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JeffG

Member
Oct 27, 2017
858
Edmonton, Alberta
Can a Surface run Unity well?
I'm working on a 2D game, and I want a laptop that I can draw on, that can cover both the art and (some) dev work.

I do have a desktop that runs Unity fine, but I want something portable that I can use when I'm out and about.
I used a surface pro 3 for a while (3d game) It was doable...but barely. (I ended up buying a dell gaming laptop for doing dev work)
 

jbr373

Member
May 21, 2018
23
Finally got time to get back into developing my project, and after quite a bit of work I finally implemented a basic boss fight and some reworked areas - seeing the projects in here really got me fired up to dedicate more time to it!

Thought I'd post some of the progress, a lot has been redone:

N4Si388.png

CbfYL2h.png

SrFg0NC.png

bjMdZBm.gif

NxbRc2d.gif


WQZXCcq.png

Oihz2Sm.png

vbT9FOx.png

VYWP0q3.png

czbRz9d.png

6lUozYB.png
 

SweetSark

Banned
Nov 29, 2017
3,640
Finally got time to get back into developing my project, and after quite a bit of work I finally implemented a basic boss fight and some reworked areas - seeing the projects in here really got me fired up to dedicate more time to it!

Thought I'd post some of the progress, a lot has been redone:

N4Si388.png

CbfYL2h.png

SrFg0NC.png

bjMdZBm.gif

NxbRc2d.gif


WQZXCcq.png

Oihz2Sm.png

vbT9FOx.png

VYWP0q3.png

czbRz9d.png

6lUozYB.png

Look so nice.
Does it have a name?
I am interested to include your game in a Thread I made for Upcoming Indie games like yours.
 

lucionm

Member
Jan 10, 2018
182
I'm not sure that my idea is 100% original (because I did not play all the games already released),
But I had a concept / mechanic for a game based on something like the Shrines available in "Zelda: BotW",
and it seems to me have the potential for very decent $14.99 indie game.

It does not involve the accurate physics / chemistry of Zelda, but a kind of power with openness to interesting levels design - and that I believe to be easy programming - UE4 or Unity.
It would work in both 1st person mode (Portal style) or 3rd person.
Problem is that I do not have the artistic ability nor the time at the moment to dedicate myself entirely.

If anyone here has an interest and wants more details I am at your disposal!

I know it sounds like a pretentious advertisement ... But ... It is what it is.
 

jbr373

Member
May 21, 2018
23
Look so nice.
Does it have a name?
I am interested to include your game in a Thread I made for Upcoming Indie games like yours.

Thanks!
The game is called Nightshire, named after the Hub in which the player starts quests and interacts with vendors and other NPC's.

I'm not sure that my idea is 100% original (because I did not play all the games already released),
But I had a concept / mechanic for a game based on something like the Shrines available in "Zelda: BotW",
and it seems to me have the potential for very decent $14.99 indie game.

It does not involve the accurate physics / chemistry of Zelda, but a kind of power with openness to interesting levels design - and that I believe to be easy programming - UE4 or Unity.
It would work in both 1st person mode (Portal style) or 3rd person.
Problem is that I do not have the artistic ability nor the time at the moment to dedicate myself entirely.

If anyone here has an interest and wants more details I am at your disposal!

I know it sounds like a pretentious advertisement ... But ... It is what it is.

Have you tried creating a prototype with free assets for your Idea? You could test out your idea with the free version of UE4 for example
 

lucionm

Member
Jan 10, 2018
182
Have you tried creating a prototype with free assets for your Idea? You could test out your idea with the free version of UE4 for example

Thanks for the reply!

For this specifically concept I have not created anything on Unreal or Unity yet, as I am engaging in a branch (no connection to the gaming industry) that is devouring my time.
But it's a solid mechanic. Well, I like to think so, because I visualized a number of levels and drew some on paper.

For you out there with experience in it; after building a rustic prototype, how should I proceed to move forward?
 

N E R O

Member
Oct 25, 2017
418
Mississauga, ON
Hey Guys, I hope ya'll doing well. I was wondering if there are any Canadian Devs around here ? I would like to ask some questions regarding getting incorporated, Perhaps having some referals to some agency who can guide and help me through this process. Also I would like to know if there is a place that can offer Unity Courses " I am based in Toronto" as I am currently doing game development as a hobby using construct 3 engine. But I would love to do it professionally in the near future.

