[Game Dev] I don't have a publisher. What I do have are a very particular set of skills.

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  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    I've got a game coming out and I've started working on my next one. Continuing from an idea that I had.

    I've put up a small pre-alpha web demo to get some general feedback on 12 different various difficulties of the 'easier' sort. I would love some feedback on difficulty and any thoughts that may pop up! :)

    It can be played in your browser right now:
    http://dropswift.com

    JHniSH5.png

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • RoyceSraphimRoyceSraphim Registered User regular
    Menus are a god damn pain in the ass. Mostly because they eat cycles you'd rather be spending on the game itself.

    Yeah, the first tutorial from Shaun Spalding went...."Here is how you pause everything, and here is why it won't work if you've been using alarms and don't parent every last thing.

    I suppose I should make a master bullet type. And move all the bits that are in the create event to step event.

    But still, so many Alarms.

  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    I've got a game coming out and I've started working on my next one. Continuing from an idea that I had.

    I've put up a small pre-alpha web demo to get some general feedback on 12 different various difficulties of the 'easier' sort. I would love some feedback on difficulty and any thoughts that may pop up! :)

    It can be played in your browser right now:
    http://dropswift.com

    JHniSH5.png

    Seems pretty solid so far. The double circle halves spinning level was way too hard though. Took me 40+ tries to get it right. That would have probably made me uninstall it after 15 attempts in the actual game. I'm not sure if it was just because it's a browser game, but the rapid taps required to move the ball around seemed a bit unresponsive at times.

    Sound and art are nice. Good start.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • RoyceSraphimRoyceSraphim Registered User regular
    MNC Dover wrote: »
    I've got a game coming out and I've started working on my next one. Continuing from an idea that I had.

    I've put up a small pre-alpha web demo to get some general feedback on 12 different various difficulties of the 'easier' sort. I would love some feedback on difficulty and any thoughts that may pop up! :)

    It can be played in your browser right now:
    http://dropswift.com

    JHniSH5.png

    Seems pretty solid so far. The double circle halves spinning level was way too hard though. Took me 40+ tries to get it right. That would have probably made me uninstall it after 15 attempts in the actual game. I'm not sure if it was just because it's a browser game, but the rapid taps required to move the ball around seemed a bit unresponsive at times.

    Sound and art are nice. Good start.

    I laughed at your spinning circles and weep at the dancing pyramids.

  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Oddly enough, I got the pyramids on my first try. Complete luck to be honest.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • KashaarKashaar Low OrbitRegistered User regular
    Menus are a god damn pain in the ass. Mostly because they eat cycles you'd rather be spending on the game itself.

    I really should get my easy main menus package polished up and released on the UE4 marketplace...

    https://www.youtube.com/watch?v=aO7_rrKwnGQ

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • RoyceSraphimRoyceSraphim Registered User regular
    https://youtu.be/29r3GLQn1CY

    Klingon Font doesn't work, going to try something else.

    Still happy I made it this far.

  • UselesswarriorUselesswarrior Registered User regular
    I've got a game coming out and I've started working on my next one. Continuing from an idea that I had.

    I've put up a small pre-alpha web demo to get some general feedback on 12 different various difficulties of the 'easier' sort. I would love some feedback on difficulty and any thoughts that may pop up! :)

    It can be played in your browser right now:
    http://dropswift.com

    JHniSH5.png

    Didn't have a lot of time to play it but I can give you a few quick impressions:
    1. The game gets too difficult too fast, trying introducing a more gradual curve.
    2. Presentation is really solid already, you seem to have a real handle on that.
    3. Once I figured out that I didn't need to tap on the dot itself, the game became a lot more doable. You probably want to highlight that more, because the way you are presenting the information right now makes it look like you need to tap on the dot itself to drop.

    That "mock up" website is amazing. Care to share some of technical details of how you put it together? For example, what Javascript library are you using for the game itself, is the phone frame and surrounding website all custom or are you using a template, etc?

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    He mentioned that the game is just 12 levels of varying difficulties, probably more of a proof of concept than a true skill curve.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    @Uselesswarrior @MNC Dover

    1) It is 100% a proof of concept. I have 100 levels or so designed, 50 working. LOTS of varied challenges. I'm releasing them in testing groups to get a feel. (There are analytics rigged into the game for play data)

    2) The intent was to be confusing and minimal. I wanted to see what people did without their hands being held.

