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  1. Wow man this looks really cool.
  2. Gezu

    Help on how to paint tiles in realtime?

    Hi, In krita you simply press 'w' and there you go. :) Like in this video (except that you don't need symmetry). Is this what you were asking for?
  3. Gezu


    Being summoned to another world and forced into a physical body is never a pleasant experience. The fact that you find yourself imprisoned inside a ball does not help the situation, either. Using your enthralling powers you manage to shape the body into a better form – having two limbs is better than having none after all, right? You also create a pair of eyes to have a better look at your situation – it is even worse than you expected. Not remembering anything from your previous life might be a blessing at this point. Are you ready to face whatever stands between you and your freedom? Spline based side-scroller in a full 3D environment Deadly traps to challenge your skills and reflexes Puzzles to give you some time to think between traps Friendly fellows to have a chat with on how the World will end Not so friendly fellows to have some more serious conversation with on how the World will end Traders, collectible items, weapons, clothes A fabulous story about a Wizard trying to get his daughter back, a World falling apart, and a spirit trapped inside a ball-body
  4. This entry will be a bit more technical mostly about our game development experience so far. I was thinking on what I would advise me if I could send back a message in time to the point where I started game development. I've collected some of the major things I would do / do different now. Most of them are common mistakes. 1. Scope We are working on our game Warriorb for about 2,5 years now. The funny thing is that it started as a small 6 months project. Back then we were working on a more ambitious epic fantasy story driven action game focusing on melee combat and traps. When we realized how long that project could take we decided to start with a more easy to make game. We ended up at the concept of a side-scroller game where the player controls a funny ball character who has two limbs. Although the core idea was quite simple as it turned out we couldn't keep to it. We added more and more ideas. Like there should be a fight system, you know just a simple one. Or we should add dialogues, that really doesn't take much time. Maybe the most significant change was the idea of using splines defining the path of the character instead of straight lines. This way we ended up with a game where you need full 3D environment since many parts can be seen from different angles. Back there we couldn't estimate well enough how much work those changes mean. This is a sort list of some of these elements and what they did: - Dialogues: - Concept: just some text, maybe the less dev time consuming content - Cost: We ended up creating a dialogue plugin for UE4 which basically took about half year for one of our programmers. We decided that this plugin will also help others so we released it as open source and you can find it int the Unreal Engine marketplace or you can get it from the Git repository. We got negative feedback on dialogue UI so we remade it from scratch. It also took a ridiculous amount of time. (Maybe a month for our 2D artist and weeks from our programmer.) (Btw you can check the result here.) We still need to hire a writer to proofread our texts. - Spline based path instead of side-scroller - Concept: it's fun and unique - Cost: level design time multiplied. There are some smart area where we can make advantage of reusing environment elements for other puzzles or using them as background but it also means a ton lot of additional work we could have skipped if we stayed at the side-scroller concept. - Combat system: - Concept: nothing fancy but still fun - Cost: a hell lot. We need to create 3D enemy characters, design combat gameplay, write AI. Even if it looks really simple it is complicated. - Skill tree: - Concept: you can't make a game where the player can't level up - Cost: way too much and we couldn't really make it work with both the combat and puzzle system. We found out that we are trying to develop 2 games at the same time. We dropped this idea and instead focused more on items, weapons and clothes. As conclusion this is how I would start an easy project now: - focus on only a few gameplay elements and make those as good as possible - do the math! Search for games using similar elements as yours. Check how many people worked on it and how long did it take for them. - don't start to work on fresh ideas. Each idea looks super cool when you make it. Let yourself some time to decide if it is good or not. - ideas are hard to dismiss but you won't be able to complete all of them. Compare the new idea to the others. Does it work well with them? If you can choose only some of them which ones would you pick? 2. Working order Prototyping the ideas is crucial in a work which takes years to complete. In the beginning I always wanted to create parts to their final form. Later we needed to completely rework or delete these areas because they didn't work the way we expected. After events like this I had to accept that no matter how cool my idea is, it just won't work for the first time. I need to iterate and test the ideas before working on details. We had a year when I worked full time and our gameplay programmer could work next to his job and that made it even more complicated. I preferred to work on environment and 3D assets because there I could work on my own. Or I just used the existing features to build parts. This is something I want to avoid in the future. Everything is relevant to gameplay so that is what needs the most work in the beginning. 3. Player learning progression It is really easy to forget about the fact that I've been playing my game for 2,5 years now, I know exactly how the gameplay mechanism works and others won't know what is trivial to me. When we started testing I was quite desperate because players failed to complete what I thought was super easy. We realized that teaching the player how to play is not done when you give them hints on which button to press. We broke down the puzzles to smaller elements and made the environment so that it forces the player to do the expected solution. Using this method we started to create 'learning puzzles'. We also repeated these puzzles in a bit different form between more complex puzzles where the same move was needed just to refresh what the player learnt. My note on this that testing should be started as soon as possible and fresh testers are always needed. 4. Concept, story, time and motivation Warriorb started with almost no story content, based on a joke. Later it turned out that a joke can look funny for a week or even for months but it will definitely lose its charm with years. As time passed the story become more and more complex and serious but there were some elements I couldn't replace without breaking the overall concept. I'm happy with the final result of the story and mood, yet if I ever create a new idea I will definitely ask myself: 'Is this something you could work on for years?' I know it might sound odd but in some way you must be compensated for your work. There must be something what keeps you going on. If you are doing your own game it must be something you like even after years. This is it for now, see you next time! In the meantime I would love to hear what you would do different in you first game.
  5. Gezu

    Dark Fantasy Environment and Props

    Hi, First note that I'm not professional, these are only my personal opinions. What I like: - Lamps from first post, there are some nice shape there and I also like the crystal material - Window and colored glass - Combination of cloth and crates What I would change: - Symmetry and repetitiveness. In real life nothing is perfect. Even if the building is planned to be symmetrical you can break it with lighting or adding additional details (dirt, damage, props, decals). - Use of ornaments. Check some real life ornament work and steal ideas. Ornaments have meaning if you want to use them you should understand at least some aspect. If you are using shapes from nature you should apply rules from nature to them. - Story and realism: even if it's fantasy thinking about what is there and why can give you ideas. Two example: Lamps from post 1: the bases of some lamps are too small, in real life those lamps would be unstable. This is not a mistake but might give you some tip on how to design the shape. Castle: what is inside and what is the function of the building parts? Thinking about this can also give some hint. Like are there two floors where the doors are? There can't be two where the gate is, behind that one would expect a large hall or something. If the window parts are separate then they can be hallways I would guess but I still feel like the outer look allow really small spaces inside the building compered to what I would think behind a gate like that. -Translucency: I really like your crystal material but in the bottom of the picture where there are more and you see a crystal through another it becomes super bright which ruins the effect. If you stick to translucency I would try to avoid situations where this can happen. Anyway keep up the good work. I also use blender for environment asset creation nice to see that more and more people use blender. .)
  6. Hi Marcin, I'm not sure if this can help you but here is my experience from the other side. We are making a platformer game and we definitely wanted unique music for it. This January we hired a composer but with lack of experience we didn't know where to find composers so we just picked someone in our country since it was the easiest. Since then the project is public we don't have much views yet but it's on steam and twitter. Over the last 4 month 6 composer wrote us letters offering their work. I guess that is how it works, you need to hunt down projects watch steam and gamedev sites for opportunity. I write a list of composers so that when we start our next game we can select from more composers. I've added your name to it. Anyway your music is great, keep up the good work and have luck!
  7. Wow man even rev share is way too risky. Why would anyone like to work without any rights or payment for his work? I mean if I want to create art for free it's not a hard task to find a team to join without signing an NDA like this. Or I can just work for my portfolio. Even if your project is super cool (which we don't know anything about) this is not a tempting (and not even fair) offer.
  8. Gezu

    Think you are worse than them?

    I think this video is kinda misleading. Yes there are some games which made it's creator(s) rich but there are thousands which didn't make profit at all. It's almost like saying: 'Hey there are these guys who won the lottery. Are you worse at picking numbers than they are?' Even high budget projects has a chance to fail and we often see big game dev companies become bankrupt. In a GDC talk Danny Day says when you do a project you need to have reserves in case your game wouldn't make money at all. I do agree with him. Self-confidence is important but you need to be aware of the chances you have. If you want to make money it's better to find another job. If you want to create games you are welcome to do it. .)
  9. Thank you for the coupon! I used chrome. Now it works for me using chrome and ie as well. Last time it didn't list those tracks and videos. EDIT: and one more thing: 'I have recently created my own Sound Effects plateform' - platform
  10. In this Blog entry I would like to introduce our main character and some of the basic gameplay mechanics. The player character of Warriorb was created in a magical accident. It involved a dead girl, a mighty spirit, a failed resurrection attempt and a group of kids playing football in the neighborhood, but let’s not go too deep into the details yet. Long story short, our unlikely protagonist is a spirit who ended up imprisoned in a ball. This weird body has a few unique skills – and also some limitations one has to overcome using all the creativity to be found in a tiny little ball. The biggest problem is being a bit low on limbs – there are only two of them, so wise and creative usage is a must. Normally the limbs function like legs: In certain situations however hands can come more… handy: And there is the hybrid mode – in some situations one limb can function as a hand while the other works as a leg: If you ever tried to do two different coordinated moves with your two hands at the same time you must have an idea about how hard it is to walk on one hand while aiming with the other. Not all situation requires limb involvement however – as the game is a platformer there will be plenty of situation to use more ball-like abilities, like rolling... … and bouncing. There are other ancient, unfortunate spirits trapped in a bit more appropriate bodies out there – but most of them gone mad during their thousands of years spent in imprisonment. The only way to help them is to end their suffering: That’s all for now. See you next time!
  11. Cool sound effects there and it's nice that single tracks can be purchased. I don't know if it's only my browser but at 'About OG' after "Here are some examples of my sound effect and music work:" there is a huge white gap. I need to scroll way down to find the links.
  12. Wow thank you JoeJ! You wrote a lot of good ideas I can now think about and try. I was hoping for an answer like this.
  13. Thank you! Btw you can see how the game goes on here or on twitter.
  14. Well, ok. Here is a really short summary: The protagonist is a spirit trapped inside a ball body. To regain his former self he needs to help a Wizard to get his lost daughter back. The story starts with comic/humorous elements which are turning into ironic and serious as the player advance and finds out the true story of the Wizard and the World which is about to end, and its inhabitants slowly loosing their sanity. The music mostly uses sad tones.
  15. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
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