on a different leitmotif in certain areas because of player actions!

Really, though, the possibilities are near endless.
 
was just sort of thinking over what the possibilities could be with some subtle asynchronous multiplayer in ghost song... like, the equivalent of blood stains, sure, but also maybe something like a tree that gradually grows as lots of people die, or certain areas where a certain enemy or a certain character only spawn if a lot of people do XYZ. there's definitely some stuff I could do here.

Personally, I would also do some subtle things with sound like having boss death cries randomly echo throughout the caverns as other players kill the boss (or, alternatively, you could fake it and say that's what is causing it).

Things like Dark Souls had ala having the bells ring when other players rang them, etc. could make for a spookier, and yet more connected atmosphere.
 

Jobbs

Banned
I'm not sure what "ghost song" has to do with the game's plot, but that title seems ripe for death replays (bloodstains) and messages. Maybe the bg music takes on a different leitmotif in certain areas because of player actions!

Really, though, the possibilities are near endless.

Personally, I would also do some subtle things with sound like having boss death cries randomly echo throughout the caverns as other players kill the boss (or, alternatively, you could fake it and say that's what is causing it).

Things like Dark Souls had ala having the bells ring when other players rang them, etc. could make for a spookier, and yet more connected atmosphere.

the idea I'm mulling over right now is "death flowers". these are flowers that you can consume or feed to the pet like anything else, but for more mysterious results. when someone dies, they can spawn a death flower in someone else's game at the spot where they died.
 

Five

Banned
the idea I'm mulling over right now is "death flowers". these are flowers that you can consume or feed to the pet like anything else, but for more mysterious results. when someone dies, they can spawn a death flower in someone else's game at the spot where they died.

Maybe keep a record of the last one or two places someone else died in a given room and place the flower there when it loads in? For people not in the know, it would appear to be pseudorandom.
 

Jobbs

Banned
Maybe keep a record of the last one or two places someone else died in a given room and place the flower there when it loads in? For people not in the know, it would appear to be pseudorandom.

hmm. they may need something to make them more rare, yea, otherwise ou'd probably end up iwth them beign the most common flower of any.

maybe it has to be someone dying + some special qualifier. something about that person when they died that makes them spawn a death flower.

HMMMMM.
 
hmm. they may need something to make them more rare, yea, otherwise ou'd probably end up iwth them beign the most common flower of any.

maybe it has to be someone dying + some special qualifier. something about that person when they died that makes them spawn a death flower.

HMMMMM.

Maybe make it multiple deaths in the same area to designate a spawn point, and then from there roll the dice to decide if you actually spawn a flower in that spot.

You could even add a timer to make sure that you don't spawn too many flowers in a certain time frame.

Personally, I wouldn't make it hard to create the spawn points for the flowers -- I'd just make it difficult for the game to actually get to the point of spawning a flower in the designated areas.
 

Jobbs

Banned
Maybe make it multiple deaths in the same area to designate a spawn point, and then from there roll the dice to decide if you actually spawn a flower in that spot.

You could even add a timer to make sure that you don't spawn too many flowers in a certain time frame.

Personally, I wouldn't make it hard to create the spawn points for the flowers -- I'd just make it difficult for the game to actually get to the point of spawning a flower in the designated areas.

on the other hand if the flowers aren't rare and just occur any time someone dies, you get that fun phenomenon of "death hot spots" where you might see patches of land where dying is very common and it adds some organic tension into the game.

the other thing entering my head though is server costs.. if I'm fortunate enough that even a few thousand people play my game at once, that would slam any cheap/free hosting solution such as the one I have now.
 

Five

Banned
on the other hand if the flowers aren't rare and just occur any time someone dies, you get that fun phenomenon of "death hot spots" where you might see patches of land where dying is very common and it adds some organic tension into the game.

the other thing entering my head though is server costs.. if I'm fortunate enough that even a few thousand people play my game at once, that would slam any cheap/free hosting solution such as the one I have now.

Can you do a variation of the flower that looks more like a small grove? It only has one pull, maybe one prominent flower in the cluster, but it still sends the signal that multiple deaths happened there.

Also, just scale down how often a death is reported. If the server counts 100 people playing at a time, make the chance of sending a death report 1/1. If the server counts 1000 people playing at a given time, make the chance of sending a report 1/10. That way the server doesn't get pinged as often.
 

