Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411415 Posts in 69361 Topics- by 58415 Members - Latest Member: sophi_26

April 16, 2024, 02:02:32 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeSo... Now that I'm a full time Indie...
Pages: [1]
Print
Author Topic: So... Now that I'm a full time Indie...  (Read 3298 times)
Siesatia
Level 0
*


View Profile
« on: April 11, 2015, 01:32:08 PM »

A Friend recommended I put out feelers here, I joined a while back to read some of the suggestions, the site came highly recommended for game devs (Significantly more friendly than Stack Exchange). With classes reaching an end for me, and a few months of downtime before they kick in again, I decided to launch myself full time into Game Development, and it was recommended I keep a Dev Log (For personal sanity reasons as much as getting the work out there). I'm not sure I'm ready to post something in the Dev Log section yet, but I wanted to put out a link and see what people think...





Hopefully, it's not as bad as I think it is...
Logged
Cobralad
Cowardly Baby
Level 10
*****



View Profile
« Reply #1 on: April 12, 2015, 03:27:45 AM »

Well, its a Unity Horror game.
Its expected to pass Greenlight, be played by Jim Sterling and bought by less than 100 people.
Gamedev is highly competitive space these days and only big corporations can afford pushing products that nobody likes and make profit.
You should really stress your brain and get out of crowd, otherwise youre going to be as miserable as many indies nowadays.
Logged
Donutttt
Level 0
**



View Profile
« Reply #2 on: April 12, 2015, 02:31:10 PM »

Well, its a Unity Horror game.
Its expected to pass Greenlight, be played by Jim Sterling and bought by less than 100 people.
Gamedev is highly competitive space these days and only big corporations can afford pushing products that nobody likes and make profit.
You should really stress your brain and get out of crowd, otherwise youre going to be as miserable as many indies nowadays.

I'm feeling positive after reading this post.
Logged
b∀ kkusa
Global Moderator
Level 10
******



View Profile
« Reply #3 on: April 13, 2015, 03:40:12 PM »

I think it isn't that bad. But by nowadays standards and how easy it became to make a unity horror game, you'll need something really original with it.
for example: Amnesia used to be something good , then outlast came. you can't go back to amnesia standards.

for the moment it's more like it it's a game easy to be ignored and forgotten. (the death screen was fun though in a bad way lol).

Logged
Siesatia
Level 0
*


View Profile
« Reply #4 on: April 13, 2015, 10:23:01 PM »

The death scene is a placeholder, and an inside joke between some friends and I, I'm still working out how to do not-crappy animations that will eventually form a number of death scenes; but it's currently low on my priority list while I flesh out the other parts of the game... like actually getting to play in the play sphere.

I have an update here if anyone is interested:

Logged
rhill
Level 0
**


View Profile
« Reply #5 on: May 16, 2015, 08:15:26 AM »

Its expected to pass Greenlight, be played by Jim Sterling and bought by less than 100 people.
Hahaha.

only big corporations can afford pushing products that nobody likes and make profit.
Hahahahahaha!

I'm not sure I'm ready to post something in the Dev Log section yet,

Is there such thing as "not good enough for Dev Log?" I had not considered that before.

Hopefully, it's not as bad as I think it is...
Its biggest flaw is it does come across as fairly generic. Horror game, first person, going around collecting items in the dark with a flashlight. I end up feeling like it's almost indistinguishable from dozens of other games I've seen, and hundreds I haven't.

I'm curious about microphone triggered events. I don't follow the genre that closely, is that something that other horror games have done or is it your own addition?
Logged

DanglinBob
Level 0
***



View Profile
« Reply #6 on: May 19, 2015, 08:00:55 AM »

Horror games are actually a very well selling popular genre IF and ONLY IF you can make them scary enough that the key youtube personalities make them a thing (See 5 nights at freddies). Now you dont need to go in for the "startle" kind of scare, but it has to be incredibly scary in various ways to succeed.

