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

LordRaptor

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Aug 20, 2015
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just a question - is this held completely online? its not a locally held game jam right?
Yeah, its all online, its a global game jam (but not the Global Game Jam).
The actual competition part of it is primarily people working solo on their own thing completely by themself, so it doesnt make sense to have some sort of IRL meetup to do that
 

SorenBach

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Apr 26, 2017
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Ludum Dare this weekend anyone?
Yes! Haven't been to a LDJam since LD37, so excited to try again.

just a question - is this held completely online? its not a locally held game jam right?
Yes, completely online. You can still do it as a group though, and I think there might even be some areas in the world where they try and get people together. But I think most are just doing it from home.
 

SorenBach

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Apr 26, 2017
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Yes! I'm struggling with the theme as well. I feel like I might just throw it on, in the very last minute. If I ever make it in time though.
 

Haris

Neo Member
Jan 21, 2018
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This month I will finally start and block out at least two cutscenes. Continuing the 3D blocking of locations and robots. When it comes to programming and concept art, UI is the new focus.
Like always, making this game fluid on PS Vita in every aspect is my starting point.


TRIAD-2
Concept art
 
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Haris

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Jan 21, 2018
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Implemented an Animation Track in Tectum Editor. Great for small, subtle loop-able animations that can be reused in complex cutscenes. Works for gameplay animations (characters) too. Couple of bugs (previewing the track in Cutscene Tool) left to fix but it's there.

 
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Haris

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Jan 21, 2018
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In June I am planning to spend most of the time on 3D modeling. When it comes to programming & cutscenes, these days it's the same task, blocking out the animation and then optimizing the code if needed.
Also, thinking about the trophies for PS Vita and how to structure them.


Lejla
Concept art
 
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VooDooChicken

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Apr 23, 2019
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for mobiles


for win32, not for sale but just as a proof of concept a wolfenstein clone that runs with ascii characters; not very complex but easy to mod as it comes with a very easy to use editor, and graphics are simple win32 bmps (behaviors are edited with notepad)


editor

 
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Feb 7, 2013
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Be prepared for some programmer art, but my rpg has changed a fair amount since my last post.



It's now set in a 3D map instead of a 2D one. This was primarily changed to speed up development. I have a lot more experience in 3D and I hit a lot of dead ends with the 2D version.

This is the map running on the default lod setting. Everything is procedurally generated so data streaming cannot be used. Higher quality assets will be generated as the camera moves so that local areas can be crisp, but this is not setup yet.

The end goal is essentially Civilization * Game of Thrones.
 
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Feb 7, 2013
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It's fun having stuff to show for screenshot Saturday again.




Since I switched to a 3D map, I needed a barrier to keep players from going out of bounds. Instead of using an invisible wall, I turned it into a feature. 99% of the time it will feel like a normal world but it makes things a lot cooler when zooming out/looking around in VR.
 
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Haris

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Jan 21, 2018
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In July the plan is to start programming the logic and events for the "regular gameplay". Continuing the modeling & cutscene blockout phase.
ALT BOSNIA will have loading screens but I will do my best to optimize them, especially on PS Vita.


Dijana
Concept art
 
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wondermega

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Jun 27, 2009
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www.headcaseGames.com
arrgggh. I feel a little dumb for not posting in here for a very very long time. Especially since E3 was just weeks ago and it tends to bring people out of the wood work - would have been nice to organize a little meetup! On that note, if there are any LA-area devs who would be interested in a little in-person meetup for a bit of talking shop and demoing/etc, I would love to see what you are up to (and show off my own WIP as well). Testing and criticism is always welcome, and useful.. Anyway if interested, just respond to this post or DM me or whatever.

I've been building an AR game on and off over the past couple of years, trying to zero in on wrapping up things and getting to the point of polishing it. It's realistically still got some months to go, but I've been making very steady progress. Thematically, the game is very reminiscent of ancient space-shooty games like Zaxxon but with a bunch of very modern tech under the hood (well, it is AR!) I have some extremely old videos of it on Youtube but would prefer to put up something more recent before showing it off in here, maybe I'll get to that soon-
 
Jul 31, 2019
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Hi folks,

I'm helping make a retro-inspired, pixel-art infused 2D fishing game. Specifically, a game about fly fishing.