Froli

Member
Friendly reminder Infinite Cosmos is now in OPEN BETA for Android:
http://absinthegames.com/infinite-cosmos-open-beta-now-live/



YrYjMSM.png

FSdkY9C.gif

jqPefTi.gif


for direct links (non blurry images)
http://i.imgur.com/LqlpFCM.gif
http://i.imgur.com/jqPefTi.gif
http://i.imgur.com/oKsiloS.png
I made some edits, and hope you don't mind

added some highlights and shadows to the enemy to create a sense of depth. I haven't played or seen the game yet so I was curious about the animation and created one for practice lol.
 
on the other hand if the flowers aren't rare and just occur any time someone dies, you get that fun phenomenon of "death hot spots" where you might see patches of land where dying is very common and it adds some organic tension into the game.
Maybe have a super common non-collectible flower and a more rare flower that actually gives the player some benefit? Something like a rare powerup before a hard area, but as a courtesy from some random player.

the other thing entering my head though is server costs.. if I'm fortunate enough that even a few thousand people play my game at once, that would slam any cheap/free hosting solution such as the one I have now.
Peer-to-peer would work just to test the waters at launch, I would think. Straight p2p that's lost when quitting or p2p mixed with saving some of the data to a file would work, and to the end-user would probably not make a discernible difference.

I'd model it after the old XNA P2P highscore boards. Each player has a list of death flowers that they sync with any potential player they can find on the network. When syncing, each player gets data the other player has and then compares it to what they have, etc. To speed things along, you can even pre-populate some death flower data in there -- but randomize it -- so each sync is guaranteed to have unique data that the player doesn't already have.

The only issue with P2P networking is routing issues and NAT punchthrough, but if you're on Steam you can use Steam's matchmaking APIs to handle the difficult stuff for you, I would think.
 

oxrock

Gravity is a myth, the Earth SUCKS!
I've been working on a new game for maybe a week now in pygame. I had a friend asking me to show him what I'd been doing so I wanted to take the opportunity to share here as well. You all offer so much inspiration and I only hope to one day reciprocate accordingly (But that's certainly not happening today, this is VERY early in development). I'm a one man team, so splitting my time between art and coding is taxing. Don't have high hopes! That being said, I hope you all take the time to take a look at my game. As a fellow sufferer from animated gifs using chrome, I'm posting a youtube link.



As one would hope, in the upcoming days and weeks I'll be adding much more than what is seen here. With the first "adventure" (/dungeon/mission/whatever) complete sans a boss, i'll be focusing my energies on fleshing out the combat. Expanding both the player's and the enemy's arsenal.

P.S. The link image isn't actually from gameplay. I just know that gaf caters to all types and I'm doing my best to offer fanservice! ;p
He's OBVIOUSLY feeding the rat something scrumptious and nutritious! I don't know what you all were thinking.
 
YrYjMSM.png

FSdkY9C.gif

jqPefTi.gif


for direct links (non blurry images)
http://i.imgur.com/LqlpFCM.gif
http://i.imgur.com/jqPefTi.gif
http://i.imgur.com/oKsiloS.png
I made some edits, and hope you don't mind

added some highlights and shadows to the enemy to create a sense of depth. I haven't played or seen the game yet so I was curious about the animation and created one for practice lol.

Ha! That looks good, man! You do nice work :D

Now make some modes for fun - here's Volt - we have over 20 or so lightning arcs in varying colors and sizes for ultra-fun times :D

 

friken

Member
An awesome xmas present a few days late -- StarDiver got the thumbs up from Microsoft for the ID program! Now to get a bit more done so we can do a kickstart/greenlight in the next month or so. Ideally, I'd love to secure release on steam for pc, and xbox1 and ps4.
 
An awesome xmas present a few days late -- StarDiver got the thumbs up from Microsoft for the ID program! Now to get a bit more done so we can do a kickstart/greenlight in the next month or so. Ideally, I'd love to secure release on steam for pc, and xbox1 and ps4.
Grats! Nicely done on the X1!
 

Jobbs

Banned
I increasingly use the level editor in stencyl as a pseudo paint program.

initially I used it more or less as a tile editor (which it also is), but over time I've found and more uses for it as a paint tool, by importing graphics as objects which are abstract shapes, soft blurs, patterns, and I paint them on.