Thanks
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Hey Guys, I hope ya'll doing well. I was wondering if there are any Canadian Devs around here ? I would like to ask some questions regarding getting incorporated, Perhaps having some referals to some agency who can guide and help me through this process. Also I would like to know if there is a place that can offer Unity Courses " I am based in Toronto" as I am currently doing game development as a hobby using construct 3 engine. But I would love to do it professionally in the near future.

Thanks

Mandatory referral to what I consider the best Unity courses ever.
https://www.resetera.com/posts/5908836/
These, plus my (non-gaming but admittedly plenty) coding experience sent me on track to make my own game.
 
Oct 27, 2017
9,429
I am going to start working on something. There are alot of cool resources here. I look forward to reading this next Halloween having made no progress.
 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
Completed the visual target for the second story beat in Thieves in the Night. The title is "Initiation":

Website_LowRes.jpg


This was rendered in my engine with some Photoshopping touch ups on top.

This process is also helping me iron out my rendering tools and fix bugs before I start building complete levels.

Edit:
Image compression did a number on the photo. Uploaded a cleaner version.
 
Last edited:

_Rob_

Member
Oct 26, 2017
606
Finally got time to get back into developing my project, and after quite a bit of work I finally implemented a basic boss fight and some reworked areas - seeing the projects in here really got me fired up to dedicate more time to it!

Thought I'd post some of the progress, a lot has been redone:

N4Si388.png

CbfYL2h.png

SrFg0NC.png

bjMdZBm.gif

NxbRc2d.gif


WQZXCcq.png

Oihz2Sm.png

vbT9FOx.png

VYWP0q3.png

czbRz9d.png

6lUozYB.png

I'm loving the colours here, the pallete in the first shot especially is really nice!
 

Glory

Alt-Account
Banned
Oct 9, 2018
187
writin.gif


Working on the introduction for "Everything for Momo" of Rin writing a letter to an unnamed character.

Not going to lie. I'm second guessing myself for making a game starring an elderly old woman. Off the top of my head I can think of Old Snake when it comes to elderly protagonists... which is making me reconsider things before we get too far into development. I obviously want to make a living from developing video games and so the urge to give the market what it wants is super appealing...
 

Mike Armbrust

Member
Oct 25, 2017
528
Completed the visual target for the second story beat in Thieves in the Night. The title is "Initiation":

Website_LowRes.jpg


This was rendered in my engine with some Photoshopping touch ups on top.

This process is also helping me iron out my rendering tools and fix bugs before I start building complete levels.

Edit:
Image compression did a number on the photo. Uploaded a cleaner version.
Your cell shaded characters look really great! Nice job.
 

Mabec

Member
Oct 27, 2017
185
writin.gif


Working on the introduction for "Everything for Momo" of Rin writing a letter to an unnamed character.

Not going to lie. I'm second guessing myself for making a game starring an elderly old woman. Off the top of my head I can think of Old Snake when it comes to elderly protagonists... which is making me reconsider things before we get too far into development. I obviously want to make a living from developing video games and so the urge to give the market what it wants is super appealing...

Not gonna lie, every developer doubt themself at least once during development. But when I read "elderly woman" I burst out laughing. By that reason alone I think you have something unique going on here. And you should never do what others tell you to, thats not how you express yourself.
 

jbr373

Member
May 21, 2018
23
I'm loving the colours here, the pallete in the first shot especially is really nice!


Thank you! A lot of it is actually "fixed" by the shaders for the skybox color tint, which helps out a lot


writin.gif


Working on the introduction for "Everything for Momo" of Rin writing a letter to an unnamed character.

Not going to lie. I'm second guessing myself for making a game starring an elderly old woman. Off the top of my head I can think of Old Snake when it comes to elderly protagonists... which is making me reconsider things before we get too far into development. I obviously want to make a living from developing video games and so the urge to give the market what it wants is super appealing...

I think your choice of protagonist - it is quite unique, I like it a lot!
That choice also opens up quite a few unexplored plot possibilities, telling something people usually don't see or hear in games.
Also, doing what "the market wants" instead of "what you want to do" could impact the whole project negatively - at least in my opinion. What good does it do you if you're not happy with what you're making?
 

vestan

#REFANTAZIO SWEEP
Member
Dec 28, 2017
24,635


Ay dudes, British Indie dev living in Asia here.

