Tacticular Cancer: We'll have your balls

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Vapourware Codexian Game Development Thread

Discussion in 'Codex Workshop' started by 20 Eyes, Feb 10, 2012.

  1. Make America Great Again Zep Zepogender: ⚧ Titties and Beer Patron Repressed Homosexual

    Zep Zepo
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    Divinity: Original Sin
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    The graphics look fine for a $5 game, but the screenshot shows no detail about what's going on in the game, was my point.

    Zep--
     
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  2. Tavernkinggender: ⚧ Educated

    Tavernking
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    Yeah I was just giving an example of the graphical style I'm going for. Actual promotional screenshots would be more interesting.

    The idea is to sell it for $6, and also have 50% off sales at $3 one year after release.
     
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  3. Astral Raggender: ⚧ Arcane

    Astral Rag
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    I just developed this Worms Armageddon map.

    When can I expect to receive my Developer Tag?


    edit: made another one

    Show Spoiler
    [​IMG]
     
    Last edited: Nov 14, 2017 at 12:51 PM
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  4. hello friendgender: ⚧ Arcane

    hello friend
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    I would unironically prefer a game that looks like
    this: (open)

    [​IMG]


    Doesn't even take 10 minutes
     
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  5. Tavernkinggender: ⚧ Educated

    Tavernking
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    What do you guys think about this kind of artstyle
    [​IMG] [​IMG]

    compared to mine?
    [​IMG] [​IMG]

    Is it worth spending the time to upgrade the graphics to this level or are the first two still too shit? Would it be a massive improvement that would lead to you reconsidering buying the game? I got a lot of negative feedback on 4chan. They said they wouldn't even pirate my game and to kill myself.
     
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  6. Bestergender: ⚧ Arcane Vatnik

    Bester
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    I hate not just the portraits, but everything else in your game, but those portraits are an improvement, although I don't appreciate this style.

    Cut down on the number of NPCs. Make 10 of them, but give uniqueness to each. Make them respeccable if necessary, allow them to change class.
     
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  7. Hoaxmetalgender: ⚧ Arcane

    Hoaxmetal
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    The other artstyle is definitely better, they look like people instead of prosperian creatures.
     
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  8. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    Well, that's pretty much what I would expect from 4chan.

    I agree with Bester... I mean, with the advice to make fewer characters. That way you can spend more time on other aspects, such as graphics. The graphics don't have to be ultra realistic 3D models. And they don't have to be painted masterpieces. They just have to be appropriate to the setting and pleasing to look at.
     
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  9. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    New trailer:



    I need to make the text more readable. And some people have said it needs a stronger opening. But I think this is pretty much the direction I'm going. That's going to be my Steam trailer and the official trailer until I'm closer to release, unless any of you have some advice on what I really need to change and why. I can change the Steam trailer at any time. And this particular YouTube video has less than 20 views, so if I replace it now, it's not like I'm going to lose a million views from GameSpot or something.

    I also have a new branding image:
    [​IMG]

    I'm hoping that looks interesting and attractive enough to generate clicks on Steam. And I hope it gives just a tiny hint of what's in the game.
     
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  10. Hoaxmetalgender: ⚧ Arcane

    Hoaxmetal
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    The branding image looks like an ad for character sprite pack/generator :M I think it needs little more to tie it with the gameplay so it's more self-explanatory, especially without context.
     
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  11. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    I can see your point. Maybe I should see if I can get an image of an army lined up on the battle map...
     
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  12. Tavernkinggender: ⚧ Educated

    Tavernking
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    The name is hard to recall for anyone who's not a Japanese(?) speaker. I read the name, tried to commit it to memory for a second, came back five seconds later and googled 'Himkemo Sukori' and couldn't find anything.
     
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  13. Make America Great Again ERYFKRADgender: ⚧ Arcane Patron

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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    This isn't saying much, those dudes are absolute niggers of the worst order.
     
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  14. d1n4l9q7gender: ⚧ Literate

    d1n4l9q7
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    The new portraits are much better. I don't think people will pay for a game that looks like little effort went into it, regardless of how much work went into the game below the surface. If its free they'll give it a go and you can win them over with the gameplay, but if its paid you'll need to attract them enough to give it a look over. You could get around graphical limitations by releasing a demo perhaps and selling them on the gameplay. Just my thoughts.
     
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  15. Make America Great Again zwanzig_zwoelfgender: ⚧ Geschäftsführer des Deutschen Ahnenerbe Developer

    zwanzig_zwoelf
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    Reposting the new update.
     