GleamingZestyEasternglasslizard.gif


Those little blue patterns I'm painting on are actually partly transparent, a bit more so than they appear in the editor, so when they show up in game it's where they overlap that they punch through more.

here's an example of this same graphic set being used in context:

http://www.gfycat.com/IdealWholeDove

as if you look at the save flower that sprouts out of the ground in the second scene, directly under it are some shapes -- those specific shapes are the same graphic I'm painting on in the gif above.

I also use this approach for lighting. It's been well documented that the light radius itself is done by way of a big black graphic with a square in it, but I add various glows and shadows to the level itself that work together with this.

here's an easy example of that:

http://www.gfycat.com/MiserableFragrantKusimanse

the dark patches are done by one of my shading graphics, in this case a small soft black circle. I stretch it way way out to add the dark gradients. again, various glows can be accomplished the same way.

finally, one more trick I turn to are using abstract highlight/shadow shapes which are placed deliberately over other less abstract graphics, like rocks, and I set them on a layer above with a scrollfactor just *slightly* higher than the previous layer. This adds a subtle sense of motion to everything that -- for lack of a better word -- just looks kind of cool.
 

SriK

Member
I really like the look of that, but wouldn't the projected light balls be smaller closer to the disco ball and larger further away? Not the other way around :p

Hmm, good point. I'll ask Daniel about it!

I love the setup of that boss room. Right down to the 2 DJs and disco lights!
http://absinthegames.com/wp-content/uploads/2014/07/1st_bawss.png

Looks vaguely familiar from what we posted earlier this year ;)

Damn you liking Boogie! LOL

Hahaha! Boogie Nights is a really cool movie. Though I think the first half is absolutely sublime and the second half (once they're into the 1980s) is kind of a letdown in comparison, but that's just me.

Come to think of it, the game's soundtrack also samples Magnolia at one point. I wonder if I'm subconsciously going to be working in references to PTA's entire filmography in here.
 

SriK

Member
Steel Assault | NES-styled sci-fi action platformer | Update #4
Twitter (@SteelAssault)
Website (http://steelassault.com)

(12/26/14 - Update #3)
(12/20/14 - Update #2)
(12/01/14 - Update #1)

tumblr_nhd6cegBmG1tjvwxfo1_400.gif


I also posted this on /r/gamedev's Marketing Monday thread. Basically, right now I'm almost done with our game's Kickstarter and Greenlight pages (which are launching Jan 19th). I've already gotten some incredibly helpful and detailed feedback on them from a few people, which I'm in the process of incorporating, but I figure more heads looking over it before launch can't really hurt.

So, I'd really like some feedback on our WIP Kickstarter and Greenlight pages, especially from anyone who's ran a Kickstarter campaign before (this is my first):

WIP Kickstarter | WIP Greenlight (image)

The Greenlight one is an image because it's hidden and Steam doesn't offer a preview link feature like Kickstarter does. All of the game screenshots in that image are GIFs on the actual page.

I guess, some specific questions I'm looking for (though of course any other feedback is always welcome):
  1. Does the campaign video do a good job of "selling" the game, even if you don't really know what it is? Is the editing okay, or is all the zooming and panning too distracting?
  2. Is there any content missing from the page that I should add?
  3. Should I be putting more detail into the Greenlight, or is that much okay? Can I expect Greenlight users to convert to Kickstarter backers at a reasonable rate?
(I realize there are some problems with the reward tiers, like certain rewards being way too low priced given their value, and not enough options in the $1 to $100 range. I'm working on fixing this ATM.)


Finally, I have a few questions general questions regarding marketing this, which still seems kind of overwhelming to me right now.

  1. All the Kickstarter guides I've read advise something like sending out 100-300+ personalized press emails. How do I find 100-300 game journalists that I think will be interested in my game, AND cyberstalk them enough to "personalize" my emails to them haha? Are there even 100 prominent English gaming sites?
  2. Or should I be emailing more than one writer per site, e.g. email 5 different people who've written articles on "retro-style" games for Destructoid?
  3. And can I use one of those email tracking apps which embeds a really small (essentially invisible) image to tell me if they read the email or not, or will it reflect badly if the person notices it? (I'm guessing this is a no-no lol.)

Thanks in advance for any feedback or responses!
 

AriEX2

Member
I hope this edit "might" help regarding your character design.
vCrjkeL.png


I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol

Wow! This is a cool looking character. Both designs are really great. I particularly like the first one. It's really iconic and it's palette is nice and simple, which works well for the pixelated style. Very classic looking.

It's really smart to emphasis the eye in such a graphic way as well. Now let me play as him!
 
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