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

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Update. I was the actually sick beginning of the week, so a bit slow but I add a lot of mechanics, audios to the level. Unfortunately Geforce Experience can't detect my GPU, & I can't record any video. I was using Nvidia video capture all these times.

But I figure to share some screenies.

A spell stopping us will turen active when you get close. Gonna find a way to break the spell to progress.
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More polish for the ritual room, some extra jars, candle wax, & wall lanterns.
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I intentionally add the god ray to get player focus on where to look

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The idea is for a gamer to work out what happened. It wasn't complicated but I want to "show don't tell" whenever possible.
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With the completion of the cave level, I updated the tasks to do on my website.

A Key decision is to make the outdoor map, which will probably be one of the most time-consuming level, but I think it is worth it.

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Its October, so its Outdoor level time.
The concept is done. The proper asset & level design will start next week.

This will be the last level, but also the biggest most taunting level I will be making for my game.

Blueprint of the house design.
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Outdoor Level layout.
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Texturing done. May polish a little tomorrow, but I am pretty happy with the result. I tried to paint the wood to the wall, but it lacks the 3D-ness, so I spent the day placing each wooden frame individually. Hard work but I think it pays off.

Windows & door already existed & will be assembled in the Unreal engine.
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Man I want to start doing some of this but I just don't have the time anymore.

I already know Java and C++ and a good bit of Linux kernel so I imagine getting into this would be familiar on many fronts.

Either way good work starseeker
Thanks. You can start little by little, & when you have time finally, you already have the foundation.
 
Every time I see your game, I imagine you're just zooming out a little further, haha. I'm curious, this looks very intimate for a strategy game, more like an RPG or something. That mini-map is so small!

I've changed the way the missions are. It's more story based and objective based now. The maps are about half the size they used to be. I want to create a campaign where the objectives are important to the story, and it's not just a large, open map like a typical RTS.

There's enough room for your base, an enemy base, and a little bit of extra. Since you control a small group (rather than 100s of units) I just figured a large map would be a waste. Not to mention how long it takes to make a large map. Think more Shadow Tactics, Commandos, Desparados, etc. rather than Age of Empires. Oh, and a little bit of Stronghold thrown in since there will be defensive missions as well.

All this will allow me to create a more meaningful campaign. I had done well to create cool levels, but they never lended themselves well to creating an actual full game.
 
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The original car can be seen here. It took a lot of time or export, separate, the channels & reassembled them in substance before you can start proper texturing.

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I've changed the way the missions are. It's more story based and objective based now. The maps are about half the size they used to be. I want to create a campaign where the objectives are important to the story, and it's not just a large, open map like a typical RTS.

There's enough room for your base, an enemy base, and a little bit of extra. Since you control a small group (rather than 100s of units) I just figured a large map would be a waste. Not to mention how long it takes to make a large map. Think more Shadow Tactics, Commandos, Desparados, etc. rather than Age of Empires. Oh, and a little bit of Stronghold thrown in since there will be defensive missions as well.

All this will allow me to create a more meaningful campaign. I had done well to create cool levels, but they never lended themselves well to creating an actual full game.
What would you say is the main selling point of your game, to stand out from similar games? How will you market this game. Just curious.
 
What would you say is the main selling point of your game, to stand out from similar games? How will you market this game. Just curious.

Well, the game is a bit of a hybrid. With more RTS style gameplay of games like Age of Empires, with more small party management like Commandos or Desparados, with a bit of defensive base management like Stronghold.

Honestly, I'll only be doing a little bit of the marketing myself. I'll have the publisher worry about that. I'm about to sign on with one, so I'll let you know how it goes here in a week or two.

Still a few months away from a full release. Lots of work to do!
 
Well, the game is a bit of a hybrid. With more RTS style gameplay of games like Age of Empires, with more small party management like Commandos or Desparados, with a bit of defensive base management like Stronghold.

Honestly, I'll only be doing a little bit of the marketing myself. I'll have the publisher worry about that. I'm about to sign on with one, so I'll let you know how it goes here in a week or two.

Still a few months away from a full release. Lots of work to do!
Wow, you have come a long way, I hope you have a good launch.
 
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1 Month worth of hard work coming nicely together. I still want to add some assert as the outside of the house seems too empty
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New year, back to work

Need to finish up the last few character portraits

Aki Sasaki: Language expert/Translator
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Michael Wagner, Paranormal Expert, Munich fan
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