    3) Challenging for sure, some of them are stupid hard. Wife spent 70 drops on a level and almost threw the phone! lol.

    4) The website (I suck at coding, so THANK YOU!) is coded with Bootstrap and CSS/HTML.

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • UselesswarriorUselesswarrior Registered User regular
    Was there a bootstrap theme that got you the phone border and layout? I just think that is a neat way of presenting a prototype.

    What are you using for analytics?

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • UselesswarriorUselesswarrior Registered User regular
    Got through it all today. I think the level you have in the screenshot is the hardest one.

    Cool concept, I like how minimal it is, but it might get repetitive over 100 levels.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    @Uselesswarrior

    Nope. Just using some simple grid layouts that bootstrap has. It's pretty easy to use, just setup divs with classes and style accordingly. I did the design in Photoshop and then opened up notepad++ and got to work.

    100 levels of what you just played WOULD get boring, but I have a few mechanics that really change things up.

    1) Small ball, larger maze. Ball moves automatically, gotta hit at certain points to remove barriers to pass, etc.
    2) Ball shrinks and grows with taps, dodging things/etc.
    3) Invisible blocks with a 'pulse' type mode to reveal them.
    4) Special rush mode where you do as many challenges as fast as you can (faster loading/switching of puzzles).
    5) Party mode to challenge people with one phone in the group.
    6) MAYBE MAYBE in the later later future, the level editor that I made is pretty good... people making their own levels?

    In combination I believe I have several hundreds of levels worth of gameplay that you won't sit down and do all at once, but great for various things. Parties, standing in line at the store, the toilet, etc. Quick and easy.

    I've also got some neat visuals coming, where the player unlocks special cosmetics. Avatars that change the ball up, as well as special particle trails that leave the swiftball. (Think of Fruit Ninja cosmetics).

    This is all happening very rapidly because I'm sinking about 15 hours a day into, I want the game out in Jan '17.

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    Might I also suggest, if you don't already have it, a side-screen mechanic. On level 9, I thought for sure that I could let the ball go through one side of the board to have it appear on the other side, especially since there wasn't a visible kill wall.

    Another fun mechanic might be a time freezer circle with a number on it (say 3 or whatever). When the circle touches it, it stops in place until the timer clicks down to 0. Or how about a teleporter to move the circle around? Perhaps a splitting spot that splits the circle into two while holding the splitter.

    Sorry, but I love designing mechanics. :)

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    MNC Dover wrote: »
    Might I also suggest, if you don't already have it, a side-screen mechanic. On level 9, I thought for sure that I could let the ball go through one side of the board to have it appear on the other side, especially since there wasn't a visible kill wall.

    Another fun mechanic might be a time freezer circle with a number on it (say 3 or whatever). When the circle touches it, it stops in place until the timer clicks down to 0. Or how about a teleporter to move the circle around? Perhaps a splitting spot that splits the circle into two while holding the splitter.

    Sorry, but I love designing mechanics. :)

    That's actually pretty clever! The pac-man screen style change. I like it!

    I'm all for suggestions, don't apologize! The simple mechanics and low barrier entry of this game is VERY refreshing for designing things. I am have a blast!

    I'm already using teleporters in a way with 'time zones' haha, so you're very clever! Keep 'em coming!

    Edit: In fact, that's fucking genius. The room transitions. Holy crap. That's 100% going in tonight.

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    MNC Dover wrote: »
    Might I also suggest, if you don't already have it, a side-screen mechanic. On level 9, I thought for sure that I could let the ball go through one side of the board to have it appear on the other side, especially since there wasn't a visible kill wall.

    Another fun mechanic might be a time freezer circle with a number on it (say 3 or whatever). When the circle touches it, it stops in place until the timer clicks down to 0. Or how about a teleporter to move the circle around? Perhaps a splitting spot that splits the circle into two while holding the splitter.

    Sorry, but I love designing mechanics. :)

    That's actually pretty clever! The pac-man screen style change. I like it!

