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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thanks! Lots of good feedback here:)

Luckily the biggest criticism you have is something we have already decided to overhaul greatly. Movement skills won't be tied to stamina in the future and it will be serving more as a way to make attacks more powerful. About the next point, I'm not sure if you noticed that a big purpose for the gun in the demo is that it recharges stamina for melee attacks, or just didn't like the way the system is (if you downloaded the demo earlier, it didn't yet have a popup to teach this to the player).

Indeed I had no clue about this. I did download the first demo you posted, and left it there waiting for me to have some free time.

The way I like to play is to shoot few rounds with the gun and close in for melee kills. Well anyways, we are making big changes to the whole system, but mixing melee/shooting together is something we want to encourage.

As for the bottomless pits, they totally could be handled better. The demo has them at the rooftops as they are supposed to be much higher that the actual factory floors.

There's also a bottomless pit in the factory (in the demo I played at least), in a screen to the right; it's one that you can't cross by jumping or dash-jumping.

BTW I also forgot to say that at the first setion (the rooftops), there's a bit of crumbled building that looks like a platform, but isn't. If you don't know which exact one I mean I'll take a screenshot.

When it comes to the running and gunning, that's purely because of the current state of the game and we will make it better. The full-bodied robot for the crawling enemy is also in plans, very good idea to have them turn into the halved one if taking damage:)

No discouragement, I know the game is still rough around edges. That's why all the feedback is so important. Lots of development ahead still!

Glad to be of service, and thanks for taking it so well! It's looking quite nice already!
 

Temathael

Member
Jun 9, 2018
81
Finland, Poland
There's also a bottomless pit in the factory (in the demo I played at least), in a screen to the right; it's one that you can't cross by jumping or dash-jumping.
BTW I also forgot to say that at the first setion (the rooftops), there's a bit of crumbled building that looks like a platform, but isn't. If you don't know which exact one I mean I'll take a screenshot.
Ah, yeah there is the pit between the buildings. Maybe we will figure out something better for the final release, as the factory environment will be changed pretty drastically from the demo.

I think I also see the deceiving piece of crumbled building now. I'll forward the feedback to our background artist:)
 

WishyWaters

Member
Oct 26, 2017
94
A few months ago I was ranting about having some conflict with the person doing art for my game. Since then almost no progress has been made and I think I have to kick him off the project. I used to have regular updates for everyone, but I spend so much time going through problems he's having it has hurt the games progress. Art has been at a stand still for months and we can't even get a few tiles into the game in a workable state.

The game as a whole is functionally complete. I have a few dialog's and quests complete and many outlined. So there is plenty of content to work on. I also have a few features on the back log that would be nice to have, but they are just additional mechanics.

I have been churning this idea over for weeks, but I think I have to part ways with my artist. I think I'll have to dissolve our LLC and drop any art that he has recently created, along with anything he's given me over the years. He doesn't seem interested in the project at all anymore, but I can't imagine he is going to take this well.

This sucks. Any helpful advice?
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
embalm Try to find a new backup artist first, I'd say. From what I gather, you've already tried to have a serious discussion with him and it hasn't worked, yes? I hate abandoning things with potential, especially when they're far gone in development, so I'd try to focus on what I CAN do, which in your case sounds like more quest content and mechanics, and then look for new graphics on the side asap.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I would also consult with someone with actual knowledge of law (there's people here on ResetEra I think, or perhaps you know of someone IRL) to see if he can sue you for breach or contract or whatever, and if he can, what kind of evidence you need to gather to at least make it not worth it for him. Just to be on the safe side.
 

SaberVS7

Member
Oct 25, 2017
5,237
Honestly in the future I'd say vet who you work with and make sure you're working with professionals. The only Amateur I trust touching AJRF is myself. Everyone else on the project has shipped a title prior. And I guess I technically have too if formerly being an active member in multiple mod communities in the 90's/00's counts :V

So far the only person I've had to part with on development did so because they found a gig that could pay better and demanded more of their time. And, well, I found someone even better to replace them so it all worked out in the end.

Of course though something tells me I'll have the last laugh though as it looks like Yandere Simulator seems to be stuck in a Patreon Milk-Loop of unending Feature-Creep... Among many other concerning things that make it look like that project isn't going to end well.
 

WishyWaters

Member
Oct 26, 2017
94
Minamu
I think you're right. I should focus on getting a new artist asap. I think I'll tie up some quests and dialog content to have a product that high lights the finished features. I should be able to replace all of our current art with some self made stand in art. Hopefully that will be enough to attract some motivated artists.

Weltall Zero
Fortunately we haven't used the LLC at all and I kept myself as majority owner. There were no incomes or expenses tied to it so hopefully that also makes it easier. I am going to review our LLC agreements tonight, look them over with a friend tomorrow, and then a lawyer if it's not clear that I can dissolve.

SaberVS7
Good advice for sure.
 

Aki-at

Member
Oct 25, 2017
336
It's been a while since I posted here so I'll just leave this here, I was surprised with the reception it go, maybe I should show gameplay off more often!



Yes I know I accidently left my mouse in the middle of the screen >_>;;

Pixel Town DX out now

https://jump-button.itch.io/pixel-town-dx

pixel_town_dx_out_now_by_jump_button-dcggntc.png

Congratulations my man! I must remember to try this out when I get some time, I love the look of your works!

Sorry to pretty much driveby post but I have to leave the house.


A definite improvement over the previous background, gives it more life and depth, well done I say :)
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Minamu
I think you're right. I should focus on getting a new artist asap. I think I'll tie up some quests and dialog content to have a product that high lights the finished features. I should be able to replace all of our current art with some self made stand in art. Hopefully that will be enough to attract some motivated artists.
Do it. Even though there's no money in your company so far, considering his lack of cooperation prior and now lack of working and communcating at all, I think the welfare of the company and product is more important than his feelings, yeah? :) It'd be a different story if he'd been a model employee, but then we wouldn't have this discussion I suppose :)
 
Oct 27, 2017
12,238
Hey there.

Just a question, if I am a mostly business oriented C# programmer, how hard is the 'mentality shift' if I want to develop a game? I honestly have no idea how to start.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Hey there.

Just a question, if I am a mostly business oriented C# programmer, how hard is the 'mentality shift' if I want to develop a game? I honestly have no idea how to start.
We had a discussion on this just the other day in here :) I'd check out Unity's own tutorials on their site, they have a lot of games you can create from scratch, assets included and everything is free! And like you now know, C# is the way to go there.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
The AppStore is 10 years old today! Kinda crazy to think it's been that long.

I've reduced the price of my (currently) only app to celebrate :)



I'm still working on the Steam version. Hopefully Valve get back to me in the next day or two. I failed my first submission due to some issues with the Mac build as well as some cloud saving problems.

If cloud saving causes me any more submission issues, I'll probably drop the feature :(
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,407
went to a local indie game beer and games event and it was fun. feeling more gamedevvy again.
 

Candescence

Banned
Oct 27, 2017
2,253
Quick update video of the Moon Magic prototype directly recorded in the Unity editor, this time with a UI facelift to spice up the look a bit, reworking the interaction options a tad, and the ability to pick up and examine objects.

 

Candescence

Banned
Oct 27, 2017
2,253
I'm not an expert but the female character definitely needs to cut down on coffee. :D
lel

Both her AI and her model are placeholders, to be fair. I was trying to get her movement to be essentially the same as the player's (driven by the Kinematic Character Controller), but it turns out it's way harder to do off-mesh links (which are basically essential in this project, and I'd like consistent movement handling with my characters) with Unity's existing navmesh stuff without the movement being driven directly by a nav mesh agent, and my current hacky approach to try and fix that has some issues.

So now I'm wondering whether to just switch to the pure nav mesh agent approach or find another pathfinding solution that lets me use both off mesh links and custom movement handling. But custom pathfindng solutions are usually expensive and also usually don't have 'portals'/off mesh links.

Edit: Currently working on a different sort of 'hybrid' model using nav mesh agent for main movement and the kinematic character controller for off mesh navigation. Working well enough thus far, with some minor weirdness.
 
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Rolento

Member
Oct 25, 2017
2,522
Quick update video of the Moon Magic prototype directly recorded in the Unity editor, this time with a UI facelift to spice up the look a bit, reworking the interaction options a tad, and the ability to pick up and examine objects.



Awesome stuff! Really liking the idea of what you are trying to do here :D
 

jbr373

Member
May 21, 2018
23
Its been a while since my last post, so I decided to show an update - I reworked a lot of maps and assets, and would like to ask for some input on this scene:

U7MRwgj.png


I'm starting to worry that the colors are too similar as well as too little variation in terms of background objects. It also feels a bit overloaded :/
 

SweetSark

Banned
Nov 29, 2017
3,640
Its been a while since my last post, so I decided to show an update - I reworked a lot of maps and assets, and would like to ask for some input on this scene:

U7MRwgj.png


I'm starting to worry that the colors are too similar as well as too little variation in terms of background objects. It also feels a bit overloaded :/

Look very nice. It would be a Metroidvania game?
Also I prefer and overloaded place than an empty one.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Its been a while since my last post, so I decided to show an update - I reworked a lot of maps and assets, and would like to ask for some input on this scene:

U7MRwgj.png


I'm starting to worry that the colors are too similar as well as too little variation in terms of background objects. It also feels a bit overloaded :/

It looks great to me, not particularly overloaded, but if I had to make some criticism it would be:
- Colors are indeed a bit similar and there's not a lot of contrast in the scene. I'd try to lower the effect of light on the scene's contrast and colors, try to make the blacks actually black. Currently there's no black in the scene, just grays.
- There's a lack of feeling of depth to the scene, everything seems to be in the same plane. It's very hard to parse the counter as being closer to the camera than the character behind it, to parse the lockers as further back, and the wall even further, it's all an intellectual effort you have to do after recognizing what each object represents. Same with the lamp, chairs and tables. This is made worse because of the first point; as there are no hard black (or even dark) edges to separate individual objects apart, it all kind of blends in into a single complex shape (which is possibly why it parses as overloaded to you).
- A lot of the objects are made of straight vertical and horizontal lines, making the scene look a bit cuadriculated and inorganic. I'd try to make as many of the objects as possible use more edges that aren't X or Y oriented, or curved / irregular lines.
 

jbr373

Member
May 21, 2018
23
Look very nice. It would be a Metroidvania game?
Also I prefer and overloaded place than an empty one.

Some of the areas are designed in a Metroidvania style, but the game is more in line with something like Diablo or Monster Hunter - The player accepts quests in the hub area, and then selects areas to travel to.

Some are designed quite open to be explorable, others play more like a traditional linear dungeon like the ones you'd find in WoW or Skyrim. There are also certain areas designed for specifc quests, one example is a road through a forest on which the player escorts a merchant caravan.

I'm attempting to give options for progression, some players might like the linear dungeons more while others love exploring :)
In terms of combat and gameplay it's still heavily leaning on the Metroidvania style.

It looks great to me, not particularly overloaded, but if I had to make some criticism it would be:
- Colors are indeed a bit similar and there's not a lot of contrast in the scene. I'd try to lower the effect of light on the scene's contrast and colors, try to make the blacks actually black. Currently there's no black in the scene, just grays.
- There's a lack of feeling of depth to the scene, everything seems to be in the same plane. It's very hard to parse the counter as being closer to the camera than the character behind it, to parse the lockers as further back, and the wall even further, it's all an intellectual effort you have to do after recognizing what each object represents. Same with the lamp, chairs and tables. This is made worse because of the first point; as there are no hard black (or even dark) edges to separate individual objects apart, it all kind of blends in into a single complex shape (which is possibly why it parses as overloaded to you).
- A lot of the objects are made of straight vertical and horizontal lines, making the scene look a bit cuadriculated and inorganic. I'd try to make as many of the objects as possible use more edges that aren't X or Y oriented, or curved / irregular lines.

The depth of the scenes are one of the main reasons I decided to rework all the stages currently included, I'm having difficulties solving this exact problem: everything looks flat.
I included a shader to at least outline layer tiles to show differences. This is quite soft currently, so I'll try upping the strength of the outline. I'm also still working on the skybox tint, the lighting should soon be applied differently depending on the texture.

How would you approach this problem? I though about either modifying the colors to be darker based on layer order, or introducing Z coordinates and let the API handle the depth by going with 3D rectangles. I tried the 3D approach before, but that introduced graphical artefacts.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
How would you approach this problem? I though about either modifying the colors to be darker based on layer order, or introducing Z coordinates and let the API handle the depth by going with 3D rectangles. I tried the 3D approach before, but that introduced graphical artefacts.

In my own game, the ground itself isn't flat, it has a bit of depth to it, so that further elements are a bit higher up. I don't think that's an option for you, so you're stuck with the usual tricks:
- Make background elements darker and more muted, foreground elements lighter and more high-contrast.
- Give foreground elements stronger (black) outlines, background elements softer (dark-colored) outlines.
- Use shadows if you can (e.g. foreground elements casting shadows on the wall or other elements behind them). You can do this either manually or code a system to do it automatically.

Still, I think changes in lighting should go a long way. I think your first objective should be to ensure foreground-most elements have nearly pure black outlines.
 

Deleted member 30935

User requested account closure
Banned
Nov 4, 2017
2,452
Yo! First time posting in the era version of this thread. This is more a music question than the development side of things, but I'm preparing a pitch video to try and recruit a programmer which features a lot of animation and music to convey the feel of what I'm trying to make. Would love it if you guys could give me any feedback regarding the song I wrote for it:

https://soundcloud.com/user-464243136/shimmering-forest-demo/s-v7NKS

The game is a side-scroller that supposed to convey a sort of DKC style pseudo-epic yet playful vibe. I mainly produce more chiptune style music, so any production advice would be welcome. In fact, any criticism, suggestions, or even similar sounding soundtrack to pull further inspiration from would be greatly appreciated!
 

Candescence

Banned
Oct 27, 2017
2,253
Another quick Moon Magic update. Fixed up the companion AI's pathing so it's mostly driven by the nav agent, and I've also implemented the basic foundations for elemental spell combos.

 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Another quick Moon Magic update. Fixed up the companion AI's pathing so it's mostly driven by the nav agent, and I've also implemented the basic foundations for elemental spell combos.



The magic system is very interesting, I always like combinatory spellcasting like this. It can be a bit daunting to implement depending on how many possible combinations there are, unless you come up with a procedural system that relieves you from havin to manually implement each one.

If you need some sources for research, besides the obvious Magicka, the latest Gauntlet game by Arrowhead used a similar, more limited system for Merlin the Wizard. Then there's the obscure (or at least I never hear it mentioned here) PSX game, Destrega.

Other than that, some of the text is so small that it's barely readable. It might be placeholder UI; if so, disregard.
 

JonDadley

Member
May 4, 2018
38
I've been prototyping and mocking up things for my Kickstarter pitch video over the last few weeks. Here's the car customiser I whipped up this week. It's mostly for photo mode as the game's played from the drivers seat and the neon's were sort of a joke - having street racing lights is pretty antithetical to the 'cozy taxi' vibe :D

 

Steezy

Member
Jan 7, 2018
501
Are typewriter style sound effects that ate used as text is written to a textbox charming or irritating?
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I've been prototyping and mocking up things for my Kickstarter pitch video over the last few weeks. Here's the car customiser I whipped up this week. It's mostly for photo mode as the game's played from the drivers seat and the neon's were sort of a joke - having street racing lights is pretty antithetical to the 'cozy taxi' vibe :D



Looking good, and I like the music, it fits the chill out vibe perfectly. :)
 

Jimnymebob

Member
Oct 26, 2017
19,599
Are typewriter style sound effects that ate used as text is written to a textbox charming or irritating?

I like them.
If you've never played them, check out the Dragon Quest and Ace Attorney games that don't have voice acting. They do this fantastically, and they even manage to show off the inflection too.
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
I haven't been as active in this thread as I would like lately, but only because I've been so busy working! We are going to be pulling the curtain back on Bushiden very soon and it's exciting! Little teaser here:

 
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