I'm making a VR game in my spare time. been working on it the past year. It's a photorealistic exploration game, set in Asia, in the year 2160. here are sum screens:
You can see more here: http://2filthy.com/portfolio/stupid-hate
Would love to know what you guys think
Damn, this looks dope! The only VR game that uses photogrammetry assets to my knowledge is Realities. You're using Unity yeh? What's your workflow like?
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
writin.gif


Working on the introduction for "Everything for Momo" of Rin writing a letter to an unnamed character.

Not going to lie. I'm second guessing myself for making a game starring an elderly old woman. Off the top of my head I can think of Old Snake when it comes to elderly protagonists... which is making me reconsider things before we get too far into development. I obviously want to make a living from developing video games and so the urge to give the market what it wants is super appealing...

I feel unless we're working on a battle royale shooter, we're already not giving the market what it wants. Making the game that is true to what you want to make will allow it to connect with people it would not if it featured white male dude in its 30's #94938739 instead.

Being a commercial hit is never a guarantee, even for large studios. If you compromise your game's vision to chase market share, you might end up with neither, which I feel is potentially more disastrous than at the very least making sure you made the exact game you wanted.

And, I mean, your game uses a gameboy palette: you're already targetting a market outside the mainstream, one that's probably looking for unique experiences. Your game is far more interesting to me if it features an older woman than a middle-age man, frankly, and it also has a higher chance to capture the attention of the press. I can't stress this enough: lean on what makes your game unique. Lean on it like crazy!
 

Mabec

Member
Oct 27, 2017
185
KNgiMva.gif

3qtesJb.gif


Looking for help with character (sprite) animations

If the gifs above gets your attention, and if you are a talented pixel artist (with time to spare) feel free to reach out to me via PM here and please include any portfolio/former work you have done in the past.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Looking for help with character (sprite) animations

If the gifs above gets your attention, and if you are a talented pixel artist (with time to spare) feel free to reach out to me via PM here and please include any portfolio/former work you have done in the past.
You'll probably find better luck with getting help at a place specifically for that.

Most of the time I redirect people to r/gamedevclassifieds which is great for putting up or finding work.
 

DNAbro

Member
Oct 25, 2017
25,931
Yo, it's been a while. Spent time looking for a job and that still hasn't panned out yet, but anyways finally back to working on my game. Deltarune reminded me why I was working on my game in the first place. It also gave me some real good ideas. I got more done in the last 3 days than I did in the last 4 months so that's good. Trying to get back to daily coding and daily work on the game and I'm hoping to post here again more often.
 

Deleted member 6056

Oct 25, 2017
7,240
Yo, it's been a while. Spent time looking for a job and that still hasn't panned out yet, but anyways finally back to working on my game. Deltarune reminded me why I was working on my game in the first place. It also gave me some real good ideas. I got more done in the last 3 days than I did in the last 4 months so that's good. Trying to get back to daily coding and daily work on the game and I'm hoping to post here again more often.
Congrats on finding your motivation again. I'm struggling o recover from some hectic few years at work that essentially made me stop focusing on nearly every side project in my life. I hadn't drawn in over a year until last month. I'm trying to find a way to do my art via apps on my phone at work to get back into my own stuff.

It's hard finding motivation after having to put something down. Anyone able to make that comeback gives me hope. I'm rooting for ya man.
 
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Snormy

I'll think about it
Moderator
Oct 25, 2017
5,124
Morizora's Forest
writin.gif


Working on the introduction for "Everything for Momo" of Rin writing a letter to an unnamed character.

Not going to lie. I'm second guessing myself for making a game starring an elderly old woman. Off the top of my head I can think of Old Snake when it comes to elderly protagonists... which is making me reconsider things before we get too far into development. I obviously want to make a living from developing video games and so the urge to give the market what it wants is super appealing...

Sure but also remember that the moment you choose to go with what is popular you also blend in and compete directly with all of the games of similar designs.

There is a touching little mobile game featuring a grandma running a diner whilst her husband is temporarily ill. I like it a lot and recommend it if you're interested.
https://play.google.com/store/apps/details?id=jp.co.gagex.orionEN

I'll be cheering for you!
 