    I'm all for suggestions, don't apologize! The simple mechanics and low barrier entry of this game is VERY refreshing for designing things. I am have a blast!

    I'm already using teleporters in a way with 'time zones' haha, so you're very clever! Keep 'em coming!

    Edit: In fact, that's fucking genius. The room transitions. Holy crap. That's 100% going in tonight.

    It better be genius for all the money I spent on that game design degree. :)

    I'll keep whipping up ideas for ya and see what I can come up with.

    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • RoyceSraphimRoyceSraphim Registered User regular
    edited November 2016
    Its a bad sign if I work through your tutorial and everything works fine up until I implement the final step.

    edit: It was me,

    mouse_check_button_pressed != mouse_check_button

    RoyceSraphim on
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    Been there, done that Royce. XD

    I'm making video games. DesignBy.Cloud
  • HandkorHandkor Registered User regular
    Ok my wife got a new phone and I got her old Note 3, time to try my hand at mobile UE4.

    Anybody has any tips for mobile virgins?

  • UselesswarriorUselesswarrior Registered User regular
    Handkor wrote: »
    Ok my wife got a new phone and I got her old Note 3, time to try my hand at mobile UE4.

    Anybody has any tips for mobile virgins?

    Shaders are fucking expensive, especially on older Android devices.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • HandkorHandkor Registered User regular
    First hiccup has been running out of disk space after adding extra version of the android sdk to be able to also use Google VR. I think I am going to delete most of the system images, they are taking 60GB and as far as I know they are only used for emulation.

    Other than that just tested the first person template and it runs really well.

  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    Happy saturday! I am still awake (2am here) and working on the menu system. Starting to take shape!

    Show me what you guys are working on!

    elPEfF2.gif

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Just played through, that is really fun @HallowedFaith.

  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    Handkor wrote: »
    Ok my wife got a new phone and I got her old Note 3, time to try my hand at mobile UE4.

    Anybody has any tips for mobile virgins?

    Scope down! Scope down!

    But seriously, mobile's biggest issues are really resolution and particle/object/draw calls and count. The fragmentation of all the various hardware types, more specifically: Android.

    It's not hard to dev for mobile but when something goes wrong it can be nasty to fix depending on the issue, so keeping scope and effects down and then working up to a point you're comfy with is my best suggestion for first time. Will save a lot of headache.

    Mobile games are the most buggiest stuff I've worked with in all the various platforms. But it's a beast that can be tamed! XD

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • UselesswarriorUselesswarrior Registered User regular
    Happy saturday! I am still awake (2am here) and working on the menu system. Starting to take shape!

    Show me what you guys are working on!

    elPEfF2.gif

    I'm trying to learn Clojure to prepare to dive into some experimentations with interactive fiction. Stay tuned.

    Going is be a lot slower now that I am not going to be working at it full time.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    @Uselesswarrior

    What motivated you to choose Clojure?

    I'm making video games. DesignBy.Cloud
  • UselesswarriorUselesswarrior Registered User regular
    edited November 2016
    @Uselesswarrior

    What motivated you to choose Clojure?

    It's an experiment right now, but basically I need something that is going to work for the web (aka some that compiles down to Javascript). I could use Javascript, but I like learning new things, and Clojure was a language 1) that came up a bunch when I was interviewing 2) is functional and functional languages are something I'm trying to learn more about.

    I may end up ditching it if I don't think it's working for me. Biggest thing that worries me so far is the lack of typing. I am an idiot so I like the compiler double checking my code.

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • RoyceSraphimRoyceSraphim Registered User regular
    I just learned that yoyo games has developed a game maker 2, and that it just got released this month.

    This kind of explains why game maker was so cheap and the Humble Bundle recently, they're building up a larger user base.

  • ZibblsnrtZibblsnrt Registered User, Moderator mod
    Welp, stumbled over a hugely discounted Unity/C# course on Udemy which I got the other day, shortly before it went from "95% discount" back to "full price."

    This is interesting so far, and I'm looking forward to seeing how far down the rabbithole I can end up following it over the coming months..

  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    I just learned that yoyo games has developed a game maker 2, and that it just got released this month.

    This kind of explains why game maker was so cheap and the Humble Bundle recently, they're building up a larger user base.

