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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Ontoue

Member
Feeling pretty motivated lately, I guess now's as good a time to start as any, right?
Only real assets I've got right now is a bit of art of the main character. Started with just the head:
rwVP5wR.png
Then the rest of the body.
Color scheme not entirely decided yet, the one in the headshot is just an initial impression.

Primarily an art guy, I guess. Trying to pick up C++ as I go along though, it's going pretty well I suppose.

How many people do we have here working with UE4? I've tried a little bit of both it and Unity but UE4 appeals to me more I think, so I'm going with that for now.
 

missile

Member
Feeling pretty motivated lately, I guess now's as good a time to start as any, right?
Only real assets I've got right now is a bit of art of the main character. Started with just the head:

Then the rest of the body.

Color scheme not entirely decided yet, the one in the headshot is just an initial impression.

Primarily an art guy, I guess. Trying to pick up C++ as I go along though, it's going pretty well I suppose.

How many people do we have here working with UE4? I've tried a little bit of both it and Unity but UE4 appeals to me more I think, so I'm going with that for now.
Head looks cool! Can imagine wanting to have something similar for the
protagonist (testpilot(s)) of my game. :) What's for? C/C++ here, yet I don't
use UE4 so can't help you on that.
 

Ontoue

Member
Head looks cool! Can imagine wanting to have something similar for the
protagonist (testpilot(s)) of my game. :) What's for? C/C++ here, yet I don't
use UE4 so can't help you on that.

Well I feel a bit silly saying it when all I really have is a drawing, but It's an Idea for an action game like Devil May Cry, or Bayonetta.
It might be a little ambitious for just little old me, but I've done dumber things.
 

_Rob_

Member
Feeling pretty motivated lately, I guess now's as good a time to start as any, right?
Only real assets I've got right now is a bit of art of the main character. Started with just the head:

Then the rest of the body.

Color scheme not entirely decided yet, the one in the headshot is just an initial impression.

Primarily an art guy, I guess. Trying to pick up C++ as I go along though, it's going pretty well I suppose.

How many people do we have here working with UE4? I've tried a little bit of both it and Unity but UE4 appeals to me more I think, so I'm going with that for now.


Cool, it's like Zero from Megaman meets Viewtiful Joe; but the body looks like more traditional medieval armour. Is it set in a specific period?
 

Tain

Member
Feeling pretty motivated lately, I guess now's as good a time to start as any, right?
Only real assets I've got right now is a bit of art of the main character. Started with just the head:

Then the rest of the body.

Color scheme not entirely decided yet, the one in the headshot is just an initial impression.

Primarily an art guy, I guess. Trying to pick up C++ as I go along though, it's going pretty well I suppose.

How many people do we have here working with UE4? I've tried a little bit of both it and Unity but UE4 appeals to me more I think, so I'm going with that for now.

Looks really nice! Looking forward to seeing it in polygonal form.

I'm building Horizon Vanguard in UE4 and have had a great time with it.
 

SourBear

Banned
Wow. Someone has their work cut out for them :D
That first page needs a lot of changes:
- Needs Godot added
- C4 Engine isn't a thing anymore. A new engine has replaced it called the Tombstone Engine
- Etc., etc.
 
I'm working on a subtitle for my game. How does VizionEck: Cube Royale sound? Without context, what do you think the game's about?


For context, it's a multiplayer cube fighting game with an abstract art style. In general I just refer to the game as VizionEck, but I'd like to have a little extra that relates to the game.
 

fresquito

Member
I'm working on a subtitle for my game. How does VizionEck: Cube Royale sound? Without context, what do you think the game's about?


For context, it's a multiplayer cube fighting game with an abstract art style. In general I just refer to the game as VizionEck, but I'd like to have a little extra that relates to the game.
VizionEck sounds like a terrible name to me. No subtitle will save it.

Sorry if that was too harsh. Cube Royale for a first name sounds so much better.
 

Ontoue

Member
Cool, it's like Zero from Megaman meets Viewtiful Joe; but the body looks like more traditional medieval armour. Is it set in a specific period?

It is very inspired by medieval armor, but the setting is going to be in the far future.
All the characters are robots, like the Transformers or something.

I came up with it before I played Nier: Automata I swear! Blasted Taro stealing all my ideas
 
So inspired by how badass the hotwheels expansion for Forza is I went back to my racing game idea and tried to finally solve the problem of making a racer stay ona track in ue4

and i FINALLY did it, some help from various templates and examples but I got a racer, with boost that sticks (mostly) to a track! If it gets too much air it falls, but getting air isn't really a feature of the game idea so no problems :D


Might actually push forward a bit with this now, make a functional prototype with time trials and other racers
 

oxrock

Gravity is a myth, the Earth SUCKS!
Feeling pretty motivated lately, I guess now's as good a time to start as any, right?
Only real assets I've got right now is a bit of art of the main character. Started with just the head:

Then the rest of the body.