DNAbro

Member
Oct 25, 2017
25,931
Spent my morning working on this
7f69913e943f3c90d7e3c21dfaee1484.gif


not the best but it works

edit: changed the gif to the final implementation
 
Last edited:

Glory

Alt-Account
Banned
Oct 9, 2018
187
Mabec, jbr373, Weltall Zero, and Snormy, thank you for the words of support. They mean the world to me. I'm sure everything will turn out okay in the end. :)

sheclimb20.gif


Here's an update on the moment Momo falls sick. I think I want to tweak how her head hits the paint tray so it has more of a snap to it. I want the physics of the moment to feel real. I'm pretty happy with how Rin climbs the ladder. It could be a bit smoother but with the number of animations that are going to be in the game, I think it's better to move on than spend more time here.

One thing I'm realizing is that it was probably a good idea to settle for this 5-color game boy palette. I'm not particularly a great art director so it would be very difficult to maintain a consistent aesthetic if artists came and left. This is a very good place to start and learn from. I'm learning there's a world of difference in how different artists shade their characters so with even more colors, I wouldn't even know where to start.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Mabec, jbr373, Weltall Zero, and Snormy, thank you for the words of support. They mean the world to me. I'm sure everything will turn out okay in the end. :)

sheclimb20.gif


Here's an update on the moment Momo falls sick. I think I want to tweak how her head hits the paint tray so it has more of a snap to it. I want the physics of the moment to feel real. I'm pretty happy with how Rin climbs the ladder. It could be a bit smoother but with the number of animations that are going to be in the game, I think it's better to move on than spend more time here.

One thing I'm realizing is that it was probably a good idea to settle for this 5-color game boy palette. I'm not particularly a great art director so it would be very difficult to maintain a consistent aesthetic if artists came and left. This is a very good place to start and learn from. I'm learning there's a world of difference in how different artists shade their characters so with even more colors, I wouldn't even know where to start.

*sees cat falling off*
*screams internally*

That cat better be OK, you hear me!? :S
 

SweetSark

Banned
Nov 29, 2017
3,640
Mabec, jbr373, Weltall Zero, and Snormy, thank you for the words of support. They mean the world to me. I'm sure everything will turn out okay in the end. :)

sheclimb20.gif


Here's an update on the moment Momo falls sick. I think I want to tweak how her head hits the paint tray so it has more of a snap to it. I want the physics of the moment to feel real. I'm pretty happy with how Rin climbs the ladder. It could be a bit smoother but with the number of animations that are going to be in the game, I think it's better to move on than spend more time here.

One thing I'm realizing is that it was probably a good idea to settle for this 5-color game boy palette. I'm not particularly a great art director so it would be very difficult to maintain a consistent aesthetic if artists came and left. This is a very good place to start and learn from. I'm learning there's a world of difference in how different artists shade their characters so with even more colors, I wouldn't even know where to start.

Just keep it up like you do.
So far this I am looking is great.
Then you could maybe release different color palette if other don't like the main one.

Btw, does your game have a name?
 

Glory

Alt-Account
Banned
Oct 9, 2018
187
Just keep it up like you do.
So far this I am looking is great.
Then you could maybe release different color palette if other don't like the main one.

Btw, does your game have a name?

"Everything for Momo".

Skjermbilde_2018-11-06_kl._17.35.45.png


If people take to the game and it does reasonably well I wouldn't mind doing a full color remaster under the guidance of a more experienced pixel artist. Our entire team is comprised of first-time artists (meaning they're experienced with pixel art but haven't worked on a game before) so I want to be sure we don't bite on more than we can chew. We've only just discovered a workflow that works best for us which involves having 1) Daniel block an environment out 2) Cabbage do a paintover over the environment 3) Daniel copy the rest of the paintover and finish the environment up. It's not the most efficient way to do things but I can't say that I'm not happy with the results.

unknown.png


*sees cat falling off*
*screams internally*

That cat better be OK, you hear me!? :S

"Everything for Momo" is centered around the cat becoming ill and injured and the witch being too old to conjure the magic she needs to heal her companion. The two then take off on a journey of healing but things don't go exactly as planned.
 
Last edited:

AbysmallyTall

Member
Oct 26, 2017
211
Annapolis, MD, USA
If people take to the game and it does reasonably well I wouldn't mind doing a full color remaster under the guidance of a more experienced pixel artist.

fwiw, I think the style stands strongly on it's own as a separate thing from full color pixel art. But bear in mind my first computer was a green and black DOS box. Definitely predisposed to be partial to that palette.
 

