Game devs, please do not frontload your game with exposition and dialogue. I need to play your game first to see if I even like it. Before it happens I don't give a single F about the story and any of the characters. Give me the game first and sell me on the story later.
I don't really have skills to ever work on a visuals for a triple A game, but even if I did I would still rather make games like this. I love chunky pixels, blocky levels, sprite animations and small color palettes.
Another tip: Starting with a cold open does not work when your character knows the context behind the situation but You - the player don't. It's confusing and annoying because NPCs interact with you like you - the player - were supposed to know them and what's going on.
Hello everyone.
Sorry for not posting for so long. I had to take some time to levels and sprite. And strating today I can finally gif again.
Here's a Pigdemon monster I made for
@project_warlock
2
I hope you have a good day
Unless you are making a story driven game and know what you're doing, put as little story in your game as possible. This might sound harsh but most of you are absolutely terrible at storytelling and this is why most people will skip through it all anyway.
Milltary monster set for
@bckshtsoftware
turned out a bit grey and muddy so I wanted to revamp some of them. Especially the walker which was so bland and ugly that I made a point to make it the most awesome of the bunch.
#krita
#screenshotsaturday
#indiedev
@joewintergreen
Half life has a story that's told in many interesting ways. Made by people who knew what they were doing. Also it's not a complete cold open - game takes time to explain who you are and what is going on so when shit hits the fan you have the same important context as Freeman.
@dashiellwood
I'm sorry but this is an awful take. You can't shame people for not buying a product. It's not the customer who is responsible for a game's success. Especially a niche title in a niche market that's already oversaturated.
Writing a good story is extremely hard. If you're not a seasoned writer then your writing will suck balls. Either find a good writer or don't bother with a story in your game at all. You are wasting so much time you could otherwise spend on improving your game.
I was at first hesitant when
@bckshtsoftware
applied the blooom effects to the game but he somehow managed to pull it off and it doesn't clash with the overall artstyle too much. With some more tweaks it will hopefully work even better.
#screenshotsaturday
Lovecraftian monster redesign for
@bckshtsoftware
's "Project Warlock". This one has bigger resolution, more details and more animation frames. My initial designs for this game were somewhat luckluster. But you have to start somewhere.
Made with
#krita
#screenshotsaturday
#FPS
Overview of the first level for
@project_warlock
2
We do not often get to see levels from this perspective. Which is a shame.
It's actually one of the smaller levels. I wanted to keep them fairly compact but then I got carried away.
You'll see.
I have uninstalled so many games and demos of otherwise interesting titles because most of the gameplay was just me frantically skipping through exposition and dialogue from characters I did not knew nor cared about that wanted to tell me their whole backstory mere seconds in.
So we have all these sliders and toggles in video options, what would we do with them? We make the game look like a gameboy port.
This is the peak Project Warlock visuals. We can only go downhill from here.
#screenshotsaturday
#madewithunity
#indiedev
The art of good gif: A good gif is good when you watch it on loop for five minutes and keep watching.
Fun fact: every monster in the game has about 10 different death animations.
Good Gif should also be pronounced with a hard G. fight me.
hashtag
@project_warlock
zwei
Lowres Lowpoly visuals ar the best. It takes 10 minutes to generate lightmaps for the entire level. And they take up like 4 Megabytes total.
@KrankenheitGame
#screenshotsaturday
I made several designs for Project Warlock some time ago that I wasn't super happy with. still learning to pixel art. But now that my art has improved I have to redo so much of the old assets to match the quality of new ones, because they look like they're from different games.
Experimenting with some alternative visual modes for
@KrankenheitGame
This one's unrefined and pretty messy but I'm loving it so far and it's definitely the way I'm gonna play it:)
#screenshotsaturday
Demo level for
@KrankenheitGame
is pretty much done. It's a bit all over the place but it's my first finished level like ever so I was still mostly learning stuff and experimenting.
#madewithunity
@ProBuilder3D
@KrankenheitGame
with textures looks pretty dope even with all post processing turned off. It looks like original Carmageddon but without the cars. I feel like I'm really getting somewhere with it. And it feels so good.
#screenshotsaturday
#indiedev
@dashiellwood
Nobody told the developers: "Hey, make this speciffic game and we will buy it in droves!" No. It's the developers who made the game and said "Hey this is our game, we hope you like it!" Sometimes poeple just don't like the game. And it's not their fault.
Some new weapon designs for Project Warlock
@bckshtsoftware
Making pixel art guns is a lot of fun. But turning them into first person view and centered AND low res is a tricky tricky task.
I think we need a new type of remakes where we keep the original art assets but we improve upon the gameplay and mechanics instead. A lot of really bad games had crazy good artstyles. And some games just aged poorly because of unintuitive interfaces or awkward controls.
@trashcanroom
You realise how many games are released daily? There is no scenario where all of them are successful. And why do you think people want shorter games in the first place? Because they don't have time and money to play them all.
Steam deck is a game changer. If you're into indie games and classics you can store a stupid amount of games even on the 64gb version with a 256gb card. I have 65 of them right now mixed with some bigger ones. And I didn't even touch the emulators yet.
I think I have found a very nice compomise of time, effort and results when it comes to pixel art. Enough details to make it look good but still pretty simple so that animating it is actually fun and time efficient so I can pull of stuff like these semi 3D motions.
Fot this project I think I might go for hi res after all. It will require a bit more refining but looks like the effect will be worth the extra effort.
@Yiga_CC
@BanannaSlamma64
Yeah and when I got to eternal after finishing the previous game I was like: what the hell is all this shit about? Everything got retconned six ways to Sunday and nothing makes sense. It would actually be less confusing if I didn't play the previous one.
@BanannaSlamma64
Bloodstained comes to mind. And Doom Eternal. Both feel like their story is missing a few beats at the beginning and yet The player is supposed to care about what's going on. It's like watching a movie from the second act.
Realised I was doing my
@KrankenheitGame
character animations wrong. - each moving part was a separate object, which resulted in wasting 20-30 batches to render a single character. Tried making a character from a single mesh and got 20X performance boost.
I'm starting a patreon where I will be exclusively posting culturally appropriated lewds of anime elven chicks of questionable age and occasionally some degenerate furry smut. Because fuck it I'm and indie game developer and I need money.
Arhurian Legends is out. It's bloody awesome. Still has technical issues but is bloody amazing nonetheless. Engine feels ancient but brings back this magic of early nineties so well. Hits right in the feels.
@kchironis
It's a bit like asking "how many of you are cooks, and by cooking I also mean making sandwitches and scrambled eggs. if you prepare food - any food - you're a cook". I think having different words for different levels of engagement is pretty useful.
One of the most surprising gaming experiences this year was revisiting Quake 2. After playing so many shooters over the years and actively working on games I never expected to be blown away so much by it's design, aesthetics and gameplay ballance.
So I beat the final episode of Dusk. Bloody awesome. The mood and sound design is legendary. At times gets creepy as fuck. Gets a bit too random at times, but I guess that's the running theme of the game. Play it.
@DUSKdev
#fps
@_mort96_
It's different because games are not books or movies. You don't just sit and do nothing while the story unfolds. You are supposed to take part in it, act and make decisions. Player needs to know enough to not feel like an impostor.