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

Godsmack

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UI, & interaction work. Feel free to comments. By the way, the game will have voice narration, at least for the protagonist, that's why the info that pop up when you interact (Use the look via LMB) is in the 'subtitle area'.

The classic unreal " low texture pop in" of the UI elements are an eyesore but will see how I can fix that.

Looks cool. It's a little hard to see the white UI against a white snow background, but other than that, it looks fine.
 

DLC

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Removing some keys from animation :


Still got the rotation issue when it is idle, that maybe take a bit time to figure out how to fix
 

Godsmack

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Removing some keys from animation :


Still got the rotation issue when it is idle, that maybe take a bit time to figure out how to fix
You know, I think the main issue is that the animation is too slow for the movement speed. That's why the character appears to be sliding. If you focus on the feet, you can tell that the foot hits the ground, then the ground keeps moving when the foot is still down. In normal walking, people put their foot down, that foot plants firmly in the ground while the other foot comes forward. Play with the animation speed or movement speed (or consider a run animation instead) until it feels nice and solid.
 
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DLC

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Yeah going to see if can do something about that, I do like however now that when have mouse movement where player is it will walk in place, so will much more controlled by where moving the mouse now, but will work some more on movement speed or speed up animation, then after that look into a walk to run state.
 

DLC

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You know, I think the main issue is that the animation is too slow for the movement speed. That's why the character appears to be sliding. If you focus on the feet, you can tell that the foot hits the ground, then the ground keeps moving when the foot is still down. In normal walking, people put their foot down, that foot plants firmly in the ground while the other foot comes forward. Play with the animation speed or movement speed (or consider a run animation instead) until it feels nice and solid.
Increased animation speed to x 1.5 , any higher and seems move too quickly, going to look into walk to run now.
 

Godsmack

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Cool, it can take a long time to really get everything where you want it. I spent a long time getting my animation settings the way I wanted. Don't rush it.

As always, when in doubt, find a game that is similar to yours, and study its animations. Walk your character around, and see how they handled the animations. As you get better, you may even see more flaws in so called high end games.
 

DLC

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Yeah most likely will find something that got to improve, and yet to come to point where going to switch weapons, wants to get the idle rotation right first. Also look into if able to get player to face away from wall if trying to reach something on the other side, now that could be a bit complicated, needs to read a bit and try to figure out if it is possible.
 

DLC

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After some thinking think I got just how to fix that with facing away from wall, this I think is best I can do, using Raycast to check if there is anything in the way, if there is player is going to turn away from that as is moving around:


 

TFX

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is "Like" like your favorite word of all time. :grin:
Kinda jealous everyone like has such nice voice. I try like recording my voice, & I sound like Mickey Mouse, like with a sore throat :smash:

Jokes aside, I am the last person who should comment on others, given how horrifying my grammar & spellings are. but I do have a terrible voice.

The game is looking good.:bang:
Thanks! HAha, that's actually Aaron talking. MY voice used to do these: https://www.youtube.com/channel/UCFIOcizSqmkHlHIUjaJT7Cg

The game is coming along nicely, we've got a lot to eat still.
 

starseeker

Your friendly Neighborhood Spiderman
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Gameplay & developer's comment video. Yes, I will be getting a mic soon, & doing a bit of voice training.

I hope to finish the gameplay for the level soon, which is about 85% done. Then I will take a short break to refresh before focusing on polishing, & add the other elements to the level, namely, in-game cutscenes (there will be 2), & start & end cutscenes (slideshow 2D style).



Oh yes, my game finally has a name. Took me a long time.
Here is a quick sketch. It will be Indiana Jones style, as shown.
 
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starseeker

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Title logo done.