Glory

Alt-Account
Banned
Oct 9, 2018
187
Had one of the artists turn this side view in for one of our characters.

character.png


I immediately chuckled because of how over-sexualized it was. After a little rough re-working we made the boobs smaller, made her heels bigger, and moved her body further right. I feel like she looks way cooler now. Any thoughts? Going to send it back to the artist to fix now.

unknown.png
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Had one of the artists turn this side view in for one of our characters.

character.png


I immediately chuckled because of how over-sexualized it was. After a little rough re-working we made the boobs smaller, made her heels bigger, and moved her body further right. I feel like she looks way cooler now. Any thoughts? Going to send it back to the artist to fix now.

unknown.png
I did not even understand that was breast since they looked so out of place.

I think it looks better, I do not really understand what is going on with the clothes, specifically on her upper body and the clout around her waist so maybe they can be more clear.
 

jbr373

Member
May 21, 2018
23
Finally finished a somewhat passable title screen (although no title is displayed) and got around to updating the equipment menu:

JPthgCs.png

cLz09oj.png


I'm really running out of screen space when dealing with equipment info >.>

"Everything for Momo".

If people take to the game and it does reasonably well I wouldn't mind doing a full color remaster under the guidance of a more experienced pixel artist. Our entire team is comprised of first-time artists (meaning they're experienced with pixel art but haven't worked on a game before) so I want to be sure we don't bite on more than we can chew. We've only just discovered a workflow that works best for us which involves having 1) Daniel block an environment out 2) Cabbage do a paintover over the environment 3) Daniel copy the rest of the paintover and finish the environment up. It's not the most efficient way to do things but I can't say that I'm not happy with the results.


"Everything for Momo" is centered around the cat becoming ill and injured and the witch being too old to conjure the magic she needs to heal her companion. The two then take off on a journey of healing but things don't go exactly as planned.

fwiw, I think the style stands strongly on it's own as a separate thing from full color pixel art. But bear in mind my first computer was a green and black DOS box. Definitely predisposed to be partial to that palette.

I second this, the look as well as the story are quite unique, it stands out quite a bit. It reminds me heavily of my old original GameBoy (without the hardware limits!).
How long does a scene like the one shown take to complete?
 

Glory

Alt-Account
Banned
Oct 9, 2018
187
I second this, the look as well as the story are quite unique, it stands out quite a bit. It reminds me heavily of my old original GameBoy (without the hardware limits!). How long does a scene like the one shown take to complete?

A scene takes Daniel one day if we have the concept art. Otherwise, he and I start have a lot of back and forth about size and scale of rooms resulting in a lot of wasted time. For example, this kitchen area looks great. However, you'll notice that Rin, our witch character, won't actually fit into the two columns on the left. The room needs to be reworked.

I doubled the pay of our environment artist to do concepts for the rest of the house. She normally works on and off for us after she comes home from work but since I wanted to get this done asap, I just paid her to make time on her off day and concept the entirety of the house this Friday and get it over with. If everything goes well, we should have the house finished sometime next week.

Skjermbilde_2018-11-05_kl._16.16.02.png
 

DNAbro

Member
Oct 25, 2017
25,931
So I never have tried composing anything and I gave it a try. I don't dislike it so that's good. Took me a couple of hours to make it. At the least I'll use it as placeholder music while testing things out.

You and a Robot

Any opinions? Hate it? Okay? Love it? Want a genuine reaction.
Also any tips or help with music compositions in general? Other than just getting a music guy of course. Not really in a position to pay anyone for personalized music.
 

JonDadley

Member
May 4, 2018
38
I've been having problems with TXAA in Transmission making road signs hard to read when driving at high speed. After trying a few solutions, I added a slow motion ability that makes the signs legible without having to stop the car on a busy road. Plus slow mo makes everything look cool, right?

 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I've been having problems with TXAA in Transmission making road signs hard to read when driving at high speed. After trying a few solutions, I added a slow motion ability that makes the signs legible without having to stop the car on a busy road. Plus slow mo makes everything look cool, right?



The best kind of design decision: fixing a problem with a new, cool feature. :) Love it.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
How many years has it been since I've posted some progress in here? For the two of you in the back who wondered, I'm fine, just a bit tired and still semi-recovering from a recent burnout, but I'm plugging away at the set of enemy anims to finally turn this vertical slice into a proper demonstration of what the game hopefully will be sometime down the line... in a few... years... decades...


