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drat, I've been having fun. Rewriting my very old code which was, to my shame, done in JS for Unity. Rewriting it in C# with all the knowledge I've gained since then and it's an absolute joy to throw together functions in 1/10 of the code it took me previously, and a hell of a lot less time. I've rewritten some code that used to literally keep me awake at night, trying to work out how to implement it properly. This is why I love game development so much.
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# ? Feb 16, 2015 22:00 |
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# ? May 27, 2024 05:52 |
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Nition posted:By the way re Overgrowth, I actually think it looks great, and apparently they are really, actually, seriously, finally working on the campaign now. But development did start in 2008.
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# ? Feb 16, 2015 23:27 |
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Write my own engine? I'm an artist not a geeeeeeek
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# ? Feb 16, 2015 23:36 |
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Yo, hi! Wanted to XPost and say there is a GDC Goon Meet going on this year, like every year, and I at least made a thread for it, planning will take place soon, once some troops get in. My first year I did it I didn't xpost, but I have been told by GetWellGamers that now Xposting is the cool thing to do, so, hi! Are you going to GDC? Post in this thread, lets eat some mexican or other food and quaff some beverages! http://forums.somethingawful.com/showthread.php?threadid=3699801
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# ? Feb 16, 2015 23:44 |
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Shalinor posted:It's a bummer that by the time it releases, what started as gorgeous graphics will have become "eh, I've seen way better." Was it every really about the graphics though? Maybe I'm missing something but I always felt like the combat system was the only thing about those games that really mattered and everything else was kinda secondary. Not saying the graphics are bad but Lugaru and Overgrowth have a sparse look that I thought was on purpose.
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# ? Feb 17, 2015 02:22 |
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Shindragon and I finished up a game for the JamGame - Dog Watch! A game where you try to suppress your instinct to bark at everything by playing keyboard twister and holding down keys. It was fun, and I love the art and the mechanics. http://sharpenedspoon.itch.io/dog-watch There are things that are missing (sound, juice), things that can be done better (better difficulty ramp, player feedback, misc polish); but honestly I didn't have any time for that stuff, and planned for it not to be in there, in favor of finishing the original scope of the game - which I did, 100%! So it's not a perfect game, but it is the perfect thing to have gotten me out of a lack-of-dev funk that I've been in for a while.
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# ? Feb 17, 2015 03:02 |
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Shoehead posted:Uh oh... Maybe I should learn Futile? Write everything in QBasic.
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# ? Feb 17, 2015 03:10 |
+1 for futile :p
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# ? Feb 17, 2015 04:14 |
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Yodzilla posted:Was it every really about the graphics though? Maybe I'm missing something but I always felt like the combat system was the only thing about those games that really mattered and everything else was kinda secondary. Not saying the graphics are bad but Lugaru and Overgrowth have a sparse look that I thought was on purpose. There was DEFINITELY a time when they were really, really proud of the graphics. Really really. But it's long enough ago I doubt you could google the articles.
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# ? Feb 17, 2015 04:46 |
The bloodstain shader still looks really, really good. Everything else is starting to look a bit dated, though.
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# ? Feb 17, 2015 04:50 |
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Coldrice posted:+1 for futile :p I use Unity+ex2D, but I'm weird like that. Futile ftw.
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# ? Feb 17, 2015 04:51 |
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I apparently had no idea how long Overgrowth has been in development. I guess considering how Lugaru dev went I shouldn't be surprised though.
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# ? Feb 17, 2015 05:01 |
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Yodzilla posted:I apparently had no idea how long Overgrowth has been in development. I guess considering how Lugaru dev went I shouldn't be surprised though.
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# ? Feb 17, 2015 05:03 |
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Shalinor posted:Does anyone have an inside scoop on how they survive? I mean early on, Overgrowth was the first real story of alpha funding success, but... SURELY it isn't still selling that amazingly. is it? Really? Even a little bit?
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# ? Feb 17, 2015 05:06 |
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Didn't the Overgrowth devs start Humble Bundle? edit: gah, beaten.
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# ? Feb 17, 2015 05:07 |
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They also only have two full-time devs I think.
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# ? Feb 17, 2015 05:12 |
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The Rabbit Punching guys own Humble? What the hell?
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# ? Feb 17, 2015 05:26 |
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Haha drat I had no idea about that. Welp congrats to them then.
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# ? Feb 17, 2015 05:34 |
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Shoehead posted:The Rabbit Punching guys own Humble? What the hell? I think they're ALSO involved with the Indie Fund, aren't they? Or am I crossing memories? Shalinor fucked around with this message at 05:40 on Feb 17, 2015 |
# ? Feb 17, 2015 05:37 |
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Yodzilla posted:Haha drat I had no idea about that. Welp congrats to them then. Wow, same. And yeah, I pre-ordered Overgrowth years ago, played around with the early alpha builds a bit, and then forgot about it. Got my Steam key a few years later, played around with it a bit, forgot about it again. Maybe I should check it out a third time, see how far the alpha's come
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# ? Feb 17, 2015 06:04 |
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Every time Overgrowth gets mentioned I think "oh yeah, that tech demo I saw a ways back" and then forget about it for two years until it shows up again. Still looks like a tech demo.
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# ? Feb 17, 2015 06:07 |
xzzy posted:Every time Overgrowth gets mentioned I think "oh yeah, that tech demo I saw a ways back" and then forget about it for two years until it shows up again. Well, I mean, now it's a tech demo with an endless arena mode. When it actually manages to launch.
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# ? Feb 17, 2015 06:09 |
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Speaking of graphics, where the heck do you get started? I've been trying to take games I like and consciously break down what was accomplished with textures versus shading versus lighting and so forth, and 90% of the time I have absolutely no idea what I'm looking at. Is there any kind of generalized guide in the form of "Here is every basic graphics element that modern games use, here's how most people use them to complement each other, here are several dozen books on advanced usage"?
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# ? Feb 17, 2015 06:21 |
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Shalinor posted:Does anyone have an inside scoop on how they survive? I mean early on, Overgrowth was the first real story of alpha funding success, but... SURELY it isn't still selling that amazingly. is it? Really? Even a little bit? They got a ridiculous amount of venture capital to launch humble bundle and humblebundle prints money.
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# ? Feb 17, 2015 06:22 |
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TooMuchAbstraction posted:Wow, same. And yeah, I pre-ordered Overgrowth years ago, played around with the early alpha builds a bit, and then forgot about it. Got my Steam key a few years later, played around with it a bit, forgot about it again. Maybe I should check it out a third time, see how far the alpha's come This is how I felt about Cortex Command
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# ? Feb 17, 2015 06:26 |
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Shoehead posted:This is how I felt about Cortex Command (I understand why it's hard, but, AGH, it's just this seemingly tiny step away from greatness)
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# ? Feb 17, 2015 06:29 |
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TooMuchAbstraction posted:Wow, same. And yeah, I pre-ordered Overgrowth years ago, played around with the early alpha builds a bit, and then forgot about it. Got my Steam key a few years later, played around with it a bit, forgot about it again. Maybe I should check it out a third time, see how far the alpha's come I heard that the studio was just funnelling all of the money toward a side project (Auteuria? Auteur Eon? Something like that) that had nothing to show for it after two years except for half of a cave wall texture and some janky boob jiggle physics.
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# ? Feb 17, 2015 06:37 |
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Are you sure that's Wolfire? I can't find anything about that.
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# ? Feb 17, 2015 07:35 |
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Nition posted:Are you sure that's Wolfire? I can't find anything about that. Wait holy poo poo that was a real game we were talking about I thought it was like one of those in joke things that happen from time to time where we talk about seven different slow-rear end game studios at once and pretend they're all the same thing I should have googled it E: It's just that Overgrowth is the perfect name for an engine that starts to grow out of control is all, I thought that was the joke Somfin fucked around with this message at 07:47 on Feb 17, 2015 |
# ? Feb 17, 2015 07:38 |
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To be fair my original comment was both a joke and real. Also I thought your joke was real so that probably makes it even.
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# ? Feb 17, 2015 07:56 |
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Nition posted:To be fair my original comment was both a joke and real. Also I thought your joke was real so that probably makes it even. It was a paraphrasing of the fate of Silicon Knights.
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# ? Feb 17, 2015 09:08 |
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We have been doing all kinds of things with Stupid Survivor since last time I posted something. One of the main complaints people seemed to have was that the fire looked boring, so our art guy redrew that. We have also started filling out all the empty rooms that we had with furniture and some details. Turns out that the game looks best on a mobile phone! Here's a new screenshot: We have also added the firewoman that I asked opinions on earlier. This is what she'll (probably) look like in the game: We're now also on greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=279235506 Here's our greenlight page image: Tac Dibar fucked around with this message at 10:29 on Feb 17, 2015 |
# ? Feb 17, 2015 10:20 |
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I love that box art My one criticism of the fire-woman (here we go again!) is the walk cycle, that is the legs themselves. Can't really tell them apart and that doesn't help the illusion of walking. One classic approach to that would be to shade in the back leg juuuuust a hint. Yeah, fire looks a lot better now. I think you still could use a lot more furniture/stuff on screen, looks like a lot of available real estate. But very pleased by the 50s aesthetic, bigups or whatever kids say these days.
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# ? Feb 17, 2015 10:32 |
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Yeah, her walk cycle is just three frames now - I could increase it to six with darker hue on back leg.
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# ? Feb 17, 2015 10:40 |
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supermikhail posted:You're probably right, but... hnng. Must resist... I know this is a couple pages back, but the trick I've found is to just try to do small things, as often as possible. Slamming out huge slabs of code is satisfying as hell, but if you can make sure that every other day or so you put something in place- even just a tiny thing- then you can feel good about it and have constant reasons to celebrate. Tonight, I adjusted my new AI system to make sure that interrupts can theoretically work, and did a quick proof of concept- smacking a friendly AI with a weapon now makes them attempt to move toward you for ten ticks, no matter what they were doing before. That's all I've done. It's a short tweak, probably about fifteen lines of code or so. But it's a thing that I wasn't sure my engine could do and now I know it can. If you can break a big thing into parts and just pick your way through the parts a little at a time, proving them to yourself, then you'll sustain that momentum. And feel good about the little things. Every little step is a bit of progress, even if it feels like nothing. If it's doing the right thing, if it's a step in what could be the right direction, then it's worth a small celebration. Even just a fist-pump and a grin.
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# ? Feb 17, 2015 11:23 |
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Oh precious katana posted:Here's our greenlight page image: This is the coolest box art. Someone suggested on the IRC (Everdraed?) that I add some screen shake to collisions to make impacts feel "meatier." No idea how I did this...
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# ? Feb 17, 2015 13:08 |
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KRILLIN IN THE NAME posted:This is the coolest box art. Yes! More glitches please!
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# ? Feb 17, 2015 13:16 |
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KRILLIN IN THE NAME posted:This is the coolest box art. That's pretty great, actually! Makes me think of some theater where the scenery is being changed on the go. Maybe that's your theme? "Theater Adventures": Remember your lines! Knock out your co-actors! Dodge dropped scenery!
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# ? Feb 17, 2015 13:58 |
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KRILLIN IN THE NAME posted:This is the coolest box art. Welp, this is all I could think about. http://gifsound.com/?gif=i.imgur.com/42noGxA.gif&v=Oy8dVZ5r_kU&s=14 I mean, it fits.
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# ? Feb 17, 2015 15:30 |
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# ? May 27, 2024 05:52 |
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KRILLIN IN THE NAME posted:No idea how I did this... Cya later parallaxlords. Also I think I'm going to start a new game. I want to start a new game.
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# ? Feb 17, 2015 16:29 |