Basically, I just overlay my shiity concept sketch, as background,
2) & trace it in 3D plane.
3)Then fine tune the characters until they look half decent, extrude the polygon then add chamfers, then apply smooth.
4) After that, I send to Substance painter & Apply a few metallic materials, then render in Iray (inside Painter)
5) Send to Photoshop, & add the Indiana Jones (see point 6) fonts to the 'slogan'
6) There is actually a site that let you generate Indiana Jones fonts, would you believe it.
https://fontmeme.com/indiana-jones-font/



If anyone is wondering, the Fairytales Woods are the forests nested in the Fairly Tales roads, a tourists attraction in West Central Germany, where visitors visit many areas where many of Grimm Brother stories supposedly originated, sorry, I meant inspired.
 
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Godsmack

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It looks cool. I would maybe have liked to see the word Alice in more 3d perspective like the word Brighton. It looks a bit flat. This is totally an opinion of course. It still works either way.
 

starseeker

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It looks cool. I would maybe have liked to see the word Alice in more 3d perspective like the word Brighton. It looks a bit flat. This is totally an opinion of course. It still works either way.
It does look flat, even though the depth is constant throughout her name. Guess its a perspective issue. I will look into it to improve.

I have finished the gameplay part of the Infiltration level, I am focusing now on polishing & add the other element.

Level end cutscene is done. This is also the first time I use a serious Video editing software. The difference between the old basic Wondershare Filmora, & DaVinci Resolve R15 is day & night, & the latter is FREE! Very user-friendly. I am able to get to speed within mins of use.

Making the video is laborious, but I am pretty happy with the result. Its a pity I do not have the budget for voice over.
 

Godsmack

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I wanted to get some opinions on this illustration I did for the game. It'll be used for the title screen, Steam icon, and any promotion stuff.

Now, it's been a few years since I've really done any serious art, so I was a little bit rusty. I wanted something that would be fairly easy, so as few characters and details as possible. I also needed it to work at thumbnail sizes as well.

I decided on a fantasy illustration style, as opposed to pure realism. I felt like it suited the game and the medieval period.

Anyway, let me know if you like it. I'm sure I'll find stuff to touch up later on as I look at it more.

 

Godsmack

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After talking with some people, I've decided not to use that art piece. I guess it was good practice at least.
 

starseeker

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My take on the artwork is that
a) It doesn't tell much about the game, which isn't necessarily a bad thing
b) Doesn't make me want to look further.

I think you should add some slogan or whatever that is called below the title that gives a small clue while generating interest. This is what I did with my title.
In my Title, I used the Character name as a Title & in Indiana Jones fonts to give the impression you are embarked in an Adventure, & having the character as (key part of) title, I give the impression of a long series & an adventurer/detective like Nancy Drew. Note that Ducktale also used the same Font type to enhance the series an adventure cartoon.

When I added "The cottage in the Fairytale woods" My idea is to make the reader ponder, & want to find out more. I have given some thought of a promoting screen, but nothing concrete yet.


As far as the picture, I would think, putting a group of enemies & soldiers battling each oither on a seige fit the game better, & make it more interesting.
 
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starseeker

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Anyway, some info on my process. It was a slow 2 weeks, but due to I wanted a short 'break' to re-energized & the world cup. I did get some work done, & hope to post soon.
I moved on to working on the in-game cutscenes, & I made 2 additional animations, one walking, & another jump landing to be used in the game cinematics.
Now I am learning (from video tutorials) on in-game cinematic ( I know the basic already, but its good to go a little deeper), hopefully, to get some useful tips.

also, I have a Kanban board



Maybe I can explain a little, under "Backlog" row is what you wish to do, out of the list, you put what you actually wanted to do on the "To-Do" row,

From the "To-Do" you put what you will be doing at this moment in the conceptual row(or skip to Development if a concept is not needed). A concept could be a programming logic flowchart, a cinematic storyboard or a concept design for a level.

After that, you moved to Development. which could be the actual level design or assert making in 3D software.

Last but not least is the testing row, after development is done. Typically to test bugs or make sure animation is okay in Unreal.
 

Godsmack

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My take on the artwork is that
a) It doesn't tell much about the game, which isn't necessarily a bad thing
b) Doesn't make me want to look further.

I think you should add some slogan or whatever that is called below the title that gives a small clue while generating interest. This is what I did with my title.
In my Title, I used the Character name as a Title & in Indiana Jones fonts to give the impression you are embarked in an Adventure, & having the character as (key part of) title, I give the impression of a long series & an adventurer/detective like Nancy Drew. Note that Ducktale also used the same Font type to enhance the series an adventure cartoon.

When I added "The cottage in the Fairytale woods" My idea is to make the reader ponder, & want to find out more. I have given some thought of a promoting screen, but nothing concrete yet.


As far as the picture, I would think, putting a group of enemies & soldiers battling each oither on a seige fit the game better, & make it more interesting.
I decided to try hiring someone for the art. I don't have the energy to really fool with it right now. It takes so long to do these. I'd rather be working on the game, and just let someone else do the illustration. I'm talking to a guy now, so we'll see how it goes.
 

starseeker

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I decided to try hiring someone for the art. I don't have the energy to really fool with it right now. It takes so long to do these. I'd rather be working on the game, and just let someone else do the illustration. I'm talking to a guy now, so we'll see how it goes.
I would be interested too, if the cost is reasonable. Let’s see the end result first.
 

starseeker

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Major updates level done except for some final tuning & voiceover.
 

DLC

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Been very busy, however got to do a bit water, what doing is that slow down animation speed when character is in the water, added particle effect for ripples, thanks to video from Abhinav a.k.a Demkeys made particle of the water ripples, then from there using script to create a lot of particles when in the water, however needs some more testing, also may need to slow down the speed of the player a bit more when moving in water, not only the animation speed:

 

starseeker

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Been very busy, however got to do a bit water, what doing is that slow down animation speed when character is in the water, added particle effect for ripples, thanks to video from Abhinav a.k.a Demkeys made particle of the water ripples, then from there using script to create a lot of particles when in the water, however needs some more testing, also may need to slow down the speed of the player a bit more when moving in water, not only the animation speed:

I have been playing a bit of Lara croft & the temple of osiris. have you consider similar style, or you are going more like diablo?
 

DLC

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So far like Diablo, however may change, going to see what able to do.
A lot of stuff that want to try, however question is of course how well it will work, like adding stealth into the mix would that be a good idea or would it take away from the action.
 

starseeker

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I decided on my Studio name, & started creating social media links from my new formed studio, hopefully to gain more awareness for my game.



I have a new youtube page but no new video yet, but also a new Twitter account, Be sure to follow me on twitter if you like.

https://twitter.com/LindenerG


I have posted offers & send emails for voice over. Ready new to this. There is always a first time for everything. Let's see how it goes.
 
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starseeker

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Testing lock combination Interface. I think I am getting comfy at this programming thingy, & the programming part of this is done pretty quickly & smoothly. I used to take longer on the programming side & making more mistakes.


But its time I put focus back on designing the gameplay & piecing the plot/level sequences & puzzles together.
 

starseeker

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Slow week. I am now looking over the auditions for VOs for my protagonist. I got more submission than I expected considering I only post in one website.

Anyway, I got voice over done for the end level cutscene, for my newly created youtube channel. Voice makes a big difference.
 

Godsmack

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Where did you post to get your voice work?

I've often thought about offering voice for characters or narration, or trailer narration for that matter, but I have never followed through with it.
 

starseeker

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Where did you post to get your voice work?

I've often thought about offering a voice for characters or narration, or trailer narration for that matter, but I have never followed through with it.
Sure. This is the thread where I posted my Offer. You can use it as an example & also see the other entries. I got a substantial amount of audition entries within 6 Day since I posted.
http://voiceacting.boards.net/thread/2588/looking-english-voice-actress-game

You may also want to read this article first, which is what lead me to the above site.

https://www.gamasutra.com/view/news...hiring_casting_and_directing_voice_actors.php