Once you manage to put together something like that, the money will come by the truckload despite Jim Sterling's 100 fans that actually have credit cards :D

Seriously though, it's a hard genre because it incorporates a lot of different aspects of game development that need to come together seamlessly (Sound, art, music, design) and when one fails the entire project fails - unlike other genres which can be forgiven. This has to do with the amount of immersion required to really terrify someone.
Logged
oahda
Level 10
*****



View Profile
« Reply #7 on: May 19, 2015, 08:28:03 AM »

If you think your project is bad, then why are you working on it?
Logged

rhill
Level 0
**


View Profile
« Reply #8 on: May 19, 2015, 11:14:23 AM »

Gotta work on something. ¯\_(ツ)_/¯  Shrug


Now if you don't really like horror games but are doing it because you figure that's what sells, then find something else to do. But if you do like horror games and are just think it's bad because you're not good at making games, then practice makes perfect, right?
Logged

JohansenIndustries
Level 0
**



View Profile WWW
« Reply #9 on: May 21, 2015, 07:16:40 AM »

Horror games are actually a very well selling popular genre IF and ONLY IF you can make them scary enough that the key youtube personalities make them a thing (See 5 nights at freddies). Now you dont need to go in for the "startle" kind of scare, but it has to be incredibly scary in various ways to succeed.


I'm pretty sure I read (or heard) somewhere that even 5 nights doesn't sell that well, although perhaps I just imagined it (or my source did).
Logged

guille
Level 3
***



View Profile WWW
« Reply #10 on: May 21, 2015, 08:54:59 AM »

I'm pretty sure I read (or heard) somewhere that even 5 nights doesn't sell that well, although perhaps I just imagined it (or my source did).

You imagined it, for sure..!  Tongue at one point the game was making over $20,000 a day on mobile, Scott even donated 1/4 million dollars to some charity. Overall, the game's been doing pretty good, maybe it wasn't as big on Steam as it was on mobile, but it was still a hit.
Logged

ostrich160
Level 0
**


View Profile
« Reply #11 on: June 16, 2015, 05:38:35 AM »

A Friend recommended I put out feelers here, I joined a while back to read some of the suggestions, the site came highly recommended for game devs (Significantly more friendly than Stack Exchange). With classes reaching an end for me, and a few months of downtime before they kick in again, I decided to launch myself full time into Game Development, and it was recommended I keep a Dev Log (For personal sanity reasons as much as getting the work out there). I'm not sure I'm ready to post something in the Dev Log section yet, but I wanted to put out a link and see what people think...





Hopefully, it's not as bad as I think it is...

Dont want to offend you, but it looks very generic, almost indistinguishable from other Unity horror games (nothing wrong with Unity, though, or a horror game made in unity).
You need to find something different than the old 'dark place with a flashlight find things'. Look at 5 nights, introduce a new mechanic. Play other horror games which do something unique, see what specific features scare you and implement those into a new mechanic.
Logged
AlexRamallo
Level 1
*


:0


View Profile WWW
« Reply #12 on: June 16, 2015, 11:16:47 AM »

If you feel confident that you'll be able to create a good Unity horror game that people will genuinely want to play, then go with it. It's your art, not anyone else's. Just know that competition will be extra tough for this specific type of game, so don't expect it to be easy.

My advice is to design your game "on paper" first, then build low-effort prototypes to test if certain aspects are actually fun, and THEN commit to making it a full game if you're still confident in the project. If you make the mistake of combining Design and Development into the same task (something a lot of people do, beginner or not), you'll just waste your time and your summer.


