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quote:Well that kinda begs the question of what's "too big". I mean obviously there's some stuff that's ridiculous like "We're a five-man team making an MMO to rival World of Warcraft," but everyone involved is just kidding themselves at that point. A tiny crew making an RPG about the size you saw in the middle of the SNES era? That looks big and insurmountable from the outside, but it's not really unreasonable and it's been empirically-proven in the industry that this can easily be completed on schedule with a smaller crew than you can count on your two hands. Well, yeah, that's essentially what scoping is: asking "what's too big?" and weighing your abilities against your available tools and factoring in budget and deadlines. My point was merely that this question MUST be answered by you and your team if you have any kind of specific goals for your game. If you're just dicking about for funsies, though, that's a different animal. quote:That's why I said "core gameplay elements." It's like the seven or ten or whatever number of stories theory: you can make a bunch of interesting games with unique elements, but are they really new or are they very clever and fun remixes of things we already know? Ehh, maybe that's just because the way I regard my own work. It's not new, it's just a mix of things I'm familiar with and think could be fun if they were put together in a certain way. Fair enough!
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# ? Mar 18, 2014 20:55 |
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# ? Jun 7, 2024 03:02 |
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StickFigs posted:
For me, game ideas generally come from my observation of which game mechanics tend to turn off non-gamers and try to come up with ways to simplify or make certain game types more accessible. George Fan, the creator of Plants vs Zombies is one of my favorite designers because of this- as he was able to boil down the tower defense genre to its most basic elements while still giving his game enough depth to be enjoyable. And then on top of that he gave the game a fun and unique setting to help set it apart from the other games in the genre. This was basically how we initially approached Deeper- can we make a more accessible streamlined version of Artemis/FTL and then put it in a more unique setting? We're still managing our scope creep however, and basically for us scope boils down to time. We set an ideal date for ourselves and cut whatever is necessary to make the deadline, and put whatever we cut on our list of things we want to release as a free update after the game is released. That's the plan anyway.
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# ? Mar 18, 2014 21:31 |
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mutata posted:Also, genres may be familiar to us, but we're FAR FAR from knowing every possible combination of mechanics and control schemes and that exploration is a big part of why the indie scene is as exciting as it is nowadays. This is something I lean on when trying to think of new game ideas. I try to think in terms of what is something that has never been done before and it gets me ideas that in my head are amazing but when it comes time to flesh out the details I find that the idea was only fun or possible in my head. This is like 90% of my ideas, the other 10% that I can't use are too large in scope.
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# ? Mar 18, 2014 22:29 |
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You know it's the first level when you're in a tank...fighting snakes.
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# ? Mar 18, 2014 22:49 |
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The White Dragon posted:The best you can hope for is to follow Roald Dahl's advice and write down any good ones you catch. You can work with them when you have time or when you think you've got a clever way to spin 'em. I think I'm going to start using the idea bucket to seed my gamejams, too. Instead of randomly picking a game/genre that fits, just pop through the list and see if anything likely appears.
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# ? Mar 18, 2014 22:53 |
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korusan posted:You know it's the first level when you're in a tank...fighting snakes.
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# ? Mar 18, 2014 22:56 |
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It is called fowl play.
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# ? Mar 18, 2014 22:58 |
Game's called Fowl Play, I'd assume so! Those trees ended up looking better than I thought, they fit well with the rest of your art.
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# ? Mar 18, 2014 22:59 |
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It sort of looks less like a tank and more like an upright walking duck with a huge head wearing a leather jacket. Which is also cool.
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# ? Mar 18, 2014 23:59 |
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Thanks friends. I hope the Player 2 vehicle winds up being just as cool. It's a station wagon.
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# ? Mar 19, 2014 00:18 |
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Shalinor posted:This is what I do. Keep a giant folder of all the game ideas that won't leave me alone until I write them down. Some of those documents naturally grow or become favorites, and when I need a new project, I troll the list and see what pops up. Same here but I use a folder called 'game ideas' in google docs. I even created a little one page design doc template so I can throw as much stuff down as I can before I forget it the next day.
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# ? Mar 19, 2014 00:53 |
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My game ideas Evernote doc is reaching a very impressive length whereas I have yet to make my first self-produced title. Go figure!
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# ? Mar 19, 2014 01:03 |
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korusan posted:Thanks friends. I hope the Player 2 vehicle winds up being just as cool. Please include a Duckman cameo or at least Cornfed Pig!
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# ? Mar 19, 2014 01:33 |
My game ideas usually start as really loose ideas and I sketch them out in a sketchbook or in photoshop. It's helping my 2D skills quite a bit as well. I can later on use those to show my process (once I actually finish a game as well) Right now my main focus is learning Unity and C#. I've got the Unity part down pretty good but C# is kicking my rear end trying to remember everything. At least I don't have to worry about the art side of things too much since I already know modeling, skinning, rigging, and used to do graphic design. Also, if anybody here is interested in getting into an indie dev chatroom I was thinking of starting up a skype chatroom, add me on skype as "curtbinder" if you want to get involved. ceebee fucked around with this message at 01:41 on Mar 19, 2014 |
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# ? Mar 19, 2014 01:37 |
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I am using Unity to make my first game. It's about a modern day janitor ( going to be in the style of half-life ). I haven't made much so far but The next pic shows what will happen when you open up a locker using your bolt cutters. I was going to have it blur but it isn't available in Unity Free, so I'm using directional vertex lighting. Your motions will freeze and your inventory will show up in front of the locker. My problem is that I keep getting stuck and losing motivation because I'm not sure what kind of enemies I should have.. Also, I know I barely have anything right now, but how much content should you have in order to have a successful kickstarter? Fart Blanche fucked around with this message at 01:50 on Mar 19, 2014 |
# ? Mar 19, 2014 01:46 |
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I think this sounds like a compelling concept. Common enemies of janitors include but are not limited to:
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# ? Mar 19, 2014 02:01 |
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I'd just make sure you differentiate yourself from Viscera Cleanup Detail clearly, since that's the comparison most people are going to automatically make
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# ? Mar 19, 2014 03:05 |
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Tidy well-behaved self-formatting popups!
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# ? Mar 19, 2014 04:24 |
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ceebee posted:
You're in luck, we just so happen to have an entire IRC channel dedicated to bullshitting about game dev stuff. Join #SAGameDev on synirc.
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# ? Mar 19, 2014 05:29 |
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I really like the art style of the landscape in the background. Had you posted screenshots before? If so, I'm surprised I missed them.
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# ? Mar 19, 2014 09:51 |
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Alright now I'm drawing the enemy Snake Tank. I have a good shape for it but when it comes to shading I'm at a loss. I've been using this as a guide so far: and the WIP sprite so far is: so obviously not in the right direction so far. Can anyone give me a hand figuring out how the light should cast on this flatter tank?
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# ? Mar 19, 2014 17:00 |
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Make the light areas appear as larger plates. Think a large flat surface. Also I made a thing. https://www.youtube.com/watch?v=Um8sgsaKN34
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# ? Mar 19, 2014 17:10 |
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From GDC: Unreal Engine 4 comes out today and has a subscription model for licensing, costing $19 a month + 5% gross from any commercial release, with engine source made available to subscribers via GitHub. Apparently the old, custom-negotiated licensing way is still there for the giants, but drat, making the engine source available to the folks who can't spring millions of dollars for a "full" license is pretty impressive.
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# ? Mar 19, 2014 17:27 |
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TomR posted:Also I made a thing. I love that the jumping sound effect is still a "bweep!" Wherever this project ends up, it should try to maximize the dissonance between the different components. Like, you need to have a big cartoony sun with sunglasses in your skybox, next to photorealistic clouds and a cel-shaded Mount Fuji.
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# ? Mar 19, 2014 17:30 |
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EDIT: Oh, never mind, beaten by 2 posts. Yeah, U4 indie licensing. EXCELLENT!StickFigs posted:Read the blurb but I didn't see anything about this: Is it true that UE4 has moved away from UnrealScript and totally towards Kismet + native code? This new pricing model makes more sense if it's true. Shalinor fucked around with this message at 17:44 on Mar 19, 2014 |
# ? Mar 19, 2014 17:38 |
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The Kins posted:From GDC: Unreal Engine 4 comes out today and has a subscription model for licensing, costing $19 a month + 5% gross from any commercial release, with engine source made available to subscribers via GitHub. Read the blurb but I didn't see anything about this: Is it true that UE4 has moved away from UnrealScript and totally towards Kismet + native code? This new pricing model makes more sense if it's true. Shalinor posted:That's... a hell of a deal. If I weren't already embedded in Unity, I'd be preparing to jump ship because, drat. Unity still has quite a few advantages over UE4 in my book, namely C#, MonoDevelop, FREE entry-level price. EDIT: Although only taking 5% of gross revenue is nice. StickFigs fucked around with this message at 17:47 on Mar 19, 2014 |
# ? Mar 19, 2014 17:40 |
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They're ditching the free UDK, though, which kinda sucks.
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# ? Mar 19, 2014 17:51 |
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dupersaurus posted:They're ditching the free UDK, though, which kinda sucks. On the plus side, it's $20 friggin dollars and you don't need an active sub to develop.
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# ? Mar 19, 2014 17:57 |
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EDIT: ^^ Huh. And that's interesting too. I wonder if Unity's free offering will be seen as much additional value beyond that.StickFigs posted:Unity still has quite a few advantages over UE4 in my book, namely C#, MonoDevelop, FREE entry-level price. C# is a nice speed boost, if I was looking at C# VS C++ / source access? source access is going to win most of the time. Shalinor fucked around with this message at 18:01 on Mar 19, 2014 |
# ? Mar 19, 2014 17:58 |
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Monster w21 Faces posted:On the plus side, it's $20 friggin dollars and you don't need an active sub to develop. I missed that part. I assumed it was like Creative Cloud: stop paying and lose all access.
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# ? Mar 19, 2014 18:01 |
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dupersaurus posted:I missed that part. I assumed it was like Creative Cloud: stop paying and lose all access. I'm assuming if you pay $20 once, grab the source, then quit then you'll have the source but it will be stagnant where if you keep your subscription up to date you will have access to the newest revision. I think they would have been better off giving the source code out free to everyone since there's no way to protect it from being distributed by users illegally without the super-high paywall it used to have. Then the subscription could grant you commercial release rights and 24/7 tech support or something. EDIT: Come to think of it, does that mean you have to pay the subscription fee as long as your game is on sale? Even if you don't do any further development? StickFigs fucked around with this message at 18:19 on Mar 19, 2014 |
# ? Mar 19, 2014 18:17 |
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Also from GDC, for the 2D scrubs: Game Maker is getting PS3, PS4 and PS Vita exporters for licensed Sony developers. This means that Vlambeer and friends won't have to completely rewrite their games from scratch for console ports!
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# ? Mar 19, 2014 18:18 |
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Well I signed up and paid for a month, so I'll let you guys know what my experience is with it. Edit: I just got their announcement email and they specifically state that there's no UnrealScript. mutata fucked around with this message at 18:22 on Mar 19, 2014 |
# ? Mar 19, 2014 18:19 |
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I put this in the other gamedev thread, thinking it was this one: quote:Aras Pranckevičius(Unity's graphics/shader bloke) has put up his GDC talk on his website. Slides/notes.
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# ? Mar 19, 2014 18:27 |
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StickFigs posted:I'm assuming if you pay $20 once, grab the source, then quit then you'll have the source but it will be stagnant where if you keep your subscription up to date you will have access to the newest revision. From here Ars Technica posted:That fee can be cancelled any time, with the developer retaining access to the existing code. But users will have to resubscribe to make use of the latest updates to the engine's codebase (and will still obviously be on the hook for the royalties regardless of subscription status)
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# ? Mar 19, 2014 18:31 |
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Oh yeah, some more Sony stuff from GDC: Proper integrated Unity support for PS3 and Vita is out now, with PS4 support next month and PS4 MonoGame is out now (a game using it, Towerfall, has already shipped!). Really weird to have it be technically possible to release a console game.
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# ? Mar 19, 2014 18:42 |
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StickFigs posted:I'm assuming if you pay $20 once, grab the source, then quit then you'll have the source but it will be stagnant where if you keep your subscription up to date you will have access to the newest revision. Reading through the FAQ and terms, you can pay $19 once, get the source code during that month and all its resources, and then stop paying. You will be bound to that particular version at this point -- and any codevs need to also be on that same version. For under $20 asking, there's no reason for me to not just give them $20 instead of downloading it from somewhere shady. Choice bits: quote:•Do I have to worry about a billing contract or penalties for cancelling my subscription? So if you hear of a hot new fix that is for a version 3 months after you stop paying, you can't copy/paste their new function changes, but you can apply the fix in your own way and still be in the clear it sounds like. Chronojam fucked around with this message at 18:49 on Mar 19, 2014 |
# ? Mar 19, 2014 18:47 |
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I gotta say this Unreal announcement is quite exciting to me. I love Unity but they put some of the best features in pro. Now I just gotta shake off the C++ rust since I've been working in C# for so long.
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# ? Mar 19, 2014 19:17 |
Does anybody know if it is possible to make a whole game in the blueprint system in UE4 or will I have to learn C++? I've already started picking up C# but C++ looks like moon runes to me.
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# ? Mar 19, 2014 19:36 |
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# ? Jun 7, 2024 03:02 |
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I'm wondering that as well, and we may need to do some digging in the documentation or on the forums to find out. https://docs.unrealengine.com/latest/INT/ https://forums.unrealengine.com/ And there's a Blueprint series of tutorials here that I'm going to start watching now: https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE
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# ? Mar 19, 2014 19:50 |