Looks good. The colors match the website's theme and the (jam?) jar is a grand idea! Also: When is this all going down? Sorry if it was already mentioned.
This is really good and everything meshes well. I had a hard time seeing some of the obstacles and baddies, but I personally have this problem with a lot of low color count games, so it's just me. I have no idea what's supposed to be going on but you already mentioned the thing with the storyline, so we're cleared up there. The only real suggestion I'd have is rotating the sprite on slopes. It's normally a thing that doesn't stand out, but the player character is wide, so he's kinda out there. Either way, not a big deal. Overall, you did wonderfully!
I think for some, the natural flow of game creation, even when using pre-existing assets, encourages creators to make or modify assets anyway, to hit the aesthetic they're going for. I'm not sure how much, in the way of submissions that might have taken place after the last jam got posted but I know there were things I couldn't find and made myself. I even ended up submitting the tileset I made to fit the theme I wanted for my game. I think it's a good idea in some aspects, but imposing the rule of creating and distributing assets might be discouraging for some. I thought the idea was more or less for OGA to see a competitional use of it's vast library, content creator's to see their assets in action and to get a general idea of what content OGA might be lacking?. Just my 1.5 cents.
I don't think the intent was to sell the art asset or add to it. It's a startup rpg project for unity, where the backbone code is already in place and you can expand on it easily. That is what they're charging for. I'm pretty sure this is pretty standard stuff, as I've seen people selling engine projects, using Kenny assets.
This is friggan awesome! I love it! Is there a way you could throw that walking cycle into the download?
Wednesday, October 18, 2017 - 18:40
Well, first of all. Holy crap, dude!
Great, now that's outta the way, I watched your video and checked out your deviant page. To put it lightly, you are very creative and talented. You've got quite a lot going on, but it's pretty overwhelming. It comes across that way to me, probably anyone you'd work with and probably moreso to yourself. So, I would like to throw out a few suggestions your way in hopes that it might help.
Firstly: Thinking small IS thinking big. I highly suggest taking fragments of your world, mythos, story-line etc and making a smaller game, based around a small portion of that. If you took that approach, you'd get a sense of workflow, integration, execution, distribution etc. It could lead to the start of a franchise. I mean, elderscrolls has been going on in parts for like... EVER! So, laser-beam that focus on something plausible.
Secondly: Choosing your engine. This is very important. You'd obviously need to have this more or less set in stone before the project begins. I have dabbled in many engines. I can tell you right now, in the long run, rpg maker is probably not a good idea(this is all just my opinion). It was the first one I ever tried and while it is great for prototyping, I found that I was constantly fighting the stock code. Screen resolutions, buffering, camera dynamics, controller support, platform support, debugging, (I can go on for a while) were unnecessarily a big uphill battle. Maybe it's just me, but I like things like shaders and non-fps based timing. To go a step further (and this is just my opinion, again) the market is pretty flooded with rpgmaker based games and they're pretty easy to spot. I have, by way of trial and error, narrowed my choices to Gamemaker and Unity. I considered a few others (eg. superpowers) but if you go commercial, the smaller ones can't guarantee client-side fixes and there is proof by many big time devs that both unity and GM have stepped in here.
If you were going to go with rpgmaker-esque graphics, I highly recommend using GM. And if you do, make your own code from scratch, and try to avoid using built in physics(I recommend the same in unity with 2d games). I bought a GM:S bundle and got a few things from their asset store, Yoyo RPG being one of them. I didn't mess with it long before finding that it would need a whole lot of work before I found it acceptable(they didn't even limit walking speed when moving diagonally iirc), but it wouldn't be worth it because it's not even my code. Templates are good for learning how things are done and some ways of approaching them, but it's good practice to do things how you would do it from the start because only you think like you.
Unity is a no brainer for 3d and has a huge resource of support and supports... Like all third party softwares. I mean, there's unreal, which is free to use and free to distribute and has a thriving community and it is probably better than unity(I friggan loved it!) but if you want to go commercial, they'll be pinching from you before your distribution platform (eg steam, google play, apple app store etc) pinches their 33ish%. I dunno. Something to consider.
And lastly: This kinda ties back into the first but the worst thing you can do is NOT finish a game. I don't remember where I heard that, honestly, but golly it rings true. So, I recommend you write down a list of goals you'd like your audience to complete in 6 to 8 hours of game play. Click out the backbones of level sections (as you did in rpgmaker) in something more universal (like tiled or photoshop) and scribble in foot notes of what is to be accomplished in each section etc. Having something more than an idea will more likely reel people in than just ideas. Prototypes, even crappy ones, are good hooks. I (and many others, I'm sure) have jumped at helping random internet people to get a project off the ground but it almost always ends with them or everyone involved losing interest. Then, there's that one dedicated person left with pieces of some patch-work game and has to walk home in the rain.
