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Koobazaur

Member Since 03 Apr 2003
Offline Last Active Mar 03 2016 11:16 PM

#5276801 New Studio Name, Thoughts?

Posted by Koobazaur on 19 February 2016 - 12:55 AM

Also, if you haven't already, google the names and see who already uses them and how. Do a Trademark and LLC name check as well. I know of another Bishop Games company I met at PAX South, so it may get confusing.


#5267249 Where do you find your artist?

Posted by Koobazaur on 20 December 2015 - 06:01 PM

I found my writer at GDC by going to the IGDA Meeting there. I found my 2D and 3D artists advertising on bunch of sites (reddit r/gamedevclassifieds, tigsource, gamedev, craigslist, facebook Gamedev groups, twitter etc)




#5267248 What about 3d development can be simplified to make it more practical?

Posted by Koobazaur on 20 December 2015 - 06:00 PM

The shader discussion is definitely good for imrpoving the looking. As far as the assets themselves, honestly, Unity Asset Store and OpenGameArt.org
 
It does limit what you can do (unless you're going for generic fantasy / horror / scifi) but it can cut out on the amount of assets needed A LOT, especially if you spend some time researching and make some artistic compromises. 
 
There's also a lot of ways you can creatively cheat and reuse assets. Here's an article from our own game: How we Recreated All Character Models from Scratch in Two Weeks


#5267247 How Is This Pixel Art So Detailed?

Posted by Koobazaur on 20 December 2015 - 05:50 PM

Why not email and ask the GameDevs themselves? Most indies love talking about their work, and I've been eager to give feedback on my own stuff as well whenever people asked. 




#5232061 Tips for Overhauling Indie Game Graphics on Limited Budget

Posted by Koobazaur on 31 May 2015 - 07:58 PM

Hey Guys!

I'm the Lead Developer on "Karaski: What Goes Up..." an open-ended, story-driven investigation onboard a damaged Airship; find the saboteur, or risk becoming suspect! Deus Ex meets Clue with a bit of Telltale.

Over the course of development it became clear the graphics of the game needed to be significantly reworked. My blocky programmer art wouldn't do! But the problem was: while I had budget to create missing assets and do some touch ups, I did not plan to completely overhaul it.

But in the end I found a way to vastly improve the look of the game while still staying within my (slightly increased) budget range. Just wanted to share my recent blog posts with All The Tips and explanations of how we managed it.
Hope this is some useful food for thought for all you other Indie Devs smile.png Lemme know what you think!


#5135450 New challenges in writing meaningful game dialogue while working on my second...

Posted by Koobazaur on 28 February 2014 - 01:48 PM

Hmm, Interesting. I am already planning on adding different "entry points" into the convo that get triggered at different times (i.e. player initiated vs. npc confronting player after spotting him trespassing) which could kind of function as modules...




#5135281 New challenges in writing meaningful game dialogue while working on my second...

Posted by Koobazaur on 27 February 2014 - 10:43 PM

Hey all,

 

I'm working on my second indie game after publishing a very dialogue-heavy Postmortem: one must die, and realizing my old approach won't work as well with a more complex narrative and many more variables affecting the conversations. So I wanted to share my musings and get some feedback:

 

Don't want to re-post the whole thing so here's a link to my devblog post about it. Let me know if you have any valuable thoughts from the writing trenchese :)




#5134188 Postmortem 50% off - play as Death incarnate toying with the fate of a nation...

Posted by Koobazaur on 24 February 2014 - 02:03 PM

Just wanted to let you guys now about a big discount on my current indie game on Steam:


postmortem-twinfinite-ad-header-50off.jp

^ Clicky above ^
 


What Is Postmortem?
Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!

Free form exploration, Rich Dialogue, Meaningful Choices and Unintended consequences!

Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!

 



postmortem-game-with-info.jpg postmortem-game-1.jpg postmortem-game-2.jpg

Check the Postmortem Homepage, Like on Facebook, Follow on Twitter




#5110370 What "Indoor" environment tools do you use?

Posted by Koobazaur on 18 November 2013 - 10:34 PM

Blender is always a good free choice, especially since they vastly imrpoved the interface a while back.

Game-specific, I think gtkRadiant was used for Quake BSPs, then you got Unreal's own level editor which was neat too and well suited for indoors given it was based on carving rooms out of "solid space" rather than creating walls in "empty space."

AFAIK, most engines nowadays just make 3D models of various spaces and then dump em onto a 3D scene (unity, UDK, Crysis, torque), maybe with some portals and occlusion culling to help.


#5095983 Would this be a good idea? (Episodic release)

Posted by Koobazaur on 22 September 2013 - 12:35 PM

If the content is worth it, you will encounter little problems.

 

If the content is not worth it, you will encounter many problems.

 

Also not getting into legal/licensing/pr/marketing/etc. side of things here. 




#5090611 Tutorial: Designing and Writing branching and meaningful Game Conversations i...

Posted by Koobazaur on 31 August 2013 - 11:27 AM

Here's our approach to writing complex, branching, and meaningful conversations in our indie adventure game Postmortem: one must die,
which has been often complimented for it's intricate dialogue:

... an example of how to write nuanced characters with a reach into complex late-game branching narratives ... which happens little elsewhere in videogameland.
- Cara Ellison, PCgamer.com


... video games can function as a medium for important messages and Postmortem is a prime example of that.
- Cassandra Khaw, USGamer.Net


It took many attempts to figure out a good way so sharing the lessons. We broke the process into following steps:
  • The Editor – setting yourself up right
  • General Concept
  • Distill and Make game-ready
  • Conversation Outline
  • Narrative Beats and Branching Filler
  • Non-essential side branches
  • Test, Refine, Repeat
READ full article HERE!
(note: I wasn't sure if this should go here or in Writing but figured since it covers design aspects of characters and convos as well it would be more useful here. Feel free to move mods smile.png )

beats_and_branching_filler.jpg


#5085018 Self publishing via online sales - Terms, EULA, Readmes etc. are they even re...

Posted by Koobazaur on 11 August 2013 - 02:43 PM

My game Postmortem is releasing very soon so I am trying to tie up a few loose ends. Since I am using PayPal to sell it online I figured I probably need some sort of "Terms & Policies" as well as EULA to go with the game.

For comparison I checked other small self-published Indie titles like Home, Hotline Miami, Dear Esther or Lone Survivor and was frankly baffled to find they all lacked any form of legal disclaimers! Home doesn't even have a readme, Hotline Miami is just a list of troubleshooting techniques. Nothing on their website, nothing in the game files, nothing ingame.

Am I missing something here?


#5079632 Case for Dumbing Down – because others deserve to enjoy games too

Posted by Koobazaur on 22 July 2013 - 12:20 PM

Bit of a shameless plug, but just wanted to share a story from developing and testing my own game I was just writing about:
 

Item highlight, arrows or contextual controls make “hardcore” gamers rage but developing my game I learned they’re not always about dumbing, but accessibility.

Full Article here
 
TL;DR - I learned that "dumbing down" is sometimes about allowing players with slightly different skillsets but similar gaming tastes to enjoy your game. Other times, it can also be a last-minute solution to a design problem that you simply ran out of time to fix properly by redesign, often a monumental task in itself. 
 
And other times, yes, it's just plain dumb tongue.png


#5062375 Need advice

Posted by Koobazaur on 16 May 2013 - 02:39 PM

Also, it may useful to check out some online video lectures from big name universities to get a "feel" for what sitting in a given class might be. Not the same as attending the class, but another tool in exploring your major. 




#5042966 Task and Timeline management tools?

Posted by Koobazaur on 13 March 2013 - 11:17 PM

Hmm I looked at the options and Trello seems to be the closest, but nothing quite seems to do what I want:

* Trello - good for creating and managing tasks BUT majorly lacks in terms of task customiziation (no tags, only 6 pre-defined labels, no custom fields, no time estimates)
* ChilliProject / Redmine / Track / Mantis - lacking in terms of timelining, cumbersome to use for non-coders, and requires Ruby
* PivotalTracker - almost exactly what I need, except it automatically splits tasks into sprints and does not support separate departments (a sprint includes ALL tasks even if they are done by different people at different velocities)
* GanntProject - nice graphic capabilities but becomes really cumbersome with many tasks spread across a long timeline (numerous weeks/sprints). Plus, mainly desktop non-collaborative solution
* Jira + Grasshopper - looks good but also isn't free so holding off on that for the time being. I got a webserver but couldnt host their flat-fee solution myself (no spare PC that can run reliable 24/7).

I think I'll stick to Trello for the time being and as the needs grow maybe consider Jira?




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