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The XNA Indie Games Official Thread

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RadarScope1 said:
Dude - you are the Peter Molyneux of XNA! :D Seriously though, if even half this stuff works out I'd say you're going to get a lot of interest. I like your inspiration/influences.

:lol I know, I held off talking about this game for months now while I worked on it so it didn't sound too ambitious. I started off by porting my game engine to XNA, then I fiddled around for a while to get a sonic engine to be suited to ninja gaiden type gameplay. I also spent a few months milling about and tweaking the design decisions. The final special skills system that I described above is like the 10th revision, and bares little resemblance to how I originally envisioned it. I kept tweaking it until it felt intuitive.

My main inspiration for this project was actually Secret of Mana. I wanted to go in with the same mantra and mentality that produced Secret of Mana. Take a high-concept gameplay type and then trick it out and make it deep with simple RPG elements. The special moves system was originally born out of an idea to make casting magic in the game be similar to whats-his-face from Final Fantasy 6... the guy who could do combos. You'd press a button and freeze time, and then you'd enter the button combo.

I'd love to maybe do a PSN or WiiWare port when this is all done, but lets walk before running.

I also want to begin selling my NeedleMouse engine as a 3rd party, 2D game engine that indie devs can use to quickly make games that look like SNES or Sega Genesis-era games. Is there a market for XNA engines?
 
TheSonicRetard said:
My main inspiration for this project was actually Secret of Mana. I wanted to go in with the same mantra and mentality that produced Secret of Mana. Take a high-concept gameplay type and then trick it out and make it deep with simple RPG elements. The special moves system was originally born out of an idea to make casting magic in the game be similar to whats-his-face from Final Fantasy 6... the guy who could do combos. You'd press a button and freeze time, and then you'd enter the button combo.

Can I just follow an RSS or Twitter feed for this game, like, right now? :D
 
TheSonicRetard said:
:lol I know, I held off talking about this game for months now while I worked on it so it didn't sound too ambitious. I started off by porting my game engine to XNA, then I fiddled around for a while to get a sonic engine to be suited to ninja gaiden type gameplay. I also spent a few months milling about and tweaking the design decisions. The final special skills system that I described above is like the 10th revision, and bares little resemblance to how I originally envisioned it. I kept tweaking it until it felt intuitive.

My main inspiration for this project was actually Secret of Mana. I wanted to go in with the same mantra and mentality that produced Secret of Mana. Take a high-concept gameplay type and then trick it out and make it deep with simple RPG elements. The special moves system was originally born out of an idea to make casting magic in the game be similar to whats-his-face from Final Fantasy 6... the guy who could do combos. You'd press a button and freeze time, and then you'd enter the button combo.

I'd love to maybe do a PSN or WiiWare port when this is all done, but lets walk before running.

I also want to begin selling my NeedleMouse engine as a 3rd party, 2D game engine that indie devs can use to quickly make games that look like SNES or Sega Genesis-era games. Is there a market for XNA engines?
YES YES YES I will definitely pay money to use your engine. I don't even care if the most I know about XNA is how to make one of those crappy 2D shooters I would take your engine and stare at it all dreamy eye until something comes out it.

Also, a Sonic engine? Were you a part of the Sonic Fangame HQ community?
 
Odrion said:
Also, a Sonic engine? Were you a part of the Sonic Fangame HQ community?

I'm whats known as an Oldbie in the Sonic Hacking community. I'm one of the guys who has been around since it all began.

EDIT: I was around before the Simon Wai Sonic 2 Beta was found. I was around before the days of Oil Palace Zone, even. Been around the sonic community for ages and ages.
 
Man, it's great to start to see so many months of hard work begin to coalesce into a playable, working title. My artist is submitting her first completed works, and she's fantastic, she deserves so much more than I'm paying her.

After I submit to the PAX 10 on May 9th, I'll whip up a quick developer walkthrough so you all can see. = D
 
My project (Tetris Attack/Poker Smash clone with a bit of RPG) has hit the wall lately. After writing the core gameplay all I need now is to add menus and proper structure to the game (and then sound, local/online multiplayer, new sprites instead of stolen/placeholder ones, particles, special effects, ...), which for some reason I don't find that interesting, especially since I'm trying to write flexible and reusable code. The only thing I've added recently is new input handling.
 
BiasedGamer, welcome to the world of game development...where 80% of the time is spent on 20% of the result. =\ Snake360 certainly followed that guideline...