Anyways, good luck. Even if your game ends up sucking, it's a lot better than not making anything!  Grin
Logged

DanglinBob
Level 0
***



View Profile
« Reply #13 on: June 28, 2015, 05:05:11 PM »

I was hoping this thread was about Farmville Roguelike hybrids :D
Logged
rhill
Level 0
**


View Profile
« Reply #14 on: July 02, 2015, 03:48:00 PM »

I was hoping this thread was about Farmville Roguelike hybrids :D

Was this meant for this thread?
Logged

swordofkings128
Level 6
*



View Profile
« Reply #15 on: July 02, 2015, 09:50:11 PM »

I'm pretty sure I read (or heard) somewhere that even 5 nights doesn't sell that well, although perhaps I just imagined it (or my source did).

You imagined it, for sure..!  Tongue at one point the game was making over $20,000 a day on mobile, Scott even donated 1/4 million dollars to some charity. Overall, the game's been doing pretty good, maybe it wasn't as big on Steam as it was on mobile, but it was still a hit.

Great Scott! That's more than what I make in a year! Imagine waking up one day and you see your game is making that much in sales... I'd probably have a heart attack. If my games made that in a year I'd be ecstatic.

Anyway, Siesatia, I looked at the latest video you put up from a month ago. I think it's looking pretty good but here's a couple criticisms:

(based on this video)




-Maybe it's me, but I watched this video twice and I don't know what the purpose of this floor is... I'm seeing pallets, carts, portable lights, a monitor, etc, but it doesn't have any reason to it. Now, this could be a test area for new assets, understandable. But(and this is something that I forget sometimes) the layout of a level needs to have both gameplay logic and world logic. If it's abandoned office, more computers! If it's an abandoned warehouse, stack those pallets 15 high(but no higher, it's a safety violation) and maybe put some lights behind it... that'll cast cool shadows. If you have an abandoned movie theater, it needs movie posters, snack stands, theater rooms, projectors, etc!

-It's just too dark. I know your doing the fps flashlight scary thing, but it's been done so much. I like the look a lot more when things got lit better, like in 1:26. I think that's a good light level to have for the most part, while still have areas with no light, but just less of the really dark areas. Maybe break up the game where beginning levels are lit decently, and lull the player into feeling safe. But, 3rd or 4th level it's got some blacks spots or the power goes out... while all the while before you do world building like discarded newspapers, posters on the wall, placement of objects that tell a story...

-Not really a game criticism, but I'd like to see a gameplay with in-game sound instead of Kevin Macleod's music... It was help give us a immersed a bit more in the videos.

-I really like the look at 1:56. Looking out from the elevator into overpowering glowing lights has a cool aesthetic, and I think if went with that kind of look every so often and ran with it, it'd be cool.

-Maybe have some colored lights? Red lights are aggressive and passionate, green lights maybe at a workstation that was left open and the text on screen is green. More color, really. Horror games can have color and be scary, much to a lot of people's misunderstanding.

-Oops never mind! I just peeped the week 3 video:




This is a step in the right direction(and also it probably means the video from week 4 was of a test level)! I love the blues here. But, it's a lot blue... I'd recommend adding more colors besides blue and brown. Really though I'm digging the dim blue lights, and nice shadows in that manor. Colors can be used to establish monotony, and if you add in some other colors, maybe on a spooky set piece, it would help freak the player a bit more. All this blue and brown, they won't expect a red or purple spook...(remember, almost ANYTHING can be scary with the right kind of build up and atmosphere!)



But still it looks like more of the same horror, we don't even know what it's really all about! or I might be dumb and missed an explanation somewhere... Anyway, if you enjoy making your game, and are honestly  satisfied with the direction it's going, great. This is what counts. You need to be happy with what you're working on to make something cool. But, my only concern is that, like others mention, it looks a lot like other horror fps games.

FNAF is a good example. It did something unique, but not entirely different- jump scares are nothing new. What it did do was hide it's lore in it's game. The mystery behind it is what keeps people playing. Sure it's got some cool 3d graphics, but no one plays those games for the gameplay(or if they do, it's not JUST gameplay)

Most horror games are like this though, gameplay wise. People play them because of atmosphere. My advice- do a 180 here. Do you have any strange phobia? FNAF made robot animals scary(well, your mileage may vary) but, a lot of people got spooked by them. No one was capitalizing on this fear, as far as I know, until FNAF. I'm not sure if Scott was particularly scared of robot animals, but he made something fresh.

