I’m just so amazed by the Secret Legend developer. His game looks so good, especially for being a programmer by trade. Curious how he’s doing some of the more intricate models in there like enemies and set pieces. https://www.youtube.com/watch?v=Nxzuja6uQus
Creating 3D models does still seem like a huge pain, though. Character design and animation are especially tough. I haven’t really seen good easy-to-use tools out there that don’t require months or years of experience to get good at using (that’s most skills needed for game development, though).
I do think the low-poly trend is helpful for getting away with doing 3d without having the best animation and modelling skills. That and some shader-heavy approaches
Cool. As a developer who is out of money but still wants to make first party games, I’m finding the publisher shackles more and more interesting. Also the whole 100% of nothing is nothing kind of thinking, because I have no damn idea how to drive significant traffic to a game.
Anyway good luck I’d be eager to hear more of what you’re willing to share.
Thanks for the response! That actually really helps me decide. I knew the numbers were low, but didn’t realize they were less than a single percent.
On the one hand, I could say the audience for traditional roguelikes might skew a little bit more towards linux. On the other hand, these often seem to be the same people who think it is a crime against humanity to charge money for a roguelike because so many of them have been free historically.
First of all, thanks for taking the time to give it a playthrough!
I’ve heard the backwards mechanic pulling thing being not the player’s first impulse, but I’m hoping you’re right - maybe a tutorial will fix that?
As for the mechanics, I was trying to aim for a balance between strategy and skill - my hope was that being able to place the ship where they want it would come with experience. With a grid based system, it’s not too far from just clicking where you want the ship, right? I dunno, I’m obviously not some master game designer. :P
Dang, I’ll get that checked out - thanks for pointing it out!
@richtaur: Thanks! I think I’m going to spend a little time polishing this prototype a little - I was thinking the final product would actually be playing against some AI for a level or two actually. After that, I did have a few other ideas I wanted to explore - what I want to avoid is getting stuck grinding on one game for too long like I did last time!
@richtaur (Replying THREE freaking months later!!! What the…???)
I switched from doing Corona SDK courses to doing Unity courses since that way I could become very wealthy, right? Then I discovered there are SO many people doing Unity tutorials that I can’t make any headway – just lost in the crowd.
So right now I’m doing a new course for Corona, then I’ll recreate it for Unity, and spend a couple months promoting the heck out of both and see what happens.
There is more potential in the Unity world, but I’m not sure how to (cheaply) get people to know about my stuff. Fewer devs in the Corona world, but I have an existing reputation there and a ready-made way to get my stuff found.
I wish the hard part was programming and NOT stupid marketing.
3.) At the end of a level, on the kind of screen listed above, the “coins” and points earned are often “turbo” flooded into the display adding a bit of excitement, but also not too much time so the player can go to the next stage… what is this kind of turbo score update called?
There is not a term for the event, but the technique is related to Juice, and called “Easing”. Rather than have the counter click over at a specified rate, you start it slow, and as it progresses speed it up. Most easing libraries take 3 values, a start, end and time. You may say your player should wait no more than 1.5 seconds for their score to roll in, and ease it in so the first few frames, it counts 1-10 points, but by the end it’s counting 10,000. This accompanied by visual, and audio effects can make the counter much more dynamic.
4.) Finally when in a fighting / battle game of some kind… say like 1942… often when you kill an enemy they explode/fade out but “from the ashes” of the enemy a number of points awarded “floats up and vanishes”… e.g. “+500”, or “1up” when you collect a special item. Is there a term for these “score toast” messages?
Thanks in advance. For what its worth I’m making HTML5 games, and the current one is using Phaser JS.
If anyone’s interested in this project, we’ve been moving forward with it. The course is now ready for pre-order and module 1 is almost ready. Since the course is in the making, if you pre-order you can make suggestions in the course discussion area. I can’t promise we’ll include all suggestions but we’ll definitely look at them and discuss them: https://academy.zenva.com/product/advanced-game-development-with-phaser/?zva_src=ldg
Ah i see what you mean. Given it takes up the whole width of the screen though, I’m not sure if moving it would be ideal. I could consider adjusting the field of view though. Might be worth while playing with those numbers a bit.