Please try not to give up on it, and try not to cut corners while polishing the game...it sounds like fun and you'll reap the rewards on Marketplace if you can deliver a really polished product. Good luck =)

SonicRetard, I really like the look of what you have so far =) My advice...take your time and build up some buzz before you release. Put some videos up on GameTrailers when you're ready and do your best to hype it!
 
yyr said:
BiasedGamer, welcome to the world of game development... where 80% of the time is spent on 20% of the result. =\ Snake360 certainly followed that guideline...
I kind of expected that (from my experience writing desktop and web apps, where creating nice, user-friendly, idiot-proof GUI can be a real chore), it's the reason why I'm trying to write reusable code, so that I won't have to spend a lot time on this stuff during my next project.
The other problem is that I'm over-thinking, over-designing and especially over-optimizing everything (which is pointless, because the game is very simple). Takes a lot of time, produces almost no results.

yyr said:
Please try not to give up on it, and try not to cut corners while polishing the game...it sounds like fun and you'll reap the rewards on Marketplace if you can deliver a really polished product. Good luck =)
As I said before, right now I have no plans to release it on CG Marketplace. If it turns out really good, then I'll think about it. If it turns out just OK, perhaps I'll release the PC version for free.
 
yyr said:
SonicRetard, I really like the look of what you have so far =) My advice...take your time and build up some buzz before you release. Put some videos up on GameTrailers when you're ready and do your best to hype it!

I've been apprehensive about talking about my game for a long while because I don't want to generate buzz... and then have the game not come out for a while. Even now I feel like I showed the game too early.

But if there's one thing I think I'm pretty good at, it's generating buzz. I'm most definitely gonna try and hype this as much as possible when I'm ready to release it. I have life goals for myself, and creating a moderately successful indie game is one of the first steps in life I need to take to get where I want to be.
 
TheSonicRetard said:
Thanks, the art is brand new, but I've been working on this game for a long time now. The engine for the game is almost complete, so I'm going through and drawing original tiles to replace my placeholder art. I've been working on this game, if you count engine work, for 4 years now, although if you want to get picky, this project didn't turn into this specific game until about a year ago. Still, I conceptualized it long ago and I hope to have it out this summer.

I call my game Ninja vs Pirates, and I wanted to take a stab at making an action game ala Earthworm Jim or Contra or Shinobi III and add my own unique twist to it. The game's tone isn't very serious, with the story being that Pirates from Space have invaded the earth, and are unleashing hordes of "warrior races" to wipe out humanity. Warrior races in this instance refers to just about every "epic warrior" meme on the internet - samurai, raptors, zombies, aliens, monsters, cowboys, indians, lumberjacks, etc. You play the role of The Perfect K, a super secret government ninja who has been called in to battle these warriors and repel the evil space pirates. And yes, the space pirates are just like high-seas pirates, only in space.

Because the underlying engine for my game is my own NeedleMouse engine, my game will have platforming very reminiscent of Sonic the Hedgehog 1. This isn't to say it's a sonic clone, however. Rather, the physics system in the game is identical to the one from Sonic 1. The very first move you get in the game is a dash move, which is what you see the guy preforming in the screenshot above. This move works a lot like rolling around and doing the spindash worked in Sonic the Hedgehog. When you dash, you can run along walls and what not, provided you have enough speed.

To clarify, though, my game is NOT a strict platformer, but actually an action-RPG. Gameplay wise, the closest comparison you could make would be Ninja Gaiden on the NES, only as a metroid-vania instead of a linear action game. You traverse the large world, finding power ups which enable you to over come obsticals which block your path in order to get to the final boss. There are branching paths in this game, too, so depending on where you go, different routes will open up later in the game.

Combat is straight out of Ninja Gaiden. Move left and right, press one button to preform a light, medium, or hard sword attack, and one button to jump. If you press down and jump together, you use your current item. On the surface, it feels just like ninja gaiden.

Where the game deviates from other traditional action/metroid-vania games is that it includes a pretty deep combat system that is actually more remeniscent of street fighter once you dive deeper. There are over 100 special moves you can preform in the game, ranging from fireballs to dragon punches, to spinning kicks, to even stuff like self-healing or parries. The trick in this game is that you don't actually have every special move.

Rather, mapping out your special moves works similarly to the materia system from Final Fantasy VII. As you go through the game, you'll collect icons which represent either directional inputs, button presses, or effects. As you progress through the game, you'll find the special moves in special areas. The first special move you find in the game, for example, is the Dash.

When you find the dash, you also find 2 direction icons, a button icon, and a fire effect icon. Now, when you go to equip the special move, you find that each special move has a number of slots available where you can place these icons. Depending on how leveled up each special move is, it'll have more or less icons.

Now, there are 2 required icons to equip a special move - 2 inputs. Just like with materia, you place the icons in slots and depending on how they connect, they'll work differently. When you get the Dash move, you also get 4 icons - two "forward" directional icons, a "left trigger" icon, and a fire effect icon. Your level 1 dash has 3 slots open. Now, you are required to put down 2 input icons before you can use it. Depending on what icons you choose, you can map out how the move is preformed. So, if you place one forward icon in the first input, and the second forward icon in the second input, then pressing "forward forward" in the game makes you dash. However, you could map it, instead, to "Forward+Left trigger."

Also, the order in which you place the inputs matters. "Forward+Left Trigger" is not the same as "Left trigger+Forward." The first icon must be pressed before you press the second. So, later on when you have the parry special move and the fireball special move, you could map parry to "quarter circle back + light Attack" and fireball to "Light Attack + Quarter circle forward." The advantage to doing this is that you can press light attack once to do both moves. So, when an enemy attacks, you press quarter circle back, then hold light attack to parry, then while he's stunned, you press quarter circle forward then release light attack, and you'll auto-combo into a fireball.

So back to the Dash. We've mapped it to "Forward+Forward" but we still have 1 slot left. This is an effects slot. You can place effects icons in here and it'll alter the special move. For example, if we place the fire effect in Dash, then when we dash, we become engulfed in a flame and we can use the dash to attack enemies (normally you can't). These effects can be chained later for bigger effects.

Take later in the game when you have the a leveled up heal special move. You can place the auto-counter+ input into it's 2 input slots (auto-counter+ takes up 2 input slots), a fire effect icon into one effect slot, and a super effect icon into the other effect slot. Auto-Counter+ works like normal auto-counter (which will counter with the special move it's paired with 10% of the time) except that when you're at less than 20% of your health, it auto-counters 80% of the time. Super combines with the fire effect to create a super fire effect, which is a much powered up version of the previous effect. So, using this combination, when you're at less than 20% health, you'll auto-counter 80% of the time by automatically healing yourself, then casting super-fire damage to the attacking enemy.

All of these moves are regulated by your EX bar. The EX bar works like the super meter from capcom and SNK's fighters, except the number of stocks you can carry increases as you level up. Every special move in the game uses up some of this EX bar. Luckily, the EX bar is refilled everytime you collect the floating blue, red, or green jewels. Blue gives you a little EX energy, red jewels give you twice as much, and green jewels fill you up 1 entire stock.

These jewels also refill your life bar. However, they refill your life bar much slower than they refill your EX bar, and enemies do far more damage than a single jewel refills. Again, blue refills a little life, red refils twice as much, and green gives you a whole extra life.

In additional to these special moves, you also have standard armor, boots, helmet, and accessories which change your stats.

Does any of that make sense? I promise it's more intuitive in-game than I'm explaining.

Cool suggestion, although if I could make one suggestion change the name: it currently sounds like some sort of fighting game or some meme related app and it sounds much more complex than that.

Also is your game designed to take into acound players who don't have arcade sticks? When you describe some of your special moves it kinda makes me nervous.
 
Brakara said:
There's also already a Pirates vs Ninja game on XBLA.

Believe it or not, I didn't come up with the idea of a Ninja fighting pirates all on my own. Can you believe it?

Even more surprising is that the dude who made that dodgeball game you're talking about probably didn't come up with the idea of ninjas being pitted against pirates himself, either!

wow crazy!

Alphahawk said:
Also is your game designed to take into acound players who don't have arcade sticks? When you describe some of your special moves it kinda makes me nervous.

I don't have an arcade stick for my 360, but I'm testing it out using one of my friend's SFIV pads.

Still, the game is being primarily designed for the Xbox 360 controller. The standard one.

These aren't complex moves to pull off. I think they're doable with the thumbstick.
 
I just wanted to chime in that I think the idea of ninjas vs. space pirates is perfectly fine, I'm also not a fan of naming it Ninjas vs. Pirates.
 
SickBoy said:
I just wanted to chime in that I think the idea of ninjas vs. space pirates is perfectly fine, I'm also not a fan of naming it Ninjas vs. Pirates.

It's not Ninjas vs Pirates. It's Ninja vs Pirates. Ninja. Singular.
 
TheSonicRetard said:
It's not Ninjas vs Pirates. It's Ninja vs Pirates. Ninja. Singular.
Eh, I agree with him, it's just so also-ran. How about Space Pirates Must Die!
N.A said:
Video of awesome looking XNA bullet hell shooter Duality ZF: http://www.youtube.com/watch?v=7TkG6J2CWvU
Awesome, vertical shooters have been one area of Community Games that has been curiously lacking. Considering there's a billion dojin shooters on PC you'd think it would be a genre a lot of homebrew devs would be fans of.
 
Aaron said:
Ninja is actually both plural and singular. Writing it 'ninjas' is grammatically incorrect.

Thats just because Japanese has no plural form.

EDIT: And, according to both the Oxford English Dictionary and the American Heritage Dictionary, and for good measure, Dictionary.com, the plural of Ninja is both Ninja and Ninjas. Both are grammatically correct.
 
TheSonicRetard said:
Thats just because Japanese has no plural form.


So if I say "Bring me some apples." in Japanese with no specified amounts, could you get confused and bring me one apple? (I'm being silly)
 
Speevy said:
So if I say "Bring me some apples." in Japanese with no specified amounts, could you get confused and bring me one apple? (I'm being silly)

The context usually gives it away, or alternatively you could use counter objects, but yes, I guess they could get confused.

There's really no literal equivalent to "bring me some apples" in japanese though, because it wouldn't make sense.

Take this sentence for example:

本だ。

Hon da. It could be translated as "its a tree" or "they're trees."
 
TheSonicRetard said:
Believe it or not, I didn't come up with the idea of a Ninja fighting pirates all on my own. Can you believe it?

And where did I claim that? I'm just saying you should rethink the name, since there's already a game called almost the same on XBLA. And not just any game, but a really crappy one too. Do you really want your game to be associated with that?
 
Brakara said:
And where did I claim that? I'm just saying you should rethink the name, since there's already a game called almost the same on XBLA. And not just any game, but a really crappy one too. Do you really want your game to be associated with that?

I don't think it'll be associated with it anymore than, say, Sonic Blastman was confused for Sonic the Hedgehog. If people hear about my game, they're hear about the combat, metroidvania gameplay, the RPG mechanics, and what not.

And then they'll see the word "Dodgeball" on the other game and realize it's not the game they were thinking about.
 
TheSonicRetard said:
Take this sentence for example:

本だ。

Hon da. It could be translated as "its a tree" or "they're trees."

hon (本) is book. ki (木) is tree.

 
 
TheSonicRetard said:
I don't think it'll be associated with it anymore than, say, Sonic Blastman was confused for Sonic the Hedgehog. If people hear about my game, they're hear about the combat, metroidvania gameplay, the RPG mechanics, and what not.

And then they'll see the word "Dodgeball" on the other game and realize it's not the game they were thinking about.
You're assuming a LOT of things that are simply not going to happen. No, no one confused Sonic Blastman with Sonic the Hedgehog because Sonic is so well known.

Now, when I hear Ninja vs. Pirates and Pirates vs. Ninjas Dodgeball, I automatically assume, without knowing anything, that Pirates vs. Ninjas Dodgeball is a spinoff of Ninja vs. Pirates, and I'm not interested.

I've made a dozen games or so over the last year, all of varying quality, all with unique sounding names (Liquisity, Spirits of Metropolis, greenTech, ShellBlast, The Sandbox of God, etc.) so you'll never ever confuse my game with something else.

So please, please please don't count on people researching your game to find out that it's a totally different title, because they wont. You will lose customers simply on the name alone. TRUST me.
 
I did something semi-stupid, so I figured I'd let you guys know about it.

Finally splurged on some Community Games earlier this week. Snapped up Miner Dig Deep, CarneyVale Showtime, Word Soup, Go 3D (I've been wanting this forever) and Nuke Your Neighbor. All good, right?

Well, normally I'd say yeah... but I neglected to realize that I would not be able to access these games offline. I'm overseas and am stuck with satellite Internet (i.e. no LIVE) away from work where I downloaded my latest haul. This isn't a DRM thing. By design, you actually need to be signed into LIVE to access any Community Game purchases.