Color scheme not entirely decided yet, the one in the headshot is just an initial impression.

Primarily an art guy, I guess. Trying to pick up C++ as I go along though, it's going pretty well I suppose.

How many people do we have here working with UE4? I've tried a little bit of both it and Unity but UE4 appeals to me more I think, so I'm going with that for now.

I always liked the look of medieval armor so if you can incorporate the look into a futuristic setting, i say go for it. Maybe it can be like imperial storm trooper armor that actually does something useful and looks good to boot!

As for UE4 vs Unity, I chose the Unity route. I feel I can develop much faster by myself in Unity. C# was closer to the languages I was familiar with than c++, I tried UE4 just a tad and learned c++ a bit but everything felt so alien to me. I'm sure I'd be fine if I stuck with it long enough but I don't see a reason to force it at the moment. I picked up a Udemy course on the last sale so I can at least get myself familiar with it, but I honestly don't plan on jumping ship without a good reason.

So inspired by how badass the hotwheels expansion for Forza is I went back to my racing game idea and tried to finally solve the problem of making a racer stay ona track in ue4

and i FINALLY did it, some help from various templates and examples but I got a racer, with boost that sticks (mostly) to a track! If it gets too much air it falls, but getting air isn't really a feature of the game idea so no problems :D



Might actually push forward a bit with this now, make a functional prototype with time trials and other racers

Looks a lot like a Ludam Dare game I liked a lot. The LD game was a lot heavier on the drifting which added a lot to the difficulty which increased the fun for me at least. Here's a link if you're interested: https://github.com/BadRAM/TinyTimeTurbo/releases/tag/1.0
His game was built in Unity iirc, so sadly his source files probably won't help that much, but the feel of the game might.
 
VizionEck sounds like a terrible name to me. No subtitle will save it.

Sorry if that was too harsh. Cube Royale for a first name sounds so much better.

Haha no that's fine. I've thought a lot about changing the VizionEck name but it's resonated somewhat with the super small fanbase.

Do you like Cube Royale itself or is it mostly just good in contrast to how bad VizionEck is?
 

Ontoue

Member
So inspired by how badass the hotwheels expansion for Forza is I went back to my racing game idea and tried to finally solve the problem of making a racer stay ona track in ue4

and i FINALLY did it, some help from various templates and examples but I got a racer, with boost that sticks (mostly) to a track! If it gets too much air it falls, but getting air isn't really a feature of the game idea so no problems :D



Might actually push forward a bit with this now, make a functional prototype with time trials and other racers

That looks really cool, it reminds me of Trackmania, with some Re-Volt mixed in.
 
That looks really cool, it reminds me of Trackmania, with some Re-Volt mixed in.

I had never heard of re-volt before but damn if that isn't a cool game idea :)

I'm unsure where I'll take this stylistically yet - it could quite easily go like futuristic hover stuff or RC arcade racing whatever, lots of freedom thankfully!

I'm aiming to get a prototype that has both a time trial mode and a race mode alongside 2-3 basic tracks and 3 difficulties (how fast it goes)

Will see how it goes from there I guess
 

wilboo

Neo Member
Ulz5xSy.png


And it's finally launched. The OST has also launched on bandcamp.

Massive thanks to all the people who helped me playtest, and provided feedback.

Here's to hoping people out there enjoy the experience I was trying to create.

tumblr_inline_opn9itVPf61ueyls2_540.png

Hey, I downloaded the game and played through the other night. I had a lot of fun! You should be proud of it bud. Here are some random thoughts in dot point:

  • Graphics were nice! Clean, simple, bright, everything was really easy to read.
  • Music was great, really catchy stuff. Surprisingly varied too, it went from bright and upbeat to sombre and moody to exciting and intense.
  • Simple gameplay but executed really well. The jumping felt good - jumps with set heights are sometimes annoying but the double jump allows you to control height and distance and you have a lot of horizontal mobility in mid-air so it works perfectly here.
  • Hazard and platform layout is really well-executed and supports the jumping mechanic. Never felt like anything was awkwardly or unfairly placed.
  • Lots of varied zones, connected in interesting ways. Teleport was really helpful too.
  • Grabbing all the coins was great fun. I was worried at first that I might miss a single, then get frustrated hunting it down and lose interest, but following all of the routes and paths let me find em without any hassle. I grabbed em all for the 777 ending and it never felt tedious. The game's small scale and the per-zone counter helps here.
  • The island is great! I love exploring little worlds and this was put together really well.
  • I got all three endings in just under an hour of playtime, which felt about right.
Anyway, congrats and well done! Also, earlier in the thread you posted a huge zoomed-out version of the island. I remember thinking it was really cool and seeing it was actually the reason I became interested in the game. I was trying to find it but couldn't, reckon you could repost it for me?
 

missile

Member
Good! Working on some interesting stuff, but unfortunately, I cannot share... ; ;
Yeah, better not spam this thread. xD Good to hear! :)


So inspired by how badass the hotwheels expansion for Forza is I went back to my racing game idea and tried to finally solve the problem of making a racer stay ona track in ue4

and i FINALLY did it, some help from various templates and examples but I got a racer, with boost that sticks (mostly) to a track! If it gets too much air it falls, but getting air isn't really a feature of the game idea so no problems :D

Might actually push forward a bit with this now, make a functional prototype with time trials and other racers
That's cool man. We definitely need more racer where the race track twist and
bends like crazy. :)



Edit:
Someone notice this font here? It's part of a surveillance cam (Usmain 720p).

hYqIOJN.png
 

fresquito

Member
Haha no that's fine. I've thought a lot about changing the VizionEck name but it's resonated somewhat with the super small fanbase.

Do you like Cube Royale itself or is it mostly just good in contrast to how bad VizionEck is?
I don't love it, but it tells something about the game without being too typical or too plain. VizionEck could be anything. It's not particularly easy to remember, it's not catchy, it's too obscure. It's the kind of name I see in games nobody knows or plays.
 

JulianImp

Member
I don't love it, but it tells something about the game without being too typical or too plain. VizionEck could be anything. It's not particularly easy to remember, it's not catchy, it's too obscure. It's the kind of name I see in games nobody knows or plays.

I'll second that I don't really find VizionEck to sound that good as a name. Then again I hate naming stuff and take forever to do so, but I think you've ought to make your game name roll off the tongue easily, be somehow related to the game, and more often than not avoid using made-up words or alternate spellings so that it's easier to search for online.

Cube Royale is somewhat generic, yeah, but it does sound much better IMO while also making it easier to guess what the game is about.
 
Hey, I downloaded the game and played through the other night. I had a lot of fun!

Thank you so much for the comments! I'm really glad you enjoyed it. It's always scary to release something to the public, especially if you're someone like me who wears everything on their sleeve - but so far the response has been wonderful and positive.

Here's a link to the most recent full map I've made, it's about 0.2 scale: http://i.imgur.com/PpuTcdr.png
 
A little update.

For the water sections of my game I wanted a different look and tone when under water. I'd never really done any camera masking or messed much with the render queue.

Took me a few hours to figure out. I'm using 2 cameras for above and blow the water with different image effects and masking out the main camera with a depth shader attached to a mesh that sits below the water level, this reveals the second camera which shows the underwater scene. I'm quite pleased with the results, I've kept the image effects on the under water camera quite subtle. Just enough to create mood.

The animations for swimming are not done yet, so he looks a bit board like when turning etc.

Edit: Ignore the cursor. haha.

WaterMasking.gif



And here is some particle stuff for the Shotgun/Flak Cannon weapon. This certainly isn't subtle haha.

The weapon is designed to be able to get around enemies that have forward facing shielding by bouncing the Flak off walls/ceilings when indoors.

Also for opening doors that have switches/mechanisms which are not in direct line of site from the player.

FlakCannon.gif
 

Makai

Member
Doing the Breaking Bad and tour in ABQ while I'm here so I'll be a little later with the thread :p

I think I'll still make it in time given the thread's pace but I let a mod know so it shouldn't be a big deal if it goes over 400 pages.
 

oxrock

Gravity is a myth, the Earth SUCKS!
I still love this one from the last OT suggestions:


Or a slight tweak:

GAF Indie Game Dev |OT3| WANTED: Full Time Artist Willing to Work for Free

TBH, there does seem to be an influx of people with no programming skills to speak of trying to get by without programming skills or partnering up with a programmer. Perhaps the new title could reflect the new trend.

Indie Game Dev |OT3| Who needs programmers, blueprint 4 lyfe!

*shrug* you get the picture. I for one enjoy programming and and will continue looking for free artists lol
 

oxrock

Gravity is a myth, the Earth SUCKS!
oh, I wasn't suggesting that as the actual title by any means, just something in that realm. I personally find visual scripting incredibly annoying. So annoying that I just went and learned programming to avoid it.
 
The person actually showed up today! I was surprised. I had some pc issues and the other guy didn't have a computer, but at least we went over some of the stuff and started to learn.
 

Makai

Member
I think visual programming works when it's domain specific like RPG Maker or Little Big Planet. But if you use a general purpose system like Blueprints, you'll have to learn programming anyway, just in a form that is harder to comprehend, version control, debug, etc. When I used Blueprints, it seemed like straight-up C-style language hidden behind a GUI. But I tried it for like a day so my opinion isn't well-informed.
 

Mik2121

Member
I think visual programming works when it's domain specific like RPG Maker or Little Big Planet. But if you use a general purpose system like Blueprints, you'll have to learn programming anyway, just in a form that is harder to comprehend, version control, debug, etc. When I used Blueprints, it seemed like straight-up C-style language hidden behind a GUI. But I tried it for like a day so my opinion isn't well-informed.
Doing visual script with blueprints instead of programming is way easier for anyone who isn't a programmer or knows programming already.
I did a small game in 5 days (nights after work and dinner and bathing the kid and all that) just a couple weeks ago and while it was incredibly simple (I'll post some video sometime later), I know I would have not been able to do the same if I only had actual programming available.

I'm also doing something else at home (a much larger project) and everything is done with blueprints but it already resembles a proper 3d exploration game with most things you'd expect from a game like that (climbing, picking up stuff, etc..).
 

Makai

Member
Doing visual script with blueprints instead of programming is way easier for anyone who isn't a programmer or knows programming already.
I did a small game in 5 days (nights after work and dinner and bathing the kid and all that) just a couple weeks ago and while it was incredibly simple (I'll post some video sometime later), I know I would have not been able to do the same if I only had actual programming available.

I'm also doing something else at home (a much larger project) and everything is done with blueprints but it already resembles a proper 3d exploration game with most things you'd expect from a game like that (climbing, picking up stuff, etc..).
But how do you avoid this type of situation:


A writeup or video of what you're doing in your larger project to restrain complexity for the long-haul would be interesting.
 

Mik2121

Member
But how do you avoid this type of situation:



A writeup or video of what you're doing in your larger project to restrain complexity for the long-haul would be interesting.
Yeah... I at least try to comment as much as possible and also use tons of functions and custom events, also store a lot of things in variables so that I don't need to be connecting everything together.
I'm more than anything an Environment Artist, so my blueprints in general are not too complex since I'm not spending all the time on those right now. The gameplay stuff I did for the larger project where you can climb and whatnot is fairly big but I don't have any massively long wires going on because of what I said above (functions, custom events and save things as variables).

I know that doesn't apply always though, but yeah... still easier to manage for me (and many people) than programming where it's harder for us to know what "connects" to what and all that. If that makes sense... :p
 
But how do you avoid this type of situation:



A writeup or video of what you're doing in your larger project to restrain complexity for the long-haul would be interesting.
I'm pretty deep into a 98% blueprint parkour shooter project with a friend and we use tons of reroute nodes, functions, macros, variables, events, and put down a lot of comments. Obviously there a few spots where even all that can't help and you still get weird stuff but generally it's pretty clean and readable and hardly resembles that.

I couldn't deal with programming but blueprint works pretty well for me.
 

oxrock

Gravity is a myth, the Earth SUCKS!
4K resolution being the new hotness for the console kids, and $4,000 a year income being a lofty goal for indie devs to hit

$4k a year being a lofty goal is quite depressing. Why is this the only job I've ever loved? /wrists
 
Forgot this thread exists, cool


Try making a anime VR game as an indie, niche within a niche within a niche lol.

Speaking of, any y'all making VR projects?

I'm glad you mentioned this, I'm not a developer at all, I can't even code really, but VR makes me want to start something. However I'm pretty sure what I want is faaaar beyond entry level lol.

I want to delve into procedural generation for a project I want to build.
 
I'm glad you mentioned this, I'm not a developer at all, I can't even code really, but VR makes me want to start something. However I'm pretty sure what I want is faaaar beyond entry level lol.

I want to delve into procedural generation for a project I want to build.
Can't code either, look into UE4! I can't recommend it enough for people who find writing code daunting / boring.

VR is what got me into gamedev too, being able to make your own worlds and then be in them is way too alluring to pass up. Plus hopefully maybe it will be profitable at some point :p
 
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