Try looking up different phobias. Some people are afraid of bugs. Or snakes, or spiders... yes yes, typical things. But look beyond this! Find a phobia that sticks out to you:

https://en.wikipedia.org/wiki/List_of_phobias

Pornophobia sounds like a pretty interesting phobia to base a horror game on... You can do some "screwed up"(no pun intended) stuff with sexual themes, and truly make the player feel uncomfortable(and in the best way- that, "like watching a train wreck" way) heheh jotting a pornophobia horror game on my list of games I want to make!

You're assets look pretty nice, you could still use those. One good thing is your game doesn't look bad! The graphics look quite nice in some spots, and you already got some solid basic things like walking and interactions, I just think your game needs a new coat of paint.

I wish you the best of luck! We want you to "wow" us! No matter what you make, just make it something awesome. Smiley longer write up than I was intending, but I've seen this topic a couple of times and had an urge to add my two cents, hope it isn't too much.
Logged

DanglinBob
Level 0
***



View Profile
« Reply #16 on: July 03, 2015, 03:11:56 PM »

@rhill Yeah - it was - that's embarrassing but I will leave it... because it is also kinda funny. :D
Logged
The Translocator
Level 2
**


View Profile
« Reply #17 on: July 11, 2015, 07:18:34 PM »

If you are looking for unique ideas, I'd suggest a horror game that doesn't try to immerse you so well that you're scared even though you aren't in danger in real life. Instead, go for fourth wall breaking horror, where the gameplay isn't so much about survival but how messed up it is.

A few examples:

Some people get so scared by jump scares/the atmosphere that they pause the game. Use this to your advantage by having a jumpscare AFTER they're the game has stopped.

Do something original with the thing you're running from. Maybe it causes the game to lag when you get near it. Maybe you can only HEAR where it is. Maybe you have to TURN OFF YOUR MONITOR or HEADPHONES to prevent seeing its eyes or hearing the bloodcurdling scream that causes death. Maybe it only moves when you move. Maybe it freezes while you're looking at it. Maybe it looks like a distorted version of the player. Maybe you enter zero gravity near it.

Jumpscare during an item collection cutscene/immediately after respawning.

Respawn the player somewhere they've never been when they die, so they not only feel lost but also have no idea where they are or how they got there.

Have the flashlight do something very, very weird. Naturally it will drain battery power over time. Yes, it increases tension, but it also doesn't lend itself to the supernatural very well. Maybe battery power actually INCREASES when you're close to death. Maybe the flashlight is distorted by the creature. Maybe the creature also has trouble seeing in the dark, and can only find you when you're using the flashlight, and can only hear you when you're nearby and moving. Maybe, instead of a flashlight, the creature produces light and whatever the current flashlight button is instead lets you see through the eyes of the creature.

Another suggestion: have absolutely NO jumpscares, or scares of any kind, until after the player has found all the items they think are required to win. THEN spawn the creature. They're probably so tense by that point they almost WANT to be found.

Have elements of permadeath- lose something (items/money/whatever) whenever you die but allow the player to get it back if they can return to it.

Floating things are creepy. Flickering lights are creepy. Sounds playing BACKWARDS are creepy. Video game glitches *can be* creepy if you aren't the one who found them. Complete darkness is extremely scary, but nobody seems to do blinding light. Having to solve puzzles while something's tracking you is creepy.


I've actually only ever tried 1 horror game but I've played enough creepy games (mostly Metroidvanias  Wink) to know what makes me jump. Basically go for the unexpected, but do it in a way that no other horror game has- pure jumpscares do not good horror make.

 Mock Anger Boo!

 Tongue
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic