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Indie Game Development Discussion Thread | Of Being Professionally Poor

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friken

Member
No, I'm not targeting tablets/phones. However, I picked up a cheapo $100 stream7 windows8 tablet and had to try StarDiver on it. In low quality settings and no tweaks, combat is getting about 20-30fps and planet landing is about 20-25fps. I'm impressed as hell w this little cheap windows machine! It has an intel atom w built in intel hd4000 graphics. Nice to know we have some headroom w the low-end target platforms:

IMG_6666.JPG


IMG_6669.JPG
 

ZServ

Member
Awesome stuff :) Dunno if this helps but we handled input management in two ways: Whatever you press a button on at the title screen becomes the 'active' input but you can go to the options and toggle between them at will.

Ours is a bit more complex since we support kb/m and pad among four players (including 1 player on kbm 1 player on pad etc) so maybe yours is enough if it's single player :D

Good luck!

Spent some time tweaking it this weekend, and managed to fix all the problems I was still having. Regarding having the player choose an active input, that's actually a good idea. I'll definitely give it a shot later on in development once I get an options menu hobbled together. Thanks for the input :)

No, I'm not targeting tablets/phones. However, I picked up a cheapo $100 stream7 windows8 tablet and had to try StarDiver on it. In low quality settings and no tweaks, combat is getting about 20-30fps and planet landing is about 20-25fps. I'm impressed as hell w this little cheap windows machine! It has an intel atom w built in intel hd4000 graphics. Nice to know we have some headroom w the low-end target platforms

That's pretty badass. Should give you an adequate way of optimization for the lower end, too.
 

RhysD85

Member
I'm seeking beta testers for Fort Meow - Looking to squish a bunch of bugs that people find and balance the game if it's too easy or too hard. There are several paths you can take, so doing it on my own is proving to be quite the task (even if I can speed run the thing without looking).

Please let me know in this topic if you want to help or via twitter @rhysdee or email rhysdavies1 at the gmail - and I'll send you a link to the download. It's windows only at the moment...hopefully looking at Mac as well if PC works well enough.

Looking forward to seeing more stuff you guys create in 2015. If it's anything like this year, the thread should be a must check, at least every 2 hours during the day ;)
 
Steel Assault
Is the editing okay, or is all the zooming and panning too distracting?


Hey, looks great! Seems like you put a lot of work into the kickstarter page. I'd would vote "yes" for this when it goes up on greenlight, totally my type of game.

Ya, im not a big fan of the zooming and panning. Doesnt seem to actually add anything to the game, i think the "vanilla" shots speak for themself. I can see what you were going for, but it seems a bit out of place for a 8bit game.

I'm having a real tough time implementing a save/load system in my Unity game. Messed around with Easy Save 2 a bit, also checked out "Save Game-JSON+Binary" from the asset store, but its causing major framerate issues. Man Im really regretting waiting until the end to focus on this.

My game is only about 1/2 hour long, and theres no "dying" or failing really. Would it be really dumb to launch without a save/load option?
 
Holy shit. Literally almost 6 hours to squash I bug I knew existed but nobody found. Completely changed my perspective on shit seeing the procedural spawn algorithm work as intended with every piece in place at higher difficulties.

Had to add an additional layer of protection disallowing additional spawns based on number of enemies alive since the better you did the more bonkers the game gets at higher difficulties - there are breakpoints to this new protection, too. I will have to continue to playtest as it is stupid how many things roll on screen trying to kill you then throwing out revenge bullets when you kill them. Higher difficulties require a lot of dodging and path carving thru enemies which I was looking for. Might need to add another level to the main gun that becomes available past a specific difficulty. It's fucking madness now and I'm loving it :D
 
has anyone ever made a really souls-like game in 2D? I don't mean "elements of" or "inspired by", but something that really is themed and paced similarly.

was doodling a bit ago. would be a fun thing to do one day.
Don't go stepping on my unannounced project, yo! Keep that shit on the down low!

That being said, there be movement on the Xbox One side of the consoles for said unannounced title as of 20 minutes ago. After some NDAs and hopefully the green light that will be 2 consoles down and one to go! Super excited!
 

Jobbs

Banned
Don't go stepping on my unannounced project, yo! Keep that shit on the down low!

That being said, there be movement on the Xbox One side of the consoles for said unannounced title as of 20 minutes ago. After some NDAs and hopefully the green light that will be 2 consoles down and one to go! Super excited!

show me in PM or die

edit: another related doodle. melee animating is pretty tough, definitely takes patience.

sk2bbbbbbb2.gif
 

Paz

Member
has anyone ever made a really souls-like game in 2D? I don't mean "elements of" or "inspired by", but something that really is themed and paced similarly.

was doodling a bit ago. would be a fun thing to do one day.

To me the core of the Souls games is meaningful choices & consequences in combat + a sense of world and place. Metroid/Castlevania games pull off the sense of world and place quite well but I think the combat stuff would be harder to do in 2 dimensions.

How would you go about it?
 

Jobbs

Banned
To me the core of the Souls games is meaningful choices & consequences in combat + a sense of world and place. Metroid/Castlevania games pull off the sense of world and place quite well but I think the combat stuff would be harder to do in 2 dimensions.

How would you go about it?

I have an idea in mind. the melee combat would have a dueling aspect, with lock on targetting enable you to face the opponent while walking backwards or forwards. look for openings, block/parry with proper timing, that usual stuff.

to capture the crowd control aspects of dark souls, well, I actually have an idea for that too. successful hits against the enemy (or perhaps somethign else too) raises a spirit charge, which you can use to phase out of collision in a spirited mode. use this limited spirit time to reposition yourself and get attacks in and try to thin the herd. that would be a strategic element that sort of works in place of the third dimension circle strafing.
 
I've bitched before and I'll bitch again: SOUNDS WHY YOU HATE ME?

Man, I cooked up some pretty awesome ice/fire sounds. Love em. So does the bro who's my boss in this I guess. Need healing magic yet for the demo, and back to SOUNDS WHY YOU HATE ME?

heals_zpsz7zg29fh.gif


What do you think would go with this? I'm trying some kind of BLOOM sound, but other than saying the word out loud, I'm not really sure what I mean by that.

Curious (and also sharing our healing magic graphics, I guess, though the gif is kinda shit since its offcenter)
 
I have an idea in mind. the melee combat would have a dueling aspect, with lock on targetting enable you to face the opponent while walking backwards or forwards. look for openings, block/parry with proper timing, that usual stuff.

to capture the crowd control aspects of dark souls, well, I actually have an idea for that too. successful hits against the enemy (or perhaps somethign else too) raises a spirit charge, which you can use to phase out of collision in a spirited mode. use this limited spirit time to reposition yourself and get attacks in and try to thin the herd. that would be a strategic element that sort of works in place of the third dimension circle strafing.

Maybe take a page out of the Prince of Persia duelling playbook? Shit was simple but fun. Only problem is it didn't accomodate multiple enemies too well.
 

Nibel

Member
has anyone ever made a really souls-like game in 2D? I don't mean "elements of" or "inspired by", but something that really is themed and paced similarly.

was doodling a bit ago. would be a fun thing to do one day.

There is a 2D indie game that plays and feels exactly like Dark Souls, but man I can't come up with the name.
 

Feep

Banned
Things only seem to ever start gelling together at the end, but it's really fun to see it happen.

Just a little bit longer! Wooooooo!
 

Jobbs

Banned
Things only seem to ever start gelling together at the end, but it's really fun to see it happen.

Just a little bit longer! Wooooooo!

I haven't played or seen your game yet, but based on what I've seen I'm giving it 2/5 because it sounds like I can't control it properly with only my feet.
 
so are we basically just moving to a new thread Jan 2015 or waiting for 20K? because we are basically at 20K. may as well just do it 1/1/2015 ;P
 
so are we basically just moving to a new thread Jan 2015 or waiting for 20K? because we are basically at 20K. may as well just do it 1/1/2015 ;P
I'm halfway done with it. Waiting on some new headers from my artist and some tidying up. Will be here hopefully at end of week.
 
primitivesplash50ufy.png


First some new environment work from this evening. I know the art style is visually *very* simple, but since the whole point of the game is not being able to tell the difference between open surfaces and walls without changing perspective or bumping up against them this is the look the game needs...

That said, something about the glowing colours in the blackness is something I couldn't be happier with. It reminds me of old school vector monitors mainly, and a touch of Tron, although not so much Tron as I'm avoiding grids. The rapid prototyping this style allows for (combined with UE4's amazing ability to instantly put me in the game world to check perspectives etc) is making this whole thing go very smoothly.



By way of explanation about the game... here is a puzzle I made the other week.

On entering this room, it looks like so:



When the player walks forwards, they will fall down below what initially appeared to be the floor. The underside of the path suspended over the gap is coloured with a blue glowing material. The player can use the glowing lines on the walls and the coloured underside of the path to work out where they need to go.



On turning around to find their way back up, a set of stairs that aren't initially visible on entering the room can be easily seen.



This is the view when the player looks back the way they came, edges of the path not visible from the entrance make the path the player has taken obvious on reflection.



The player can choose to jump forwards, landing between the glowing lines. A specific line of dialogue will play if the player does this on completing the puzzle (not yet implemented).

Anyone interested to see more of the puzzles can check out the current build reflecting about three and a half levels. Dialogue has only been rigged on the first level (and its all place holder voicework) as a proof of concept / character. Everything else is just puzzles. Currently checkpoints aren't working properly (though it will save what level you are on) and it doesn't remember if you toggle on invert aim (since Unreal Engine updated to 4.6 I've had this glitch).

Download for Win 64 from Mega

Oh, also, this works with the Oculus Rift, which is a recommended way to play it. Y resets the camera position.

The map naming convention is simple if you want to load any particular map. 1-1, 2-1, 3-1, 4-1. Just use 'open levelname' in the console. If you do check it out I'd love to know what you think of the idea.

Again, I plan on releasing this for free as its a pet project and I don't know how interested other people will be in the concept, or what people will think of a game that is sort of like making an entire game out of finding push blocks in Wolfenstein 3D.
 

AriEX2

Member
has anyone ever made a really souls-like game in 2D? I don't mean "elements of" or "inspired by", but something that really is themed and paced similarly.

was doodling a bit ago. would be a fun thing to do one day.

Here's an old sprite I did for a similar purpose. I still want to finish this game, though I have another about bugs I have to finish first.

Expect the character to change a bit from this before final.

walk_zpskmywasdk.gif
 

Burt

Member
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!

Someday. Things are coming together, so I think that I can spend the next month or so just working on refining everything so that it hits that baseline of acceptability in terms of what people expect from this sort of game. Things like UI design, NPC behavior/pathing, area transitions, how much animation you need in cutscenes to make it seem like it isn't just dolls with a text overlay, etc. The sort of stuff that's at its best when you don't notice it at all. If I can get there, I wouldn't be opposed to throwing a peek out.

Speaking of all that stuff, anyone ever go back to a game they love with a more critical eye and end up kinda ruining some stuff for themselves? I went back to Chrono Trigger the other day to look at how it handled some specifics in towns and such, and little things like NPCs running their walk animation while standing in place or having set movement patterns actually bugged me a bit. Not that it isn't still the greatest game ever, but when you're looking at the how/why instead of just playing it, it breaks the magic a little bit.

Also... hypothetical Leene Square/Millenial Fair scenario. Start of an RPG, you're providing a reasonably open area for players to mess around in and get a feel for the game. What do you put in?

has anyone ever made a really souls-like game in 2D? I don't mean "elements of" or "inspired by", but something that really is themed and paced similarly.

was doodling a bit ago. would be a fun thing to do one day.

Doesn't pertain to anyone personally in this thread (I think), but I think Oblitus is along the same lines of what you're talking about.
 

scaffa

Member
So yesterday ended on an unexpected but also super exciting note, with Horizon Danger being greenlit on Steam! I could not believe it when I got the news and this changes my plan for the game a bit.

My plan was to be done with the game around march and focus on promoting the game in jan/feb and march for getting more votes on Greenlight. But that is not a thing I need to worry about anymore apparently. It gives me some breathing room again.

Can't describe how happy i am at the moment :) There are some things that I want to add in the game but didnt know if I had the time for that. Now it seems I have the time. Changes that in my mind are worth it and will make the game better.

What a way to end the year and start 2015 :) Super excited about the idea of releasing Horizon Danger, my first game, in 2015 but at the same time i'm also kinda scared :D

Wanted to thank everyone in the thread for voting and the support :)
 
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.

congratz!

which language/platform are you using for your game? unity? or something else?
 

hitsugi

Member
People keep comparing Eitr to Souls but it's waaaaaaay more Diablo inspired imo. Specifically Diablo 1.

I agree. I kind of wish they went with "Diablo inspired" instead of Souls, but I guess that isn't hot enough.

Salt and Sanctuary looks pretty interesting as well.
 

friken

Member
So yesterday ended on an unexpected but also super exciting note, with Horizon Danger being greenlit on Steam! I could not believe it when I got the news and this changes my plan for the game a bit.

My plan was to be done with the game around march and focus on promoting the game in jan/feb and march for getting more votes on Greenlight. But that is not a thing I need to worry about anymore apparently. It gives me some breathing room again.

Can't describe how happy i am at the moment :) There are some things that I want to add in the game but didnt know if I had the time for that. Now it seems I have the time. Changes that in my mind are worth it and will make the game better.

What a way to end the year and start 2015 :) Super excited about the idea of releasing Horizon Danger, my first game, in 2015 but at the same time i'm also kinda scared :D

Wanted to thank everyone in the thread for voting and the support :)

huge congrats! awesome new years gift
 
So what ch'all using to make moving pictures for trailers? Any good nonlinear open source goodness I should be looking at? Any non-expensive good stuff to mess with?
 

Blizzard

Banned
So what ch'all using to make moving pictures for trailers? Any good nonlinear open source goodness I should be looking at? Any non-expensive good stuff to mess with?
I think I saw at least one person recommend trying Blender for putting trailers together. I haven't tried it myself though, and that's definitely an unusual use for 3D modeling software, but I imagine it does have some tools for movies.
 
I think I saw at least one person recommend trying Blender for putting trailers together. I haven't tried it myself though, and that's definitely an unusual use for 3D modeling software, but I imagine it does have some tools for movies.
Yeah. I have tried blender but its learning curve is a bit much. Trying Sony Vegas - 50 buck version now. Haven't bought but its nonlinear with a timeline and a bazillion export options. Liking the trial so far. I don't need anything fancy, lots of FX I make in chop.
 

Jobbs

Banned
Yeah. I have tried blender but its learning curve is a bit much. Trying Sony Vegas - 50 buck version now. Haven't bought but its nonlinear with a timeline and a bazillion export options. Liking the trial so far. I don't need anything fancy, lots of FX I make in chop.

I suck at video editing, but i do remember using vegas a couple years ago and finding myself able to grasp it. if i had to edit a new video I'd probably look into it.
 
I suck at video editing, but i do remember using vegas a couple years ago and finding myself able to grasp it. if i had to edit a new video I'd probably look into it.
Been using it for most of the afternoon and I dig it. The timeline is pretty good. Might bite on it for 50 bucks. My only issue is file import. I use OpenBroadcast to record video because its light years higher quality than Fraps or Bandicam and it's Open Source. Vegas has issues opening the videos so I need to use Handbrake to convert. A little bit is lost in translation with object edge transparency but it still looks better than YouTube which is where its going so at least I know its only downhill from there hahaha.
 
primitivesplash50ufy.png


First some new environment work from this evening. I know the art style is visually *very* simple, but since the whole point of the game is not being able to tell the difference between open surfaces and walls without changing perspective or bumping up against them this is the look the game needs...

That said, something about the glowing colours in the blackness is something I couldn't be happier with. It reminds me of old school vector monitors mainly, and a touch of Tron, although not so much Tron as I'm avoiding grids. The rapid prototyping this style allows for (combined with UE4's amazing ability to instantly put me in the game world to check perspectives etc) is making this whole thing go very smoothly.



By way of explanation about the game... here is a puzzle I made the other week.

On entering this room, it looks like so:



When the player walks forwards, they will fall down below what initially appeared to be the floor. The underside of the path suspended over the gap is coloured with a blue glowing material. The player can use the glowing lines on the walls and the coloured underside of the path to work out where they need to go.



On turning around to find their way back up, a set of stairs that aren't initially visible on entering the room can be easily seen.



This is the view when the player looks back the way they came, edges of the path not visible from the entrance make the path the player has taken obvious on reflection.



The player can choose to jump forwards, landing between the glowing lines. A specific line of dialogue will play if the player does this on completing the puzzle (not yet implemented).

Anyone interested to see more of the puzzles can check out the current build reflecting about three and a half levels. Dialogue has only been rigged on the first level (and its all place holder voicework) as a proof of concept / character. Everything else is just puzzles. Currently checkpoints aren't working properly (though it will save what level you are on) and it doesn't remember if you toggle on invert aim (since Unreal Engine updated to 4.6 I've had this glitch).

Download for Win 64 from Mega

Oh, also, this works with the Oculus Rift, which is a recommended way to play it. Y resets the camera position.

The map naming convention is simple if you want to load any particular map. 1-1, 2-1, 3-1, 4-1. Just use 'open levelname' in the console. If you do check it out I'd love to know what you think of the idea.

Again, I plan on releasing this for free as its a pet project and I don't know how interested other people will be in the concept, or what people will think of a game that is sort of like making an entire game out of finding push blocks in Wolfenstein 3D.


That all looks very similar hahaha.

VizionEck's visuals are slightly different but I'm also in early levels doing the same type of puzzles with not knowing if the ground is real or not.


In fact this really really reminds me of what VizionEck started out as. The rapid prototyping, free release, etc. My original plan was just to create it in a month and release it August 2013 for PC. Then I moved to PS4 and greatly expanded the game scope.

When I have some time I'll try out your demo. I'm excited to see exactly what you've come up with :)
 

AriEX2

Member
So what ch'all using to make moving pictures for trailers? Any good nonlinear open source goodness I should be looking at? Any non-expensive good stuff to mess with?

I've always just used Adobe Premiere Pro for editing. It's super simple, but quite fully featured. Costs $10 a month last time I looked.

Program takes about 10 minutes to learn; accepts a mountain of different file types and includes the Adobe Media Encoder which has a billion export options, so all your youtube, vimeo stuff can output at the proper bitrate/quality.

Not open source of course, but it's a simple, professional level program and it's cheap.
 
I've always just used Adobe Premiere Pro for editing. It's super simple, but quite fully featured. Costs $10 a month last time I looked.

Program takes about 10 minutes to learn; accepts a mountain of different file types and includes the Adobe Media Encoder which has a billion export options, so all your youtube, vimeo stuff can output at the proper bitrate/quality.

Not open source of course, but it's a simple, professional level program and it's cheap.
Aye. Premiere is great. I didn't know it was that cheap. Will have to look into it. Trailer is 90% complete right now and looks pretty good. I'm satisfied so far. Maybe for my next game I'll look at Adobe for more serious efforts.
 
Great thread!

Added this to greenlight, probably no chance but there might be a light at the end of the tunnel. Regardless, it's our first attempt at making a game and I think we've done pretty damn well. Here's a trailer I made a few weeks ago, it's been cleaned up and polished even more since then. Currently putting together a second trailer to show off the new features.

http://steamcommunity.com/sharedfiles/filedetails/?id=93006616

Never give up hope, grats :)

I would love to see a neogaf indie bundle. And of course hopefully participate on one someday :)

haha what an idea, shame it never happened!
 
so, how is unity for 2d games? i'm coming from a strong xna background which i found to be incredible for 2d. i'm kind of under the impression unity can be difficult and clunk when working in 2d. any thoughts?
 
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