So I'll be waiting a while to try these out.
 
Hey, guys...wanted to show off some new shots of my game, Sequence. Some of this art isn't finished, but I love the way it's coming along. Sorry for the big size.


femg5d.jpg


4l5ysn.jpg


339nbtl.jpg


154d55y.jpg


107rmex.jpg
 
Rlan said:
GamerBytes Opinion: 5 Ways To Make Your XBL Community Game Better

http://www.gamerbytes.com/2009/05/gamerbytes_opinion_what_develo.php

The art in Sequence looks fantastic, but the UI still needs some work in order to not make it look cheap :)

Also, Latest episode of XNA Roundup is now available, all on Orbyx - a Peggle-esq game.

http://www.youtube.com/watch?v=WN7XHoCj2AU
Indeed. I'll have time enough for polish: the game is probably on-track for a Q4 release, but that would be a retarded time to release it, so I'll hold off till Q1 2010. = D
 
SonicRetard, I have to say I agree somewhat the people who are talking about your title. I don't think there's anything wrong with Ninja vs. Pirates, but what about adding a subtitle? The ninja and pirate meme is just so widespread that you might run the risk of it getting lost in the shuffle. Normally, I would say a good game is a good game and the name shouldn't matter, but it just seems like the XNA games have been nearly invisible anyway.

The only reason I'm even nitpicking is because the ideas you've revealed so far look pretty damn cool. :D
 
TheSonicRetard said:
:lol I know, I held off talking about this game for months now while I worked on it so it didn't sound too ambitious. I started off by porting my game engine to XNA, then I fiddled around for a while to get a sonic engine to be suited to ninja gaiden type gameplay. I also spent a few months milling about and tweaking the design decisions. The final special skills system that I described above is like the 10th revision, and bares little resemblance to how I originally envisioned it. I kept tweaking it until it felt intuitive.

My main inspiration for this project was actually Secret of Mana. I wanted to go in with the same mantra and mentality that produced Secret of Mana. Take a high-concept gameplay type and then trick it out and make it deep with simple RPG elements. The special moves system was originally born out of an idea to make casting magic in the game be similar to whats-his-face from Final Fantasy 6... the guy who could do combos. You'd press a button and freeze time, and then you'd enter the button combo.

I'd love to maybe do a PSN or WiiWare port when this is all done, but lets walk before running.

I also want to begin selling my NeedleMouse engine as a 3rd party, 2D game engine that indie devs can use to quickly make games that look like SNES or Sega Genesis-era games. Is there a market for XNA engines?

I want to play your game!
 
Clover ended up getting released.

It's pretty bad, which is a huge disappointment. Moving around is an utter chore, the interface for item usage and management is terrible, it's not SDTV friendly, and while the graphics are great, the character art is pretty bad.

:(
 
Rlan said:
GamerBytes Opinion: 5 Ways To Make Your XBL Community Game Better

http://www.gamerbytes.com/2009/05/gamerbytes_opinion_what_develo.php

The art in Sequence looks fantastic, but the UI still needs some work in order to not make it look cheap :)

Also, Latest episode of XNA Roundup is now available, all on Orbyx - a Peggle-esq game.

http://www.youtube.com/watch?v=WN7XHoCj2AU

I'm glad this article isn't about how to make the service better. I quickly glanced at the title before I clicked the link and expected it to be one of those article where they give ideas on how to fix a service. Glad to see it was a message to developers. Every point made was a good one. Although, instead of making your game unique I'd say... play your game before you publish it... if you don't think it's good neither will anyone else. If that question was asked before most of these games were published, then most of them wouldn't be on the store right now.
 
Feep said:
Hey, guys...wanted to show off some new shots of my game, Sequence. Some of this art isn't finished, but I love the way it's coming along. Sorry for the big size.
Character and background art look amazing as others said. Get that on the cover, and you're sure to get many more people downloading the trial than other games on the service with their shoddy 'art.' Bring the icons and other elements up to the same level, and you'll have a killer-looking game.
 
Stumpokapow said:
Clover ended up getting released.

It's pretty bad, which is a huge disappointment. Moving around is an utter chore, the interface for item usage and management is terrible, it's not SDTV friendly, and while the graphics are great, the character art is pretty bad.

:(

The movement is fine for me (it's much more a puzzle game than a platformer) and you get a bigger bag only a short way into the game.
 
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