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TIGSource ForumsCommunityDevLogsNot Their Will - Devlog Thread
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Geosphere Games
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« Reply #20 on: April 17, 2020, 01:22:46 PM »


Hi everyone and welcome to the new post of this Devlog. Today is a short one showing one of the improvements in the game environment.

Since the vertical slice we had this decoration in the save room and people in the playtesting didn't like the look of that room so we decided to change it.


To keep the atmosphere in the game consistent we thought that we need something more organic that feels like it is healing the alien. We like the red lights and we narrow the room a little so the player must go over the trigger where the prompt to save is. We decided that something where the alien goes in and "hibernated" would look cool. Since the alien came from the depths of the planet it makes sense that the planet heal him. We tried different models and we choose this kind of "chrysalis" that covers the alien when it goes in to make it look like it is healing it. This is how the room turns out, we are very happy with this look.






This is all for this post. We will show the second boss of the game very soon so stay tuned.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #21 on: April 19, 2020, 02:18:26 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to talk about how we are decorating the second level of the game, The Laboratories.

We are following similar guidelines from the first level. We want to tell a story through the decoration. Every three or four rooms we think about a little story to those rooms, then we put elements in the rooms that support that story. For this, we did these steps. We do a diagram of the room and then we do the white box.



Then we do a quick version with the main elements to see how it looks.


When we like it we finish putting the little elements and illuminating the room. To polish this we put little animations and particle systems to add that little details that make it looks better.



This is how it looks when playing.


This is all for this post. We hope you like it. We hope you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #22 on: April 22, 2020, 01:32:44 PM »


Hi everyone and welcome to the new post of this Devlog. We have decided what achievements we are going to have in our game and today we are telling you what are they and why we choose some of them.

Here is the list of the achievements and the name of them in bold. We are going to explain the reason for some of them.

Save for the first time - Safe space
Kill an enemy (out of the tutorial) - Not their will
Consume an enemy (out of the tutorial) - Fear me
Open a blockade - They can’t stop me
Take an upgrade - Even more powerful
Beat level 1 - No one is safe...
Beat level 2 - …and don’t come back!
Take all upgrades - More powerful than ever
Consume a healer (out of the tutorial) - Full health
Throw a bomber to another enemy - Clonk!
Beat the first boss without losing health (the health of enemies you are possessing do not count) - You are kinda good at this game
Beat the second boss without losing health (the health of enemies you are possessing do not count) - Definitely, you can call yourself a gamer
Get all the achievements - 1001%
Kill two enemies with one bullet - Thrifty
Beat the first boss under 3 minutes - Are you in a hurry?
Beat the second boss under 5 minutes - That was fast
Make a barrel explode with a bomber - Chain explosions
Burn 50 enemies - Medium-rare
Electrocute 50 enemies - Shocking
Kill enemies 100% - 150% - 200% of the total of enemies in the game - Killer of...

Since we don't have a tool to gather metrics of our game we are using the achievements stats for this. We want to know how many people play the game and not only download it. Achievements like Safe space or They can't stop me will tell us how far players are players getting in the game. We also have achievements like Are you in a hurry? and That was fast, to people who really want to find all the achievements and grind the game. Killer of... depends on the number of enemies of each type that are in the game, for example, there are 60 Healers in the game, so for Killer of Healers 1, Killer of Healers 2 and Killer of Healers 3 you need to kill 60, 90 and 120 respectively. To end this post we are going to show some of the art of the achievements. Let's see if you can guess what achievement is each one.



This is all for this post.


Thank you for your time.

Regards, Geosphere Games.
« Last Edit: April 23, 2020, 06:34:44 AM by Geosphere Games » Logged
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« Reply #23 on: April 23, 2020, 03:37:05 AM »

Cool concept!

Nice smooth graphics and lighting. Will check out the game when it releases.  Smiley
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« Reply #24 on: April 24, 2020, 01:54:40 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to talk about our map and minimap system.

We don't want our players to wander around the level not knowing where to go. This map will help the player orientate and know where the relevant areas are.

The minimap is in the top right corner of the screen and shows a detailed top view if the room that you currently are. The player is represented by a red arrow and can locate himself in the room. This will help the player know where the exits of the room are and how to reach them.


The map is a little complex. If you press M on the keyboard or Options in the controller, the game will pause and show you a map of the rooms that you have discovered. It will show in what room you are marking it with a darker color and show the blockades, save rooms, and other important places. This will help the player navigate the whole level without to much trouble. You can scroll by clicking and dragging the mouse to see all the map. We know we have to improve the visuals, we are working on it.