Title: River Legends: A Fly Fishing Adventure

Trailer:

Features: Singe-player, 2D fishing simulation with a focus on realism. Learn to fly fish while traversing the virtual Pine Canyon. Features real-time fly casting controls, challenging water currents, multiple freshwater species, and dynamic weather effects.
Gameplay GIF:


Steam:
Google Play: https://play.google.com/store/apps/details?id=com.Company.RiverLegends
Website: https://www.riverlegendsgame.com/

If you enjoyed old school fishing games, you will be right at home with River Legends. We have an upcoming release in about 1 month, wishlist us today. Thanks!
 

Haris

Neo Member
Jan 21, 2018
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In August my main focus is on character 3D modeling and rigging. Continuing the logic programming for regular gameplay. I will also start the work on facility 07.


Tarik
Concept art
 

Haris

Neo Member
Jan 21, 2018
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In September I am focusing on the environment modeling, especially on the mission locations and some interiors. When it comes to programming the plan is to work on AI and mission gameplay in general.


Malik
Concept art
 

Haris

Neo Member
Jan 21, 2018
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In October my main focus is on robot modeling and texturing. When it comes to programming I am planning to polish some of the movement + collision code for the player controlled entities. Also, there is some UI design/programming work to be done.


INTEGER F-6
Concept art
 

oxrock

Gravity is a myth, the Earth SUCKS!
Nov 30, 2004
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Ludum Dare 45 starts in 20 minutes. It's been a while since I've participated but I'll be giving it another go this time. Anyone else plan on taking part in the jam?
 

VooDooChicken

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Apr 23, 2019
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just testing the mechanics; that means no pretty pictures yet (open to comments), also some more obstacles planed but not implemented. Intended as a bonus level between main levels, the idea is that if the player survives for 90 seconds the player gets an extra life (another ship) for the main levels
 

LordRaptor

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Aug 20, 2015
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just testing the mechanics; that means no pretty pictures yet (open to comments), also some more obstacles planed but not implemented. Intended as a bonus level between main levels, the idea is that if the player survives for 90 seconds the player gets an extra life (another ship) for the main levels
I think there's a lot of benefit to using non-final assets to get a feel for how somethings going to work outside of just developer art, and giving you advance warning on problems you may run into when finally plugging in 'real' assets (like order in layer, rotation, visibility when non uniform colour backgrounds are involved, etc) so if its just a question of not having any assets to hand, I'd suggest maybe throwing in some of Kenneys sprites and seeing how that feels...?

They're CC-0 (a.k.a public domain) so you're good to use them however you want, up to and including final release, and even accidentially including them in a final build won't cause any trouble
 
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VooDooChicken

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Apr 23, 2019
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I think there's a lot of benefit to using non-final assets to get a feel for how somethings going to work outside of just developer art, and giving you advance warning on problems you may run into when finally plugging in 'real' assets (like order in layer, rotation, visibility when non uniform colour backgrounds are involved, etc) so if its just a question of not having any assets to hand, I'd suggest maybe throwing in some of Kenneys sprites and seeing how that feels...?
hi, tnx for your comment; not really care for art right now; rather I want to get an idea how do I feel while playing what is already there, including difficulty, size and frequency of elements, types of elements (they are already in my head) all that stuff. Getting into detail right now just slows things down
 

Haris

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Jan 21, 2018
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In November I am mostly doing concept art and modeling for characters. Modeling interiors and robots. When it comes to programming I will be doing some research on scene optimization for PS Vita + gameplay programming.

 
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VooDooChicken

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Apr 23, 2019
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still 'developer art', though added the rest of enemy objects (some missing in video, but those are already implemented and have basically the same behavior as some that appear there but with different appearance). Also missing in video finish line and game over; the end of the level is not by time as in previous post but by distance, though there is a time bonus. The real 'proximity mines' don't have circles around them; those are just for test purposes