Anyhoo, long story short, I'm in semi-radio silence mode, but I'm still fine, at least I think, and progress is being made, at least I hope!
send help
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
How many years has it been since I've posted some progress in here? For the two of you in the back who wondered, I'm fine, just a bit tired and still semi-recovering from a recent burnout, but I'm plugging away at the set of enemy anims to finally turn this vertical slice into a proper demonstration of what the game hopefully will be sometime down the line... in a few... years... decades...


Anyhoo, long story short, I'm in semi-radio silence mode, but I'm still fine, at least I think, and progress is being made, at least I hope!
send help

I'm pretty sure there's more than two of us that follow your game with anticipation! Your game is a monumental task considering the incredible animation and I admire you deeply for the insane amount of work you're putting on it.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
How many years has it been since I've posted some progress in here? For the two of you in the back who wondered, I'm fine, just a bit tired and still semi-recovering from a recent burnout, but I'm plugging away at the set of enemy anims to finally turn this vertical slice into a proper demonstration of what the game hopefully will be sometime down the line... in a few... years... decades...


Anyhoo, long story short, I'm in semi-radio silence mode, but I'm still fine, at least I think, and progress is being made, at least I hope!
send help
Looks great as usual. Just let it take the time it needs. I am starting to see the end of my own tunnel but it is still very very long. For me it is easier not to think about when it will finish and just take one step at a time.

(but I am sure you also are working many many more hours than me since I only do it part time)
 

Mike Armbrust

Member
Oct 25, 2017
528
How many years has it been since I've posted some progress in here? For the two of you in the back who wondered, I'm fine, just a bit tired and still semi-recovering from a recent burnout, but I'm plugging away at the set of enemy anims to finally turn this vertical slice into a proper demonstration of what the game hopefully will be sometime down the line... in a few... years... decades...


Anyhoo, long story short, I'm in semi-radio silence mode, but I'm still fine, at least I think, and progress is being made, at least I hope!
send help

I wonder how many of us are in the same boat with projects that are just taking years and years. It's so easy to just get caught up with other things and stop posting progress online. At this point I've moved away from open development. My next game could fit perfectly with weekly updates but right now I'm also just working in silence.

Your game continues to look great. How much outside the vertical slice do you have worked out?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I'm pretty sure there's more than two of us that follow your game with anticipation! Your game is a monumental task considering the incredible animation and I admire you deeply for the insane amount of work you're putting on it.

Looks great as usual. Just let it take the time it needs. I am starting to see the end of my own tunnel but it is still very very long. For me it is easier not to think about when it will finish and just take one step at a time.

(but I am sure you also are working many many more hours than me since I only do it part time)

I wonder how many of us are in the same boat with projects that are just taking years and years. It's so easy to just get caught up with other things and stop posting progress online. At this point I've moved away from open development. My next game could fit perfectly with weekly updates but right now I'm also just working in silence.

Your game continues to look great. How much outside the vertical slice do you have worked out?

Appreciate the kind words, folks, thanks a lot! It's been a rough couple of weeks - hell, couple of months, at this stage. I'm deep in the tunnel, deep enough I can't see the way in anymore, but still way too far from the exit to see any light coming from there. Any progress made at this stage feels like spinning my wheels, and it sometimes feels borderline futile to do promo for a game that won't be out before a couple of years at the minimum - that's if I don't go the decade route as it's becoming increasingly likely. I'd even consider hiring some help, if I had the budget for it, but to get the budget we'd need as we asked for it during Gamescom, I'd have to have something to show and a rock solid 18 months planning, and that's just *unlikely* at this point :v

I have also stopped drawing for fun as I feel I always need to be productive on Pacha or something else, not sure if picking it back up again would help, but not sure I'll find the mental space to see anytime soon, either.

Mike Armbrust : since the vertical slice itself is far from figured out, I want to say... not much? It was supposed to be done by january, but I'll blow by that deadline by quite a bit. As it stands, the current planned set of mechanics exists in a workable state (apart from very situational stuff), and the programmer is hard at work refactoring it to play nice and with a lot less bugs. As for the rest of the game, it overall exists "on paper", but stuff changes as we make it happen, so lots of what's still theoretical could en up being pretty different. If all goes well, it's supposedly mostly assets and level design that are missing... but considering that's almost the critical core of the game, that's kind of saying I have close to nothing, too :-D

On the plus side, here's some light progress on the parallel front of Magikilo that I had mentioned (way) earlier in the thread:

 
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