UnionVGF Indie Game developers (or thinking about becoming one) corner

Almost does with base modeling. Only hair left. The free flowing hair is cool in the concept, but I want something more managable in-game.
Also, I haven't a face reference for the succubus yet, that I will base loosely on.
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Detailing almost done. Maybe I will fine tune a little, but otherwise ready to texture.

I manage to get quite a bit done, as I am on sick leave (muscle ache at the back), as well as gettig more effeicient. The horns, which I think looks half decent, too only like less than 10 mins work.

I just used a existing free horn shape zbrush alpha online.
Link here if anyone interested
https://pixologic.com/zbrush/downloadcenter/alpha/


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I will be having a holiday for 2 weeks, so its a good time for a short break.
 
So, here is a new video showing off some new animations, weapons, peasants, landscape stuff, and whatever else.

I was extremely rushed due to lack of hard drive space. I even had to redo the video because I ran out of space the first time. I probably forgot to mention half the stuff I wanted to, but I guess I'll be doing a new video soon anyway, so I can cover what I missed then. Maybe I should do shorter and more focused videos from now on.

 
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I'll have to remember to click off the scene view when playing or recording. I didn't realize how big of an impact it had. I play the game in a separate tab, so both the scene view and game view show at once. I'll have to switch the scene view to animator or something. I never realized how much that impacted smoothess/framerate.
 
I've been working a few days on new rocks and cliffs. I wanted something a bit more realistic. I felt the old cliffs were a bit stylized.

I created a rounded cliff and a flat one. Even though they do not use the same textures, I tried to match the color and values so they could be combined together or used side by side.

There are also some other minor tweaks here and there. Also, I've been experimenting with new uniform colors too.

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I've working on some tweaks to the landscape and making some new props. Here is a recent screen.

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I'm going to try to make a video tomorrow evening to talk about all the updates.

Anyway, let me know what you think.
 
Godsmack you've got sort of a sexy robotic Mathew Mcconaughey sounding voice.

Lol, I get that a lot.

I've actually been thinking about doing some voice impression videos. I had a good Solid Snake and Optimus Prime impression. Maybe I'll record them eventually.
 
Here is a new video about resource gathering for the miner, and a bit about the portable base camp.

 
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Here is a new video about resource gathering for the miner, and a bit about the portable base camp.



For some reason this reminds me some of the Age of Empires games, oh good times
 
I’ve been working on a lot of stuff. I should have a new video out soon.

In the meantime, here is a screenshot. I’ve been working on some new props, textures, enemy, A.I., general refinements, a fog of war, and whatever else.

I bought the fog of war asset off the Unity store for like $15. It’s working pretty well so far.

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For anyone who still follows this thread, here is a new video.

For some reason, my sound kept cutting out, so I had to keep redoing the video. So yeah, I might sound a little bit tired during the video.

 
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It's been a while since I've posted anything, so here is a more recent screenshot. Some of the HUD at the top is just placeholder for experiments I was doing. Anyway, I'll have a new video soon. I just wanted to post a screenshot real quick.

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It's been a while since I've posted anything, so here is a more recent screenshot. Some of the HUD at the top is just placeholder for experiments I was doing. Anyway, I'll have a new video soon. I just wanted to post a screenshot real quick.

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So awesome, Godsmack.
 
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Love that update, Godsmack! Looks like a ton of work, damn. It's easy to see how teams can spend years building an RPG like that. There's so much damn iteration involved.

Just to pitch in: here's a pre-alpha for my racing game, Star Prix! If you've got an Android device, come check it out!

https://drive.google.com/open?id=18gji_7Zklz3bF232mY3dcfAkZSnQCFV0

Thanks! I'll have a new update soon with a new HUD and more stuff. I'm working towards getting a playable demo out.

And yeah, game design is all about iteration. You can't just make everything all at once. You need to build something, then evaluate it, then add something, then see how they work together. Then, try experiments. Then, once you get things looking better, you can start getting everything to look right. It takes time. Plus, a game should evolve as you test it and see what works and what doesn't.

