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1390743 Posts in 66779 Topics- by 59514 Members - Latest Member: Neat Invention

April 12, 2021, 05:38:29 AM

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TIGSource ForumsPlayerGeneralFront page, need someone to take it forward
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ASnogarD
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« on: March 25, 2021, 12:55:22 PM »

I mean the forums is active, but the frontpage looks like the site is dead, can we have it more active and also less political, we are a group of gamers/gamedevs, not a activist group.
I miss Derek, he used to make the frontpage interesting.

... at least use it to spotlight the more popular new titles in the dev group, like say the most popular game being tested ?
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michaelplzno
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« Reply #1 on: March 25, 2021, 01:35:10 PM »

If someone can point me to something front page worthy I'd be happy to write about it and or do a video of playing the game that can be posted on the front page. I just don't know what game deserves that honor.
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ASnogarD
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« Reply #2 on: March 25, 2021, 01:53:51 PM »

Theres a few outside games, like Dyson Sphere a 5 man chinese dev , or Valheim by a 6 man Norwiegen team for great Steam games out of the blue, or the Amazing Cultivator Sim that took off like wildfire...

... or at least lets look at the dev test forum and bump up the games that seem to be popular there.

Anything is better than a nearly year old activist post, what does TIG have to do with BLM ? Nothing, or the KKK nothing, or Fem Frequency... nothing.
TIG is games by indies, gamers that like indie games.
The frontpage is old and says something we are not... or has TIG changed from indie games to politics ? If so feel free to delete my account, I will seek a indie game forum elsewhere.
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michaelplzno
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« Reply #3 on: March 25, 2021, 02:28:57 PM »

I kind of want to do an article about MOONMAN which was a big game that had been in dev for years on this forum. I think they changed the name though?

Doesn't bother me what you are saying, you are right, the front page shouldn't just be an old BLM post. Even if we wanted to be all about BLM there is new stuff going on there too.
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michaelplzno
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« Reply #4 on: March 25, 2021, 02:35:32 PM »

I could do a little article about this game:

https://forums.tigsource.com/index.php?topic=21997.0

A video and a description and maybe some of the highlights of the dev log and stuff. Seems worthy right? Let me know if this is wanted and I'll make the article/video.
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ASnogarD
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« Reply #5 on: March 25, 2021, 04:04:41 PM »

That would be great, and it would help some develepors to market, a frontpage in TIGsource would mean something to the developers.
You could also add topics that are especially helpfull, or news about the various SKUs that indies use, changes to compilers, SDL2 updates, Unity updates, little things that say we support indies.
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Mark Mayers
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« Reply #6 on: March 26, 2021, 01:37:31 PM »

I would definitely appreciate the front page coming back.
It’s been dead for years and was an interesting aspect of the site.

Maybe go back to doing DevLog features? Announcements?
I want to see the website revitalized.
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michaelplzno
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« Reply #7 on: April 03, 2021, 01:46:35 PM »

I'm still willing to do this, its just a question of when I get time to. If you guys don't like what I do feel free to ignore it and I'll just post it on my stuff.
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Golds
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« Reply #8 on: April 06, 2021, 05:10:39 PM »

I would definitely appreciate the front page coming back.
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@doomlaser, mark johns
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« Reply #9 on: April 07, 2021, 04:53:28 AM »

I'm still willing to do this, its just a question of when I get time to. If you guys don't like what I do feel free to ignore it and I'll just post it on my stuff.
this would be grea
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michaelplzno
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« Reply #10 on: April 07, 2021, 11:58:02 AM »

Moonquest





Moonquest has been in development since 2011 and has one of the most beloved devlogs on tigforum covering its development process. Now that the game is being featured of course we have to drag out some baby photos which is sort of embarrassing but also really cool to see a game that used to look like that become a game that looks like this:


The game was made by Dr. eigenbom, who graduated with a PHD in 2011, so of course this guy knows how to document stuff and keep working on a project for a looooong time. And since the good doctor studied computer science he was able to create his own physics engine, and a system for rendering composite sprites using lua:


Characters are a good place to start any game project, and the little green Moonman is a really great design, but eigenbom soon turned to the environment as well creating day and night cycles as well as the ability to place and destroy blocks of terrain:


Eigenbom then started working on lighting (Which he noted was a bit slow performance wise) and in April of 2012 posted the first glimpse into the story of the game: "The Device, in which Moonman must find the pieces of his ship to get back home (the original story behind Moonman); The Heart which is a shorter-length item quest; The Siege which has waves of enemies attacking a fortress built by MM with limited resources; and a few more I don't want to reveal. There will also be a story, Sandbox, which is just an open world with no goal."

Flash forward to June of 2012, the Moonquest was no longer a solo mission and started talking to pixel artists. In July he was settling on a lighting system. But sadly there are no awkward teen year photos of the first lighting eigen thought was up to his spec. And in August v.1 was available for download. And in October of 2012 it was physics code with the famed Box2d Engine:


Sadly v0.3 was not ready in time for December 2012 (It was released in January 2013) but there is a video of all the impressive ladder tech right here that shows how close and far from the final game it was:



In April 2013 we got a glimpse of some of the custom tools for the game:


In September 2013 the v0.4 version flexed pretty hard on the tree and water tech:

The dev cycle for the game was getting to 2 years and eigen points out that he released another commercial game during that time. Next video is January 2014 with some particles https://www.youtube.com/watch?v=TyASwoRF0Qs which would be taken up to 11 with some lasers in May 2014. https://www.youtube.com/watch?v=_On-TyRnX3Y

Then the big graduation day, January 2015, a kickstarter and rock paper shotgun feature!


At this point the moon was at solstice and the game started development full time. Sadly eigenbom has removed most of the pictures of in development work or I would have made some kind of time lapse, and at this point most of the updates are on twitter. In fact, a lot of traffic had moved from tig at that time and the forum lost its light. Coincidentally: that is the end premise of Moonquest, trying to bring back light to a dying world.


So in that spirit I hope we can start to do more front page feature articles. I decided to cover Moonquest because it is so universally loved as a devlog on tig but also eigenbom followed me on twitter, which is a rare thing for me. We've actually had little chats about tweets and so on. That might not be the best system to pick what games get the front page. I'm open to suggestions if you have a more equitable way to decide!


Note: If you want me to change this I can rewrite it, if you don't want to feature it, that's fine too. Just let me know what kind of stuff you want. Also not sure if youtubes should be links or what. Sometimes the forum changed them to videos sometimes it doesn't.



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Mark Mayers
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« Reply #11 on: April 08, 2021, 01:03:50 PM »

I think the post may benefit from a more formal or journalistic tone.
Also you just ended it after 2015 and didn’t talk about the game’s time on early access, release on Steam, what Ben is up to now (he works in AAA).
Maybe also talk to Ben and see if he has anything to say.

It could be reasonable where the community votes on a game to be featured and the dev writes their own article.
I’m sure the actual person who wrote the DevLog would know how to talk about their game better than anyone else.
Also this guarantees a base level of quality and effort, and removes the onus away from a single person.
Would also help the community engage more again.

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Mark Mayers
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« Reply #12 on: April 08, 2021, 01:07:06 PM »

Also that post makes it sound like the game stopped development after 2015 but it shipped last year lol.
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michaelplzno
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« Reply #13 on: April 09, 2021, 01:52:51 AM »

I can change it 'round if you like the style, to quote the song Paperback Writer. Here's v0.2 I might talk to Ben directly to see "what he's up to lately."

Moonquest

(We can feature the trailer or some other video as the headline here, I'm open to changes. Or I can make a more cut down video of the game or whatever, just lmk.)





Moonquest is one of the most beloved devlogs on tigforum, winning multiple awards for the quality of coverage of the game's development, as well as a successful kickstarter, multiple features on gaming news sites, and its eventual launch on early access and then final release. The whole thing has been in a real way, epic. Eigenbom AKA Ben Porter, who got his PHD during the dev cycle, did a lunar job with this procedurally-generated adventure game, but will we all be able to bring light back to a dying world?

We've broken down some of the key moments in this 3,089 day timeline for you to live the almost 10 year process in just a few minutes.

It Begins - 0% - 9.11.11

What would the epic story of development of a project that took a decade be without baby pictures? Everything that starts has to start with one step and I think its inspiring to think that even the biggest projects can come a long way from their origins.

Adding some Character - 1.97% - 11.11.11


Ben started with a wide range of technical bits including collision detection but what really shined, and perhaps what made the devlog stand out as special is the goofy green moonman character. Characters are a good place to start any game project, and Ben created a custom composite scripting system to render and animate the little goober.

Creating the World - 3.24% - 12.20.11


We all know the earth was created in 7 days, well Ben made a world in 100. This tiny detail was the kind of weird and wonderful world the little green moonman would explore. Ben created a system to add and remove blocks, which would go on to be one of the signature game features.


Let There be Raytracing - 3.66% - 1.2.12


Light, which is actually the entire narrative push of the game, is another good detail to get out of the way early on, and Ben did some tests with raytracing that were a little slow at the time. But development was really moving fast as projects tend to do right when they get started.

Items - 3.92% - 1.10.12


Next up is a GUI and why have a GUI if you can't grab something to put in it? Ben added some collectables in the environment to loot and plunder as you explore the alien terrain.

Enemies - 4.27% - 1.21.12


How can you have a game without bad guys? It is near impossible! Here is a mockup of some laser battles!

Story - 6.86% - 4.10.12

The game would eventually focus on saving the world but the first draft had a bunch of different directions: "The Device, in which Moonman must find the pieces of his ship to get back home (the original story behind Moonman); The Heart which is a shorter-length item quest; The Siege which has waves of enemies attacking a fortress built by MM with limited resources; and a few more I don't want to reveal. There will also be a story, Sandbox, which is just an open world with no goal."

The First Release v0.01 - 10.95% - 7.03.12

As any experienced developer knows, the first 10% of the project can really go much faster than the last 90% and v0.01 launched just shy of a year into development.

Should I continue like this??? Just let me know if this is a better format and I'll convert the entire article to it. If you guys are gonna axe the article I'll stop now though.
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