    Yeah. It's been in beta for a while and some of us couldn't say anything. XD It's pretty awesome! I'll be picking up my full license in Jan/Feb or whenever they make them available.

    GM:S 2.0 is fabulous, for anyone interested in it.

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • RoyceSraphimRoyceSraphim Registered User regular
    I'm still working my way through the differences between the free version and the full paid version of game maker. Mind throwing out one single thing that is Leaps and Bounds better than what I'm working with?

  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    Trial versions have limitations, you can test but compile full and package. Things like that.

    Pro version is 100% all of GameMaker with a Windows Export. Then all the modules to export to (Android, iOS, etc) are extra modules you pay for.

    The one I direct most devs to who are hobbyist, unsure, or don't want to spend a lot is the 99.99 pro version of GM:S 2.0

    The list of reasons of 2.0 over 1 goes on forever. It's everything great about GM:S 1 and expanded with a beautiful workspace UI and toolset.

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • UselesswarriorUselesswarrior Registered User regular
    I just learned that yoyo games has developed a game maker 2, and that it just got released this month.

    This kind of explains why game maker was so cheap and the Humble Bundle recently, they're building up a larger user base.

    Yeah. It's been in beta for a while and some of us couldn't say anything. XD It's pretty awesome! I'll be picking up my full license in Jan/Feb or whenever they make them available.

    GM:S 2.0 is fabulous, for anyone interested in it.

    I assume both the games you've shown are in GM 2.0?

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • HallowedFaithHallowedFaith Call me Cloud. Registered User regular
    edited November 2016
    I just learned that yoyo games has developed a game maker 2, and that it just got released this month.

    This kind of explains why game maker was so cheap and the Humble Bundle recently, they're building up a larger user base.

    Yeah. It's been in beta for a while and some of us couldn't say anything. XD It's pretty awesome! I'll be picking up my full license in Jan/Feb or whenever they make them available.

    GM:S 2.0 is fabulous, for anyone interested in it.

    I assume both the games you've shown are in GM 2.0?

    Nope, 1.x. The 2.0 NDA prevents all that stuff. Come Jan/Feb I'll be switching over when they have the Master Collection license up.

    Spoke wrong, apparently they are doing the MC licensing different this time. MC owners simply get 50% off all future 2.x modules. NEAT!

    HallowedFaith on
    I'm making video games. DesignBy.Cloud
  • UselesswarriorUselesswarrior Registered User regular
    Seeing all the crazy awesome 2d stuff people do with GameMaker sometimes make me think I made the wrong choice by learning Unity.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • ZibblsnrtZibblsnrt Registered User, Moderator mod
    Unity's not without crazy awesome 2D stuff (Ori jumps out), though that wasn't quite so much a one-person project..

  • KashaarKashaar Low OrbitRegistered User regular
    The UE4 marketplace has a crazy Cyber Monday sale going on right now, and ow, my wallet hurts... :-x

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • HandkorHandkor Registered User regular
    I looked on Friday and saw nothing, good to know that they were just waiting until Monday.

  • RoyceSraphimRoyceSraphim Registered User regular
    So I've managed to construct a full schump level and menu from scratch and tutorials, now I just need to

    make the end of level transition
    Make the boss death explosions happen in the right range of the screen
    Decide on a health system
    Mske the level not impossible to beat.

  • KashaarKashaar Low OrbitRegistered User regular
    edited December 2016
    I started a new personal side-project last week. The idea is nothing original: you're a mech and you blow up all the things from a third person/topdown perspective. But that keeps the scope manageable, and means I can focus on the fun parts of execution instead!

    So far I spent a good amount of time in world machine to generate a terrain that I think fits the theme I have in mind, along with appropriate splat maps, then set it up in UE4 with landscape layers and detail normals on those. Then I started modeling a spider mech, which I just finished rigging yesterday. Animations are on today's docket... I posted a wip thread on Polycount for it if you want the full wippyness, but here's a few highlights:

    wasteland-ingame-latest.jpg
    (roughly the planned camera perspective)

    wasteland-latest.jpg

    progress-anim.gif

    spidermech-wip2a.png

    spidermech-marmoset-rear.jpg

    Kashaar on
    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
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