Here's a few shots from the theme-song Anime of Light Fairytale we've been working on recently:
Cut
Any thoughts?
I'm finally able to put our original art assets into the game and it feels good! I'm looking forward to sharing more with you guys soon, too. There should be some substantial progress within the next couple of weeks!
Looks better each time. I though about the hp bar once more. What aboutI ended up spending today playing catch-up on my game instead of taking some time off. I'm happy with the progress so I won't whine about it at least, I'll just begrudge the heck out of everything!
The main priority today was finally getting mana functionality into my game. So now party members actually have mana, max mana is based on stats, skills use mana, mana potions work and are automatically used when appropriate, etc. Mana as well as health is now also property integrated into the UI.
Earlier in the week I worked on the ability to toggle your party's 3d healthbars on/off. It's something that's been brought up here a few times as unwanted clutter so now there's a checkbox in the escape menu to set it to your personal preference. I also updated the visuals on the hunter's multi-shot ability. He now shoots blue flaming arrows with that ability as opposed to the default ones.
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Good to have you back!
Those are some pretty nice sprites and animations! Kind of reminds me of Paper Mario.
Still, why does the bear's wind-up key disappear during its walking back animations? The idle apparently has it in place, even.
I don't know what your game is about, but color me interested. The sprites and animations look great!I'm finally able to put our original art assets into the game and it feels good! I'm looking forward to sharing more with you guys soon, too. There should be some substantial progress within the next couple of weeks!
I'm finally able to put our original art assets into the game and it feels good! I'm looking forward to sharing more with you guys soon, too. There should be some substantial progress within the next couple of weeks!
I still don't know whether NavMeshAgents are a boon or a curse. On one hand, pathfinding, but on the other, such pathfinding doesn't let you use waypoints, turns corners like it was a racing AI rather than a character, and pretty much disregards turning speeds (like, setting a low angular velocity doesn't make the agent take wider turns, but rather makes it lerp its forward orientation to where it's going more slowly, which often leads to awful-looking results)...
For now, I'll probably be removing them from playable characters, and leave them only for AI entities that need them, since I keep running into issues such as suicide-bombing enemies never colliding with the player since their agent stops before hitting the target (had to make the agent's radius smaller and the damaging collider larger to fix that, and even then it's just a band-aid fix at best).
I still don't know whether NavMeshAgents are a boon or a curse. On one hand, pathfinding, but on the other, such pathfinding doesn't let you use waypoints, turns corners like it was a racing AI rather than a character, and pretty much disregards turning speeds (like, setting a low angular velocity doesn't make the agent take wider turns, but rather makes it lerp its forward orientation to where it's going more slowly, which often leads to awful-looking results)...
For now, I'll probably be removing them from playable characters, and leave them only for AI entities that need them, since I keep running into issues such as suicide-bombing enemies never colliding with the player since their agent stops before hitting the target (had to make the agent's radius smaller and the damaging collider larger to fix that, and even then it's just a band-aid fix at best).
Have you tried setting their stopping distance to 0? I've never had any issues like you're describing. Also for waypoints, just setup your own system to feed destinations to the agent.
Do you have a Nav Mesh Obstacle on your player?
Why are they walking on fence panels? Also, are they playing "the ground is lava" game? That might explain the fences anyway. Anyhow, looks cute. I look forward to seeing more.
Players have a NavMeshAgent of itheir own with the same radius as their capsule collider and the enemy agent's stopping distance was set to 0, and yet they would more often than not just sit right in front of the player without a collision ocurring.
Continously waiting for the agent to get to sub-waypoints before feeding them the next one is pretty much a waste of update checks IMO, and would be much better if the agent system itself had a queue of waypoints or an event system you could subscribe to, at the very least. Maybe it's just that I still haven't found satisfactory speed/acceleration/angular speed settings, but from what I've seen so far agents prefer straight lines, which often results in pretty stiff and unnatural paths.
That's some fantastic stuff you have there. Love the Dark Could concept and mix of other games in it. Hope a publisher see this and gets to help you guys out if you don't make the goals.@K Monkey @Blizzard the snapshots may not be convincing, you can take a look at the gifs in our kickstarter page, or you can even try our game on steam or download it for free.
Steam demo link
We've been working our butts off for this Kickstarter campaign. In the Kickstarter page you can find more detailed information about this game - My Time at Portia (with lots of gifs and screenshots)
My Time at Portia Kickstarter!
We are aiming for a goal of $100,000 over the course of 30 days. We'll post our stretch goals once we have reached the goal (Xbox and Switch versions, anyone?).
Please support us in any way you can, spread the word anywhere and everywhere, be it on Reddit, gaming boards, news media, Twitter, Facebook, whatever, we need all the help we can get! We want to make this a very good life-sim RPG adventure game that players will remember for years to come, and your support will go a long way in insuring that.
Thanks everyone!
Sorry but this approach never works. Make it yourself or with friends, or it'll likely never see the light of day. Game companies don't work like you think.I have a game idea I really want made and am looking for a company who can produce it for me. I'm not any good at programming, and I don't have the time to learn. I am an artist but have no real experience in game art and frankly don't have time to do all the art required either. I do however have a lot of the game design doc finished, and some levels designed. I have a potential investor lined up as well. Does anyone know of any good game development companies I can look to hire?