This is all for this post. We hope you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #25 on: April 26, 2020, 03:09:23 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to show you the second boss of the game.

At the end of the laboratory level, you encounter a crazy and powerful scientist. It has a big armor that protects him. This boss has two stages and different behavior in each one.

In the first stage, you have to destroy the shields that protect him by bouncing the railguns that are in the corners of the room. If you break both of the railguns the boss will go and repair them. Once you have hit him for the first time, he will start attacking. In this stage has two main attacks, a wave that goes from the boss in all directions and it's blocked by walls, and he throws bombs that explode after some time when they land. During this stage, he also turns on and off some electric tiles on the floor.



When you break all three shields he enters the second stage.


Here the boss starts moving and following the player and has three main attacks. If you get to close he will do an area attack punching the ground, this will push you back and damage you. He also shot crystals, he can shot three in a small arch that deals damage or a big one that stuns. The third attack is a charge, he will run towards you damaging and stunning you. If you doge it and he hit a wall he will get stunned. To defeat him you will have to possess and consume him when he is stunned. He will throw you off his head when you deal damage to him so you will have to do it three times. This will kill him and you will have completed the game.





This is all for this post. We hope you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #26 on: April 29, 2020, 01:24:13 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to show you how our aim system work and how we fixed some problems that we encounter.

First of all, our camera is set at an angle so it causes some problems with the perspective, but ill explain how we fixed that later. The camera also moves in the direction of where you are aiming so you can see where you are going.

In our first version of the aim system, we had a raycast shot from where the mouse is on the screen to the floor. The player aim where the raycast hit and the camera will move to that point and because that raycast depends on the screen it moves too. This causes a loop where the raycast is moving the camera and the camera moves the raycast.

To fix that, we created an object in the world that moves with the mouse and the camera moves between the object and the player. This object is where the player aim. Since it does not depend on the camera, we avoid that loop and smooth the camera movement. We make the camera parent of this object so if you move the camera without moving the mouse it stays in place.

Since our main character is on the floor, you shot to the enemy's feet so, to make the player able to aim to the enemy's body and still hit the bullets, we have a vertical offset in the object that the mouse is moving.

To prevent the player to move the mouse out of the screen and lose track of the object, we throw a raycast from the four corners of the screen and create a frame where the mouse can't exit.




This is all for this post. Today was a more technical post, tell us if you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #27 on: May 01, 2020, 01:40:34 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to explain how we manage our bugs.

To polish our game as much as we can, we make a build all weeks and all members of the team play it a few times to see where it fails. When someone finds a bug, he checks in the GDD if it is supposed to work that way. Then, if it is really a bug, he tries to replicate to find the exact way this bug happened and how many times that you do that thing the bug happens. This will help to give a priority order to the bug. Once this is all done, we have to report the bug in the system. Since we are using HackNPlan for planing our work, we are using an extra board to report the bugs.

To report the bug, we have to take a screenshot or, preferably, a short video of the bug happening. Then we upload that with a short title and a description that helps the programmers now what is happening. And, the most important thing, we give the bug a priority order depending on how often the bug appears and how game breaking it is. To leave it simple, we have four levels of priority: low, medium, high, or urgent. This last level is for bugs that make the game close or impossible to play so we have to fix that immediately.

Now we are going to show an example of this process.

First, playing the build, I found that the flamethrower does not make the barrels explode.


Then I go check the GDD to see how the barrels are designed.


As you can see, the barrel should explode with the fire so I know this is a bug.
This happens all the time that I shot a barrel with fire but don't cause a big problem to the core gameplay so I took a video and report on the board with a low priority level.


And that's it, now it is the programmers work to fix it. At the end of the week, we check if all the urgent bugs are fixed.

This is all for this post. We hope you like this type of post.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #28 on: May 03, 2020, 01:46:18 PM »


Hi everyone and welcome to the new post of this Devlog. Today we will make a short post showing the final art of the menus of the game.

First is the main menu, we want the planet and the spaceship to be there so the opening cinematic can start from there so we decided to make a vertical menu that pops out from the left of the screen.


For the pause menu, we want to seem like it is made of things that you can find on this planet, so we made like they are analyzing crystals on a screen.


For the options menu, we stick to the screen theme to make all menus feel similar.


We try to make the color palette consistent through the menus. We are thinking about giving some texture to the buttons. Tell us if you like this idea or what would you change about these menus.



This is all for this post. We hope that you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #29 on: May 06, 2020, 09:15:43 AM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to show you how we came with the idea to the game.