Anyway, I tried your game real quick. I'm not really a cell phone gamer, so my opinion isn't going to be worth much as far as rating the game. It looks cool so far. I admit, it's a bit much to take in at once, I was just expecting to fire it up and start racing, but there was quite a lengthy tutorial. Which will be fine for normal players. I just don't have time to really learn a game and evaluate it at the moment.

Have you considered using something mimicking paddle shifters to change gears. Just click the left one to gear down, and the right one to gear up. Seems like it would be easier to see on the fly. I only spent a little while with the game, so forgive me if you already had an option for something like this. Also, I didn't play long enough to get good at it, so this is just a quick thought.

Maybe also add a sound effect when the ship explodes. Again, I don't know how far along you are or if this was something you had planned. You should probably add a game build summary when putting out a demo so people know if something is not yet added or placeholder or whatnot.

Other than that, it looks cool. I look forward to seeing more.
 
Thanks! I'll have a new update soon with a new HUD and more stuff. I'm working towards getting a playable demo out.

And yeah, game design is all about iteration. You can't just make everything all at once. You need to build something, then evaluate it, then add something, then see how they work together. Then, try experiments. Then, once you get things looking better, you can start getting everything to look right. It takes time. Plus, a game should evolve as you test it and see what works and what doesn't.

Anyway, I tried your game real quick. I'm not really a cell phone gamer, so my opinion isn't going to be worth much as far as rating the game. It looks cool so far. I admit, it's a bit much to take in at once, I was just expecting to fire it up and start racing, but there was quite a lengthy tutorial. Which will be fine for normal players. I just don't have time to really learn a game and evaluate it at the moment.

Have you considered using something mimicking paddle shifters to change gears. Just click the left one to gear down, and the right one to gear up. Seems like it would be easier to see on the fly. I only spent a little while with the game, so forgive me if you already had an option for something like this. Also, I didn't play long enough to get good at it, so this is just a quick thought.

Maybe also add a sound effect when the ship explodes. Again, I don't know how far along you are or if this was something you had planned. You should probably add a game build summary when putting out a demo so people know if something is not yet added or placeholder or whatnot.

Other than that, it looks cool. I look forward to seeing more.

You're absolutely right about game design. My game has come a long way in just the year and a half we've been working on it.

I wanted an actual racing game with this, one that did require a little work to it and wasn't based merely on timing like CSR Racing. The tutorial will get easier/more interactive, but when the game gets closer to finished it'll have far fewer stages to worry about. We're designing it for the most difficult scenario and scaling back, we just haven't done the scaling back yet so you're playing it at its most complex.

The shifter on the left is designed to be interchangeable so you're always needing to be "on your toes" so to speak to get through the motions until you can buy an easier shifter.

Thanks for the feedback, looking forward to seeing what else comes of your time with it.
 
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Been some time, been very busy, starting from scratch again, this time in 2D, made a controller using playmaker, and animations are mostly from the Fighting Animset Pro package, and Final IK for used for how feet react with the ground, model is from Morph3D :

 
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Okay, so here's a big update....and a playable demo!

First some new screenshots and a short gameplay video.

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Now, I've been working hard to get something playable released so I get start gathering feedback. The game still has at least 6 months of development time left, but I have enough done that people can at least play "something" anyway.

Just keep in mind that the difficulty is not set, the balancing is not done, and I have a bunch of stuff left to do (asset creation, music, sound, menus, etc.). This will be a pretty rough demo, but it's just to give people a taste of the gameplay so everyone can see what it's like.

Here is the demo. It will run on most PCs. You don't need a high end gaming rig, but it should at least have a decent graphics card and whatnot for playing games. Let me know what you think. Don't feel like you have to beat it. Just fire it up and play around!

https://www.dropbox.com/s/j48ela48rb51kez/drew-game_1-19-2018.zip?dl=0
 
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Trying something more simple for now, was looking at how to make a space shooter and found it very easy to do, had some models bough so was just to look at Youtube for how to do it and this is so far what I been able to make, time of day moves a bit too quickly as this is only a test

 
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