I have a game idea I really want made and am looking for a company who can produce it for me. I'm not any good at programming, and I don't have the time to learn. I am an artist but have no real experience in game art and frankly don't have time to do all the art required either. I do however have a lot of the game design doc finished, and some levels designed. I have a potential investor lined up as well. Does anyone know of any good game development companies I can look to hire?
Sorry but this approach never works. Make it yourself or with friends, or it'll likely never see the light of day. Game companies don't work like you think.
I originally was supposed to make it with some friends and a couple people from neogaf actually, but no one knew Unity and they started out learning, but wasn't willing to put the time in, so now I'm left with no other option really but to seek outside help. I have the game design doc almost complete, its just a matter of taking that and turning it into an actual game now.There are companies that create games via paid contracts as opposed to only working on in-house ideas. If he has a legit investor but not the requisite time or skills then this would be a valid way to go. A lot depends on the scope of the game and money available to invest. It would probably be cheaper to manage the project personally and hire contractors for individual jobs, but that's a drain on time and energy as well.
I make my own stuff so I don't have any personal experience to lend you as far as naming particular companies to help build your game. I can tell you that finding contractors to do specific jobs is pretty easy to do @ places like freelancer.com. Heck, you could probably contract out the whole job there if you wanted.
On a final note, everyone has their own supposedly awesome idea for a game. Games take a whole lot more than an idea to get made, so be prepared to pay for all that extra work. Good luck.
I would say that "just a matter of taking that and turning it into an actual game" is 97% or more of the challenge in making a game.I originally was supposed to make it with some friends and a couple people from neogaf actually, but no one knew Unity and they started out learning, but wasn't willing to put the time in, so now I'm left with no other option really but to seek outside help. I have the game design doc almost complete, its just a matter of taking that and turning it into an actual game now.
Guess I need to post this again since there are some people who seem to have already forgotten after 2 page. Wow, how the mind slips!
"Allegedly"
Opening admitting to sexually assaulting someone(then banning anyone who called him out for it)
Posting revenge porn with their real full names then another admin(a now jailed pedophile) printed the photos and jacked off over them and sent it to the boyfriend.
You're right, how can we even know if he's guilty or not? HMMMM
Also:
WASD is common, or maybe the arrow keys, but -please- include keybinding support so people with other preferences or disabilities can adapt.what are the standard keys to move a character using a keyboard?
what are the standard keys to move a character using a keyboard?
I have a game idea I really want made and am looking for a company who can produce it for me. I'm not any good at programming, and I don't have the time to learn. I am an artist but have no real experience in game art and frankly don't have time to do all the art required either. I do however have a lot of the game design doc finished, and some levels designed. I have a potential investor lined up as well. Does anyone know of any good game development companies I can look to hire?
Give me all your funding and 5 years and I'll deliver something that is kinda ok
I originally was supposed to make it with some friends and a couple people from neogaf actually, but no one knew Unity and they started out learning, but wasn't willing to put the time in, so now I'm left with no other option really but to seek outside help. I have the game design doc almost complete, its just a matter of taking that and turning it into an actual game now.
I would say that "just a matter of taking that and turning it into an actual game" is 97% or more of the challenge in making a game.
If you have serious funding, you should look at outsourcing companies like Virtuos.
I have a game idea I really want made and am looking for a company who can produce it for me. I'm not any good at programming, and I don't have the time to learn. I am an artist but have no real experience in game art and frankly don't have time to do all the art required either. I do however have a lot of the game design doc finished, and some levels designed. I have a potential investor lined up as well. Does anyone know of any good game development companies I can look to hire?
Love those one-liners of yours! xDGive me all your funding and 5 years and I'll deliver something that is kinda ok
I'm not saying this to be mean, but because it's a hard lesson to finally learn. Ideas are worthless. Execution is everything.
Looks better each time. I though about the hp bar once more. What about
making them start to glow (heated, halo, etc.) or something when running low?
For Itch.io, is it better to run the unity game in the browser or allow the user to download it?
Fresh look at Crabby Cove!
https://www.youtube.com/watch?v=_JKquqS1TIQ
I'm getting a lot of interest from Freelancer and from Upwork. A mix of full studio and separate artists and coders. Not sure which route I want to go. Most are based overseas, which I assume would happen, but I was hoping to have someone closer. Our hope is my friend and I can get out some games, market them properly, and then open a studio here and bring everything in house.
Anyone got any good resources for making low poly models with good topology? Our team has run into a couple issues trying to animate our first character that might be due to the modeller being new to the craft, so she might've made the characters' topology too hard to animate without breaking stuff, or perhaps it's just that our animator, who's also migrating from 2D to 3D, might not be knowledgeable enough about working on low-poly stuff.
I know the basics of animating with bones through parenting and skinning, but I see he's using NURBS and BlendShapes, so I can't really give him any advice regarding what he should try doing to make animating easier for him. Also, aren't those elements better fit for non-game animations?
Non-games is from where they came from (car manufacturing). Well, NURBS are aAnyone got any good resources for making low poly models with good topology? Our team has run into a couple issues trying to animate our first character that might be due to the modeller being new to the craft, so she might've made the characters' topology too hard to animate without breaking stuff, or perhaps it's just that our animator, who's also migrating from 2D to 3D, might not be knowledgeable enough about working on low-poly stuff.
I know the basics of animating with bones through parenting and skinning, but I see he's using NURBS and BlendShapes, so I can't really give him any advice regarding what he should try doing to make animating easier for him. Also, aren't those elements better fit for non-game animations?
i made a snail