Mm, well. But what I said earlier, I dont think that feature is turned on yet
oh okay, gotchya, gotchya.
I've been wasting way too much time trying to make AI for my game. I think it'll be worth it though since low skilled AI should work best for getting new players accustomed.
And now it actually is. You are welcome.
a simple game that looks nice
Sorry man, angle bracket text buttons on your UI screams developer art
Hi! Long time lurker coming out of the shadows; my account finally got approved!
I wanted to join mainly for this thread, to share with other indies (or wannabes) I don't know how many of you have or will stick around here after the recent drama...
So here is my first foray into game dev:
https://youtu.be/NoylfKiqSug
https://youtu.be/38Yx0GJ9dak
at this point though I'm thinking of going back to the drawing board and planning out better my ideas, as a main character this guy just wouldn't support combat so well.
Also finding time for it is not easy! how do you guys keep motivated when progress is slow?
That little guy is adorable, he seems like he'd be perfect for a platformer.
haha, that's part of my problem, I was aiming more for a simple adventure with some hack and slash combat, and hes both too adorable and too squat to really lead the quest; I might maybe re-use him as an npc.
This is my first time trying to make a game so even the workflow is kinda new to me.
at this point though I'm thinking of going back to the drawing board and planning out better my ideas, as a main character this guy just wouldn't support combat so well.
Also finding time for it is not easy! how do you guys keep motivated when progress is slow?
Hrm, maybe he could be the hero's companion? Have him follow the hero around and autoloot bodies or something.
Looks really nice - for combat actions, I could imagine him having a Yoshi style sticky tongue which you could use like a HL2 gravity gun to pick things up then shoot them at enemies (which would then give you a physics based action game, and an emphasis on resource management in combat by needing to find single use weapons in the environment)
Damn, I didn't think about that; my weapon system was maybe gonna be a bit like wind waker with kinda 'single use' weapons anyway, so this might work...
If I had an answer fot that I could point you to a game I'd released and not a stack of unfinished prototypes on a hard drive, heh
Also finding time for it is not easy! how do you guys keep motivated when progress is slow?
It's certainly not easy. I'd love to work on it full time but that costs money that I don't have
I find being jobless affords me ample time to work on pet projects, as long as you don't need to do silly things like eat it's the way to go!
I put together a gif for a tweet so I figured I'd share it here as well.
Probably about 12-15 hours total. As a game dev starting out, I highly suggest tackling smaller projects first and then gradually building up as you gain experience.Looks good, how much time did you invest in this? I think it makes sense to start with simple projects and finish them.
Probably about 12-15 hours total. As a game dev starting out, I highly suggest tackling smaller projects first and then gradually building up as you gain experience.
I know the feeling.As for my game Quests Unlimited I ended up taking an unintentional hiatus but I should be working on it again this week. I've hit the point in development where I just want the dang thing to be done already so I can breath life into one of my other ideas. The more I stall the longer that'll be though, so just gotta grit and bear it.
Looks great man!
ロキー;253026045 said:The warm colorful lighting contrasting with the cold steel of the warehouse looks gorgeous!
I'm working on a multiplayer weapons combat game called Nerepis.
I'm working on a multiplayer weapons combat game called Nerepis.
Looks cool, now how about adding something of substance instead of just plugging your game? What aspects have you been focusing on lately? What are you happy with? What needs more work? etc.
Looks great, do you have any vids?
I'm going back to the drawing board over the Christmas holidays, I need to draw up a design doc, my current method is far too disorganized.
It's tough to keep ideas small...
My best advice for you is to focus on the "core" of the game. Get that part right and the rest of it will work for whatever you feel like dreaming up. I can help you flush out the core if you need help.
Looking good, how much longer until you release?
Thanks, that's what I'm trying to do now, before I was making everything up as I worked, kinda like 'what should I add next'. I'm going to write a decent plan out before switching on my computer again!
Hey guys, I've been getting some emails from "Good Shepherd" regarding investing in indie games. Anyone have experience with them (develeoping or investing)? Any other sites that offer the same type of deal?
I have no experience with them outside of purchasing Pathologic HD, but they seem 'legit' enough if that's what you were wondering, not some fly by night scammer.
Feels good to actually be making progress on this project again. Hopefully I can keep up a good pace and get this completed before Christmas.
Good luck with that, whenever I set deadlines I overshoot!
how big will the game be?
oxrock, are you using unity terrain textures as placeholder, or were you planning on keeping them like that?
I ask as its kinda clashing with the voxelly aesthetic you use with your props and gameobjects.
Have you considered using a heightmap filter to 'terrace' height differences rather than 'gradient blend' changes, so you get 'hard edge' differences not slopes and continue that voxel look?
Ludum Dare 40 is going to be starting in roughly 46 hours. Does anyone else plan on participating? This will be my 3rd consecutive compo entry.
Hello everyone (anyone?), I normally post updates on my game on the weekends so here I am again.
The biggest change this week would have to be the activity log window. At the top of the screen there's now a UI window that prints out everything that happens on our adventures. These messages are also saved (up to a certain threshold) and loaded along with game saves to refresh your memory as to what the party has been up to.
The next few I believe go a long way towards giving the game a much more authentic RPG feel. First off, our party members now have randomly generated names on load. At first I gave them normal names like Heather, John, Jaime, etc, but it just didn't have the same feel as the hard to pronounce names that are generated properly.
Equipment items also have a bit more RPG flavor happening as well. Now each item has some original randomly generated description text telling us about the item or it's crafter or perhaps a hero who once wielded it.The item names have also been modified to be more original.
Also new, your party members are no longer set in stone. Which classes are contained in your party is now randomly determined at the start of a new game. These classes are of course saved properly and will load the same classes that you saved with. This new feature allows you the chance to try different party formations and find what makes the most sense to you. Because of this new feature I decided to add class emblems to the party management window. You will now be able to tell at a glance what class each member of your party is.
I've also reworked the aesthetics of healthbars a bit. The player party's health bars are now a different color than those of enemies. This is to help differentiate between the two in the thick of battle. They are also no longer translucent. This is another measure taken to increase readability. The sizes have also been slightly altered. Each has been slightly shrunk down to help reduce screen clutter.
This last update is a bit minor but it's something that's been bothering me for a while so I thought I'd bring it up. Do you all recall the cave model that the orcs and bomber goblins have been spawning inside? It looks like a super low poly upside down bowl, it's just sooooo ugly. Well, it's gone. I finally took the time (a lot more time than I'd like to admit) to sculpt a more proper cave in blender. So that's now taking the place of the previous hideous asset and the world is so much better for it.
Here's a GIF showcasing some of the improvements made this week:
Well that about wraps it up for this week's updates. Next week you can look forward to reading about the introduction of some silly junk loot drops and perhaps some info on a release date. Depends mostly on how much I can cram into this week.
Here's a GIF showcasing some of the improvements made this week: