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Camille_

Member
Oct 26, 2017
224
Angoulême, France
I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:

FlashyZealousBoto.gif


That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D

I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:

5cd6965cca8d7c5952ac105cbed5e696.jpg


And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)

d7e8bf5f84d92db93a28c6994034fc65.jpg

14d97d6ca274db4962995365e51425f0.jpg

5354be3039b3abb1f42302bac934130c.jpg


(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)

Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
DifferentActiveAmericanavocet-max-14mb.gif

JealousImportantFieldspaniel-max-14mb.gif


And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Those target mockups are something else, damn! Incredible stuff!

Sorry I didn't reply to your last email, I have quite the email backlog and I keep putting off longer ones until I have an uninterrupted chunk of time that I won' devote to developing.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Those target mockups are something else, damn! Incredible stuff!

Sorry I didn't reply to your last email, I have quite the email backlog and I keep putting off longer ones until I have an uninterrupted chunk of time that I won' devote to developing.

Hey, there's absolutely no worries - besides, after a point, some emails don't really call for replies, I didn't exactly expect one until I had air momentum in at the very least... AND NOW IT IS :-D
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,400
i finally got my stupid buffer working!

it works in a form a LOT stupider than you would expect lmao but it WORKS and I understand how it works and that's the important thing

Input is stored in a string, the string deletes the first position of the input every 15 frames, every step the entire string gets read by the input_controller to see if a certain combination is in it, if it is the input_controller [does the thing], clears the string and exits otherwise it moves to the next thing to check etc.

Need to think through how to get xaxis inputs into this without spamming my buffer with junk data

man i learned a bunch there just going through the documentation...
 

JonDadley

Member
May 4, 2018
38


I've changed the game's name from Cozy Taxi to Transmission. There's a few reasons for this. There was already an indie game called Cozy Taxi and I didn't want to step on their shoes. Also, it wasn't very descriptive as you play as a courier not a taxi driver.

There's a few meaning behind the new name. The transmission is part of a cars gearbox, it's because the game's missions involve transport, because you spend a lot of time in-game listening to radio transmissions and of course the Joy Division song of of the same name.

Meanwhile I'm in the depths of setting up a kickstarter, pitching to publishers and talking to press and it's absolutely killing me. None of those things are actually making a game and they're sapping all my energy :\
 

WishyWaters

Member
Oct 26, 2017
94
I did a couple times before I never got any responses, you're the first to reply to one of these. Well basically this guy who took a month break came back and started to try and change stuff we established and then that guy was talking to one of the other members and he told the absent guy not to change the movement scripts because he's been working on them for a while and it turned into an argument and one said he'll take his talent elsewhere and the other told him to fuck off.

And there's one guy who can't seem to get Unity to run for him. I got a song made finally, but I'm not sure how to get this team back together. I haven't heard from anyone in a while and that fight was sort of awkward for me and I didn't know exactly how to approach the situation. I have to do something though because I want this game made and I plan to start my own studio so I know something like this won't be the last time. I also can't code worth a shit either so it's not like I can do all of this alone.
To summarize your problems, I see this:
Guy 1 - Month Break
Guy 2 - Works on Move scripts
Guys 1 and 2 are angry, one is quiting.
Guy 3 - Can't get Unity working, job undefined.
You - Created Music.

It sounds like you have no direction and no one taking the reigns to really lead the project. You have developers stepping on each other and no real accountability for work that is being done.

I would organize your project into a list of tasks. You should use something like Trello to track each item of work. It allows you to assign tasks to specific people and it let's you easily see the status of everything that is being worked on. This creates accountability. It highlights items that are holding things up. It gives people coming back from breaks a place to find new work without causing problems. It creates structure from the chaos that destroys projects.

Define all the work you need to finish your game. Prioritize all of that work into a list. Assign each task one at a time to someone on your team. Trim down your project by removing unnecessary mechanics. Trim down your team by removing people that are holding things up. Learn to do everything yourself and carry work you need done across the finish line to the best of your ability.

Once your work is better defined start creating monthly goals. Hitting small goals is great for motivation. Move the project forward bit by bit and trim the fat when needed.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
New snippet from Bushiden! I recommend the 1080p60fps link as Twitter always destroys my gifs :(


That looks really fun!

And don't worry, the GIF still looks great.

I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:

FlashyZealousBoto.gif


That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D

I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:

5cd6965cca8d7c5952ac105cbed5e696.jpg


And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)

d7e8bf5f84d92db93a28c6994034fc65.jpg

14d97d6ca274db4962995365e51425f0.jpg

5354be3039b3abb1f42302bac934130c.jpg


(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)

Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
DifferentActiveAmericanavocet-max-14mb.gif

JealousImportantFieldspaniel-max-14mb.gif


And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D
Wow. If you ever deliver on this that's going to be amazing.
 

LuckyLactose

Member
Mar 28, 2018
161
None of those things are actually making a game and they're sapping all my energy :\
Keep in mind that, once done, these things will allow you to make the game a lot more properly/better/more polished/with more content. Since your motivation seems to be making the game, focus on the positive aspects it will bring to the game making :)
 

JonDadley

Member
May 4, 2018
38
Keep in mind that, once done, these things will allow you to make the game a lot more properly/better/more polished/with more content. Since your motivation seems to be making the game, focus on the positive aspects it will bring to the game making :)

You're absolutely right! I'm just getting a little "can't see the wood for the trees" at the moment - the big picture is definitely that I'll be able to make a much better game at the end of it. Hopefully all these tasks will be out of the way in a few months and I can focus on making things again :)
 

Gassy_N0va

Member
Oct 27, 2017
1,747
I always jump into this thread because I've always had the idea to make a game, but haven't coded since I graduated years ago and have no idea how to start even going down this road. I then see all the work you guys have put into your projects and it's truly inspiring. I'm still not sure if I'll ever have the skills and discipline to make a game, but just wanted to say that you guys are killing it.
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
Your art is amazing and the animations are so beautifully smooth. It is not even an artstyle I typically like all too much, but the liveliness is gorgeous. Also, Keep the outline-based animations for the future, it would be pretty neat to have a "wireframe mode" unlockable where you can play the whole game in outlines.

Which engine do you use though? The amount of animation phases and the large sprites are probably mighty intense on the performance?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Thanks, Sabrina! And yeah, Pehesse's stuff looks great! :)

Cheers :-D And your work as well, eagerly looking forward to it!

Your art is amazing and the animations are so beautifully smooth. It is not even an artstyle I typically like all too much, but the liveliness is gorgeous. Also, Keep the outline-based animations for the future, it would be pretty neat to have a "wireframe mode" unlockable where you can play the whole game in outlines.

Which engine do you use though? The amount of animation phases and the large sprites are probably mighty intense on the performance?

Many thanks :-))

The "sketch animation" mode is something I have strongly considered, but it's unfortunately not going to be feasible. It'd require storing both animation sets, and even with some loading/unloading tricks, that'll be too much to handle - just one is stretching it already! Instead, I'll look for opportunities to release the sketch versions in other ways: through separate versions of the game for super backers in case of a KS for instance (as it'd require double the work to maintain in parallel to the actual game), or as sketchbooks/flipbooks (much more realistic and sensible). So I'm still not sure how and when it's going to happen, but I hear you, it's been requested enough times I'd be a fool to ignore it.

Engine: it's on Construct 2, because it's still the only one I can properly use. Unity proves too cumbersome and unintuitive, even with visual scripting extensions. There's also developments that keep me hopeful that console porting might be happening sometime down the road using C2, so that's one less reason to switch engines at this point. The only concern left is performance, really, but in truth most engines will have trouble with that amount of animation at any one time, and C2 has other advantages that make it a better decision to stay on for now and hopefully all the way through :-D
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
Engine: it's on Construct 2, because it's still the only one I can properly use. Unity proves too cumbersome and unintuitive, even with visual scripting extensions. There's also developments that keep me hopeful that console porting might be happening sometime down the road using C2, so that's one less reason to switch engines at this point. The only concern left is performance, really, but in truth most engines will have trouble with that amount of animation at any one time, and C2 has other advantages that make it a better decision to stay on for now and hopefully all the way through :-D
As far as I remember, Construct2 supports Wii U already, does it not? Though Wii U might struggle just a little bit with the game.
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
Is there any point to porting to Wii U at this point? And I say this as a Wii U owner and fan who still plays Smash 4 regularly.
I will tell you when my platformer releases. Currently only for Wii U; should I get acces to Xbox One or Switch, it'd still release for Wii U, because it runs well on Wii U and would require no additional effort [anymore]. Though I suppose, there might be more profitable platforms out there than a discontinued flopped console.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
As far as I remember, Construct2 supports Wii U already, does it not? Though Wii U might struggle just a little bit with the game.

C2 does support Wii U, but IIRC Nintendo expressed they're not willing to reiterate the experience (HTML5 support on console was the exception, not the norm), and by the time the game is out (read: 3 years away at best), I don't believe the Wii U to be a wise time or energy investment - even if the game worked on it at all in the first place, which isn't a given :-)

For clarification, when I said C2 had porting opportunities down the road, I'm referring to external wrappers such as Chowdren or the porting efforts of dedicated studios (see: the Next Penelope). C2 itself will likely not get native support anywhere any time soon (or C3, for that matter, from the look of things).
 

K Monkey

Member
Oct 25, 2017
278
I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

d7e8bf5f84d92db93a28c6994034fc65.jpg

14d97d6ca274db4962995365e51425f0.jpg

5354be3039b3abb1f42302bac934130c.jpg

DUDE! that looks nuts. Best of luck getting a publisher, Im sure you will land one.

New snippet from Bushiden! I recommend the 1080p60fps link as Twitter always destroys my gifs :(



Looks great. When can we expect a demo?

Spoke to the lovely chaps in the discord recently and toyed with the idea of having multiple dimension in the House. Tried my hand at shaders to transition between them in this this test scene... in the end the scene will most likely be elsewhere and triggered by some gameplay

Going in...
bmm8CMN.gif


Coming out...
u8a60Hd.gif


The toughest part (well for me) was taking the player back to the correct time of day on the system clock. Overall I think its working out pretty well!
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,400
i don't have a lot of experience with first person horror so i gotta say what i'm reminded of is exploring that haunted hotel in Vampire The Masquerade Bloodlines
 

Ausroachman

Member
Oct 27, 2017
3,392
Spent the week mostly just messing with shaders trying to find a good look. Still trying to decide on an overall color range. Should probably spend more time actually doing game systems but messing with shaders is too much fun :)

8osszch.jpg


SGE0Sm3.jpg
 

Tribal24

The Fallen
Oct 25, 2017
2,382
Does anyone know of you can make a match 3 puzzler in game maker? I'm real interested in making one just don't know what engine I could use
 

Bjones

Member
Oct 30, 2017
5,622
Okay so I really always wanted to do a NES game.

So I got this game engine going with shaders that mimic NES graphics (pallets, line scrolling)

But let me tell you. making NES graphics sticking with the limitations is HAAARDD!!
Its not just about creating tiles with 3 colors plus a shared background color.. you also have to make sure the contrast between the characters and back grounds are good enough not to blend together.

I really didn't want to post anything until i get a whole level made but I wanted to discuss just how difficult creating nes graphics is. some people think simple equals easy. let me tell you it would be much easier to use all colors and not worry about tile sizes/amounts and pallets. I am taking a few little liberties thinking if a new mapper was made today it could hold a lot more memory.
even shovel knight had to add colors to NES's overall color pallet because of the difficulty. It does give me a lot more respect for the devs back in the days and i already had a ton to begin with.


anyway a quick preview.
My game is going to be a old school gradius style shump with some newer mechanics.

this is first level. flying above the city bay. there will be 7 sections of line scrolling going on here with 6 pallets
bga.png






This is the player character. typical NES sprite size 3 colors. Lots of nes games used the same colors to represent different things. sometimes you never even notice. here the skin color and the red highlights are the same color.

char.png
 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
Performance testing grass collision in my engine:



Collision is handled in the geometry shader during grass generation. Also added plant variation with a texture atlas.
 
Last edited:

Jump_Button

Member
Oct 27, 2017
1,786
Anyone any tip on getting game seen by gaming websites? I see a lot of kickstarters with quotes from sites not really something iv done before.

 

Ark Heiral

Member
Nov 16, 2017
70
I did it, finally. My first (lengthy) teaser for The Grand Grimoire is completed. Second step done towards my Kickstarter Campaign. Whoop!



The next step is preparing the Kickstarter campaign: Checking out workshops, making a more explanatory trailer, coding some features and skills into the game to show off the battle system, redraw some stuff, make promotional art and a lot more.
 

Randoboy

Member
Oct 31, 2017
36
UK
I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:

This is looking so beautiful! Watching your progress has been inspiring!

Wanted to pop and provide another update on Beacon! We're still going strong on Itch, getting the game polished up and adding new content very frequently before the inevitable Steam release.
We just brought out our latest content expansion 'Containment Breach', which you can check out below:



This patch features some of our most unique mutations, environments and items, but I can't wait for you folks to see some of the upcoming stuff we'll be working on!
 

SweetSark

Banned
Nov 29, 2017
3,640
I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)

The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:

FlashyZealousBoto.gif


That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D

I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:

5cd6965cca8d7c5952ac105cbed5e696.jpg


And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)

d7e8bf5f84d92db93a28c6994034fc65.jpg

14d97d6ca274db4962995365e51425f0.jpg

5354be3039b3abb1f42302bac934130c.jpg


(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)

Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
DifferentActiveAmericanavocet-max-14mb.gif

JealousImportantFieldspaniel-max-14mb.gif


And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D

First off, I love your work so far.

Also it seems the enemies have for theme thorns and wings.
Are these related with the mythology in the game?
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Okay so I really always wanted to do a NES game.

So I got this game engine going with shaders that mimic NES graphics (pallets, line scrolling)

But let me tell you. making NES graphics sticking with the limitations is HAAARDD!!
Its not just about creating tiles with 3 colors plus a shared background color.. you also have to make sure the contrast between the characters and back grounds are good enough not to blend together.

I really didn't want to post anything until i get a whole level made but I wanted to discuss just how difficult creating nes graphics is. some people think simple equals easy. let me tell you it would be much easier to use all colors and not worry about tile sizes/amounts and pallets. I am taking a few little liberties thinking if a new mapper was made today it could hold a lot more memory.
even shovel knight had to add colors to NES's overall color pallet because of the difficulty. It does give me a lot more respect for the devs back in the days and i already had a ton to begin with.


anyway a quick preview.
My game is going to be a old school gradius style shump with some newer mechanics.

this is first level. flying above the city bay. there will be 7 sections of line scrolling going on here with 6 pallets
bga.png






This is the player character. typical NES sprite size 3 colors. Lots of nes games used the same colors to represent different things. sometimes you never even notice. here the skin color and the red highlights are the same color.

char.png
Yeah it is super hard! I tried for a week but went back to SNES/PS1 level of pixel art.

But you are doing really well so far I must say? What are you inspirations?
 

Bjones

Member
Oct 30, 2017
5,622
Yeah it is super hard! I tried for a week but went back to SNES/PS1 level of pixel art.

But you are doing really well so far I must say? What are you inspirations?

Thanks

I've actually been studying a lot of the old classics. Castlevania, ninja Gaiden , contra and mega man series are good graphics case studies of how things were done.
Willow is another good one. It had great use of large sprites and using multiple pallets per characters.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I'd love to put out a demo, but we're just not at that point yet, unfortunately. The game is still early. Thanks for the kind words ;)

Damn you got a lot of RT and likes! Congratulations!

Thanks

I've actually been studying a lot of the old classics. Castlevania, ninja Gaiden , contra and mega man series are good graphics case studies of how things were done.
Willow is another good one. It had great use of large sprites and using multiple pallets per characters.

Batman is also amazing. It is really cool to see how much could be made with only 3 colours per enemy!
 

Deleted member 11934

User requested account closure
Banned
Oct 27, 2017
1,045
Good evening (it's pretty late here), I finally decided to start a project and I'd like to do something maybe too hard for a "beginner" which is a traditional RPG in the style of Shin Megami Tensei with some twists. I have a degree in design (mostly spent in UX, some 3d, graphics and animation, budgets, communication and stuff) and I am currently almost full time fully full stack JavaScript developer.