When we reunited to do a game, we decided that some members of the group will do a small prototype with a core mechanic to test the mechanic that we most like for our game. We will show you these prototypes and explain why we chose one over the others.

The first prototype was a twin-stick shooter with the mechanic where the time that you have left for completing the level is also your health and your currency. So you have to get to the and of the level before the time runs out and when you get hit you lose some of that time. At the start of the level, you can buy upgrades to that level with the time.


We didn't choose this mechanic because we felt that it wasn't deep enough to make a one-hour-long game.

The second prototype was a beat 'em up platformer with habilities. You have to get to the end of the level killing the enemies with your abilities. You have an energy bar that charges with pickups. You need that energy to cast the habilities.


We discard this idea because we thought that it wasn't original enough to get people interested in it.

The next prototype is a platformer where you control two guys join together by a stick. You have to get through the level without any of the two guys dying.


We almost chose this idea but we think that a platformer is a type of game that to be good it needs a lot of fine polish and we didn't think that we could do that.

To finish, here is the idea that we actually chose. It is a mix between the last two ideas. The first one was a stealth game where you have to take control of the enemies to complete the level disabling the alarm. This is where we take the idea of an alien jumping in the head of the enemies but we didn't want a stealth game so that is why we choose the type of game from the second prototype.


The second one is also a game where you possess enemies and use their weapons. This is from we take the idea of an isometric dungeon crawler.



This is all for this post. These were the ideas that we considered before making our first pitch.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #30 on: May 08, 2020, 01:05:25 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to do a quick recap of the game to the people who jump on this thread late.

Our game is a top-down shooter where the player controls an alien that is defending his planet against the humans that are harvesting the planet resources.


The alien can not harm the humans from the floor so he has to jump on the head of the enemies and possess them. When he is in their head he can control them and shot his weapons to get through the level and get rid of the humans. The alien can also consume enemies. This will kill the enemy and heal the player.


There are levels in the game. The caves and the laboratory. The caves is the first level, the alien will start deep down the caves and find more and more human presence as he ascends to the laboratory. In the laboratory, the humans are experimenting with the crystals of the planet and the alien will find more advanced enemies in that area.


In these levels, there are also save rooms where the player can save the game and heal himself and upgrade rooms where the player will find upgrades for the alien.


At the end of the level, there is a boss fight. The player will have to use the knowledge acquired during the level to defeat them.



To end this post, we are proud to announce that we already have a Steam page for the game: https://store.steampowered.com/app/1299820/Not_Their_WIll/
Add it to your wishlist, we will launch it May, 25th totally free.

This is all for this post.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #31 on: May 10, 2020, 03:18:45 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to show you how we help the player knowing where to go.

The best way to induce a player to where you want him to go is through lighting. In the first level, the path that we want the player to follow has more light and it is wider. This way the player knows that is the main path and can choose if he wants to explore or go directly to the end.

Here there is a bifurcation and as you can see, the left path is much brighter and big than the right. This way the player tends to go left most of the time.


In the laboratories, since the corridors are more or less the same size and lighting is more consistent, we put signs in the walls to give a clue to the player for where that path is going. Here also the signs blend great with the environment.


We want our players to navigate de levels easily and don't get lost or go where they don't want to.

This is all for this post.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #32 on: May 13, 2020, 01:55:29 PM »


Hi everyone and welcome to the new post of this Devlog. Last Monday we closed our beta build and we are currently working on the release that will be finished May, 25th. Since all the content is already on the game, we are now just polishing, we decided to do a playtesting. Today we are going to tell you how it went.

This playtesting was more exhaustive than the previous ones since is the last one and there is a lot of things that we want to ask for.

Like the previous ones, we divided the questionary into different sections. The main section, here we ask about if the game was fun to play, if they got lost or what will they change of the game. This gave us an overview of what the players think about our game.

Then we asked about more specific stuff to know exactly where we have to improve. We asked about sound, each level, each boss, and each enemy. Doing that we know what enemies are more fun to play with or if they like the level configuration.

We also asked about the tutorial. It was finished a month ago so the playtesters couldn't try it before so we were looking forward to seeing what they think and if help learns the controls.

To end, we make a few questions about the artistic side. Questions like: Do the lighting help or bother you?

The conclusion we have made after we gather all the responses was that, overall, the players liked the game. We still need polish, primarily at the second level and the first boss, so we are already working on that. We also found that some enemies like the Acid or the Shield enemy aren't good enough so we will try to improve that. The tutorial was a huge success so we are very happy about that. To sum up, we are excited about the players liking our game and we are looking forward to the release.

This is all for this post. If you want more details about the playtesting or you want all the questions and responses, fell free to contact us and we will be happy showing them.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #33 on: May 15, 2020, 01:01:45 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to talk about us. Since the game is almost finished, we want you to know us better.

We are a developing team from Madrid, Spain. We are doing this game as our final project for our Game Designer degree. Since we are all Designers we started all of us doing the initial design but since the project moved forward we take specific roles in the development.

We are Fernando, Alejandro, Sergio A., Daniel, Diego, Sergio S., and Juan Antonio.

The two main programmers are Sergio S. and Diego. They are taking almost all the programming in the game because they are the most experienced with C#, the programming language that is used in Unity.

For the level design, Alejandro and Fernando took the lead in the early stages of the project. Later on, Juan Antonio and Sergio A. joined for the polish.

In the producer role is Daniel, he is also in charge of the characters models and animations and the cinematics of the game.

When we finished with the design, Alejandro, Sergio A., and Juan Antonio started working in the building and decoration of the levels and Fernando was left in charge of the sounds of the game.

Since we are all mainly designers, we make important decisions together and help each other with his work. We have a more detailed division of roles in our credits sequence that is already out and you can check it here:



This is all for this post. Do not hesitate to ask us if you want to know more about us.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #34 on: May 17, 2020, 02:02:50 PM »


Hi everyone and welcome to the new post of this Devlog. Today we are going to show you our latest VFX additions.

To make our game a little more gore we decided to add some blood. When the alien possesses an enemy, blood particles will spring up blood particles trying to mimic the heartbeat. When the alien starts consuming the enemy, the blood flow will get bigger and constant.


In addition to this, we have a decal system that puts blood on the floor when a character is shooted. With this, the player will let a trail of blood behind him.


We also added an effect for when the player is low health. This helps realize when you have to take cover and be more careful.


This is all for this post. We hope that you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #35 on: May 20, 2020, 01:16:29 PM »


Hi everyone and welcome to the new post of this Devlog. We are almost done with the development and it's time to show the game to the people, so today we are going to show how to do a PressKit that you can send to the media asking if they can make an article about your game.

First of all, the briefing. You have to sell your game as fast as possible. A journalist reads a lot of similar emails and you have to make yours stand up from the rest. A good exercise is to write your game selling points. Three or four short sentences that describe the strengths of your game. Like: "Defend your planet against the human invaders." or "Top-down shooter action game." With these sentences, you will make a short paragraph that explains as much as you can of your game. The email subject is also very important. You have to say a lot in fewer words possible.

If a journalist likes this, he will try to know more about the game so you need to have a more extended version of the briefing going deep in all the features and the objective of the game. It is more important to talk about the main mechanics and the content rather than the lore. Here you also have to talk about why are you sending the email, for example, you have reached a huge milestone in your development or you are launching the game. It also helps a small paragraph talking about your studio and how the can contact you.

A good addition to this email is a folder with good quality photos and videos of the game to make it easier for the journalist. Here you can include different sizes of the game logo, the studio logo, and a banner with the name of the game and the characters. All this is to make the journalist's life easier so he will be more predisposed to write about you. If you can, it will help a lot including a build of the game but is not mandatory.

This Friday we will show our finished PressKit.

This is all for this post. We hope you like it.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #36 on: May 22, 2020, 01:06:20 PM »


Hi everyone and welcome to the new post of this Devlog. Quick update today, we are almost done and we are working hard in the final polish of the game.

As we told you this Wednesday, we finally have our press kit and we are starting to send it to the videogame media. You can check it here: https://drive.google.com/file/d/1iac0MD_f55libtmxf0iEC-lfpZhoAVRt/view?usp=sharing

We don't have anything new to show you but, this Sunday we are going to upload our release trailer so make sure to check our Twitter.

We hope you are all fine and going through this without too much trouble.

This is all for this post. Feel free to ask anything you want to know about, we will answer you.


Thank you for your time.

Regards, Geosphere Games.
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« Reply #37 on: May 25, 2020, 08:22:33 AM »


Hi everyone and welcome to the last post of this Devlog. We finally did it. We finished today our development and launched our game on Steam.

We are so happy about this Devlog and how you guys received it. It is our first time doing this and we liked the experience so far. We also have released our last trailer. You can see it here:



We have submitted the last build to Steam today, and the game should be ready to download during the day. We hope you like the game where we expend the last eight months.

This is all for this thread. Don't hesitate on contacting us if you have any questions about our game.


Thank you for your time.

Regards, Geosphere Games.
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