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  16. hello friendgender: ⚧ Arcane

    hello friend
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    looks really sweet zwansig
     
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  17. Make America Great Again zwanzig_zwoelfgender: ⚧ Geschäftsführer des Deutschen Ahnenerbe Developer

    zwanzig_zwoelf
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    Thanks. Gonna show more stuff a bit later down the road, need to finalize a few things inside this level.
     
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  18. Make America Great Again vonAchdorfgender: ⚧ Prestigious Gentleman Arcane

    vonAchdorf
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    The trailer has a very classical (heroes' journey) vibe which is good in my book.
     
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  19. Tavernkinggender: ⚧ Educated

    Tavernking
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    Demos traditionally decrease sales.

    I wonder if Age of Decadence developers regret making a demo for theirs.
     
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  20. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    vonAchdorf thanks, yeah, I've been studying story structure lately. I'm actually using Save the Cat!, which has more than a few parallels to Hero's Journey. The first 10 seconds of the trailer summarizes STC's debate beat, which serves the same purpose as HJ's refusal of the call and crossing the threshold. And then the adventure begins, the heroes lose their way, etc., which have their places in both templates.

    And Tavernking is right about the demos. Sure, there are plenty of people who will tell you "I wouldn't have bought that game, but I played the demo first and liked it..." but on average, the demo will cost you sales. If you want to get people interested in the game, you need a trailer, screenshots, and YouTubers. All of those depend on your game's visual appeal. I know that's not what you want to hear, but it's hard to overstate how important appearance is.
     
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  21. Tavernkinggender: ⚧ Educated

    Tavernking
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    What if your game looks shit to watch someone play, but is actually a lot of fun to play for yourself? (for eg. Solitaire, idle games, really heavy story based games, games with lots of Menus like Democracy 3)

    Maybe then would actually be more advantageous just to release a demo? Because I feel like this is the direction my game would go towards.
     
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  22. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    Well, in that case, I don't know. I don't know of any studies that broke down the demo results like that. I guess it's your game, your call, you know? If that's the direction that you want to go then I wish you the best of luck and I'm really interested in hearing how it turns out.
     
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  23. hello friendgender: ⚧ Arcane

    hello friend
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    Trying to "craft" a story in accordance with theories of the structure of myths and dramaturgical models in general is a mistake. A lot of writers these days trying to be clever about story. You end up with something bland and lifeless. Just make something you think is fun and atmospheric. You'll get many times more out of reading Herman Melville and Robert Louis Stevenson than reading Joseph Campbell.
     
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  24. Make America Great Again baturinskygender: ⚧ Arcane

    baturinsky
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    Feels a little weird that sprite is not rotating at all when scene does, then just jumping to another side sprite. Have you trying rotating sprite billboard a bit depending on direction?
     
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  25. Nathaniel3Wgender: ⚧ Rockwell Studios Developer

    Nathaniel3W
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    baturinsky I'm afraid the only thing that would really fix that situation is adding more sprite frames to get 8 (or more!) directions instead of 4. I had originally started with the sprites acting more as a billboard, facing the camera. That actually looked really really strange. The sprites right now all face perpendicular to the camera vector in the XY plane, and just straight vertically in the Z, tilted inward at the sides of the screen to counteract perspective, and stretched vertically as the sprites get closer to underneath the camera also to counteract perspective. I think that changing the XY orientation of the sprites would actually make them look more out of place.

    And now I'm going to complain about Reddit again because I'm still annoyed at a discussion I had there months ago. This is where Reddit would say "Stop making excuses and go pay for double the number of sprite frames so that your game doesn't look like shit." And I either explain why I'm not doing that and everyone tells me to stop being defensive, or I just say, "OK, thanks for your input."

    Tip from someone who has learned the hard way: Do not engage in frank gamedev- or business-related discussion with potential customers. Go ahead and be honest among other devs, on your development blog, or in one-way communication. But do not have an honest two-way public discussion with fans or customers on any of your tough decisions, whether technical or business. Although they may say otherwise, your customers don't want to hear the reasons behind your tough decisions. Anything you say is just an excuse for why you're not doing it right. All your customers want to hear is "Yeah, you're right. I should do it your way."

    ...But now that I'm off that soapbox, I'm thinking about what I could do to hide the problem if I can't exactly fix it. Maybe I should change the camera spin speed so that it snaps to the next view angle faster, and maybe you won't really notice that the sprite stays the same over 90 degrees of camera movement.
     
    Last edited: Nov 16, 2017 at 7:56 AM
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