I know some people interested in helping out with arts, music, writing, while I do the programming and interface on Unity with my current skills.

Plan is like:

1) get a dungeon and battle system working, even if it is randomized. Only parts in 3d are environmental. See if it's fun. Then...
2) get the overworld part, which is going to be heavily stilized anyway. Nothing harder than a cursor and a dialogue system. Maybe model a low poly environment.
3) start the story and music with friends, and get more than a gameplay demo. Something like a pilot with a dungeon or two and some original enemies.
4) market the shit out of it.

I have plenty of time on weekends too. I don't care if it takes a year and half to be ready.

Am I aiming too high? I'm not going for something super original there. Might even program it as a text based game, but I like the ideas I have for the UX.

Thanks for your attention.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Screenshot Saturday. It's some kind of weird hammer / missile thingie.



I did it, finally. My first (lengthy) teaser for The Grand Grimoire is completed. Second step done towards my Kickstarter Campaign. Whoop!



The next step is preparing the Kickstarter campaign: Checking out workshops, making a more explanatory trailer, coding some features and skills into the game to show off the battle system, redraw some stuff, make promotional art and a lot more.


My mind is blown right out of my skull every time I see your game and think it's made by a single person. It's frankly humbling in every sense of the word. If I was told this was a long lost SNES / PSX era SquareSoft game I'd have no trouble believing it. Hats off to you, man.

Frankly, between you, Pehesse, K Monkey and so many others, the level of talent at display in this thread is truly mindboggling (and more than a bit intimidating :D).

Good evening (it's pretty late here), I finally decided to start a project and I'd like to do something maybe too hard for a "beginner" which is a traditional RPG in the style of Shin Megami Tensei with some twists. I have a degree in design (mostly spent in UX, some 3d, graphics and animation, budgets, communication and stuff) and I am currently almost full time fully full stack JavaScript developer.

I know some people interested in helping out with arts, music, writing, while I do the programming and interface on Unity with my current skills.

Plan is like:

1) get a dungeon and battle system working, even if it is randomized. Only parts in 3d are environmental. See if it's fun. Then...
2) get the overworld part, which is going to be heavily stilized anyway. Nothing harder than a cursor and a dialogue system. Maybe model a low poly environment.
3) start the story and music with friends, and get more than a gameplay demo. Something like a pilot with a dungeon or two and some original enemies.
4) market the shit out of it.

I have plenty of time on weekends too. I don't care if it takes a year and half to be ready.

Am I aiming too high? I'm not going for something super original there. Might even program it as a text based game, but I like the ideas I have for the UX.

Thanks for your attention.

I don't think you're aiming "too high", but like pretty much everyone here, you're almost guaranteed to vastly underestimate the time it's going to take. "A year and a half" seems very optimistic to me, especially if you're working on it on weekends; be prepared for it to take a lot longer than that. That said, you're bound to have the time of your life and learn an absurd amount of stuff, so go nuts!
 
Last edited:

Deleted member 11934

User requested account closure
Banned
Oct 27, 2017
1,045
Screenshot Saturday. It's some kind of weird hammer / missile thingie.





My mind is blown right out of my skull every time I see your game and think it's made by a single person. It's frankly humbling in every sense of the word. If I was told this was a long lost SNES / PSX era SquareSoft game I'd have no trouble believing it. Hats off to you, man.

Frankly, between you, Pehesse, K Monkey and so many others, the level of talent at display in this thread is truly mindboggling (and more than a bit intimidating :D).



I don't think you're aiming "too high", but like pretty much everyone here, you're almost guaranteed to vastly underestimate the time it's going to take. "A year and a half" seems very optimistic to me, especially if you're working on it on weekends; be prepared for it to take a lot longer than that. That said, you're bound to have the time of your life and learn an absurd amount of stuff, so go nuts!

Thanks! Yeah it's going to be a long journey for sure but who knows, for sure being a menu heavy game I'll be at home with that ahah
 
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