I should mention that I'm no expert or anything but I've messed up enough to know what doesn't work. I like everything you have and I think it could lead to a great lore-laced, sequential game.
Looks good. The colors match the website's theme and the (jam?) jar is a grand idea! Also: When is this all going down? Sorry if it was already mentioned.
This is really good and everything meshes well. I had a hard time seeing some of the obstacles and baddies, but I personally have this problem with a lot of low color count games, so it's just me. I have no idea what's supposed to be going on but you already mentioned the thing with the storyline, so we're cleared up there. The only real suggestion I'd have is rotating the sprite on slopes. It's normally a thing that doesn't stand out, but the player character is wide, so he's kinda out there. Either way, not a big deal. Overall, you did wonderfully!
I think for some, the natural flow of game creation, even when using pre-existing assets, encourages creators to make or modify assets anyway, to hit the aesthetic they're going for. I'm not sure how much, in the way of submissions that might have taken place after the last jam got posted but I know there were things I couldn't find and made myself. I even ended up submitting the tileset I made to fit the theme I wanted for my game. I think it's a good idea in some aspects, but imposing the rule of creating and distributing assets might be discouraging for some. I thought the idea was more or less for OGA to see a competitional use of it's vast library, content creator's to see their assets in action and to get a general idea of what content OGA might be lacking?. Just my 1.5 cents.
These, like your other stuff, are friggan awesome! Thanks for the extra fla stuff too.
I don't think the intent was to sell the art asset or add to it. It's a startup rpg project for unity, where the backbone code is already in place and you can expand on it easily. That is what they're charging for. I'm pretty sure this is pretty standard stuff, as I've seen people selling engine projects, using Kenny assets.
This is really cool!
That's a lot of detail you have going on there. Good stuff!
Sweet! Thanks, man!
This is friggan awesome! I love it! Is there a way you could throw that walking cycle into the download?
Well, first of all. Holy crap, dude!
Great, now that's outta the way, I watched your video and checked out your deviant page. To put it lightly, you are very creative and talented. You've got quite a lot going on, but it's pretty overwhelming. It comes across that way to me, probably anyone you'd work with and probably moreso to yourself. So, I would like to throw out a few suggestions your way in hopes that it might help.
Firstly: Thinking small IS thinking big. I highly suggest taking fragments of your world, mythos, story-line etc and making a smaller game, based around a small portion of that. If you took that approach, you'd get a sense of workflow, integration, execution, distribution etc. It could lead to the start of a franchise. I mean, elderscrolls has been going on in parts for like... EVER! So, laser-beam that focus on something plausible.
Secondly: Choosing your engine. This is very important. You'd obviously need to have this more or less set in stone before the project begins. I have dabbled in many engines. I can tell you right now, in the long run, rpg maker is probably not a good idea(this is all just my opinion). It was the first one I ever tried and while it is great for prototyping, I found that I was constantly fighting the stock code. Screen resolutions, buffering, camera dynamics, controller support, platform support, debugging, (I can go on for a while) were unnecessarily a big uphill battle. Maybe it's just me, but I like things like shaders and non-fps based timing. To go a step further (and this is just my opinion, again) the market is pretty flooded with rpgmaker based games and they're pretty easy to spot. I have, by way of trial and error, narrowed my choices to Gamemaker and Unity. I considered a few others (eg. superpowers) but if you go commercial, the smaller ones can't guarantee client-side fixes and there is proof by many big time devs that both unity and GM have stepped in here.
If you were going to go with rpgmaker-esque graphics, I highly recommend using GM. And if you do, make your own code from scratch, and try to avoid using built in physics(I recommend the same in unity with 2d games). I bought a GM:S bundle and got a few things from their asset store, Yoyo RPG being one of them. I didn't mess with it long before finding that it would need a whole lot of work before I found it acceptable(they didn't even limit walking speed when moving diagonally iirc), but it wouldn't be worth it because it's not even my code. Templates are good for learning how things are done and some ways of approaching them, but it's good practice to do things how you would do it from the start because only you think like you.
Unity is a no brainer for 3d and has a huge resource of support and supports... Like all third party softwares. I mean, there's unreal, which is free to use and free to distribute and has a thriving community and it is probably better than unity(I friggan loved it!) but if you want to go commercial, they'll be pinching from you before your distribution platform (eg steam, google play, apple app store etc) pinches their 33ish%. I dunno. Something to consider.
And lastly: This kinda ties back into the first but the worst thing you can do is NOT finish a game. I don't remember where I heard that, honestly, but golly it rings true. So, I recommend you write down a list of goals you'd like your audience to complete in 6 to 8 hours of game play. Click out the backbones of level sections (as you did in rpgmaker) in something more universal (like tiled or photoshop) and scribble in foot notes of what is to be accomplished in each section etc. Having something more than an idea will more likely reel people in than just ideas. Prototypes, even crappy ones, are good hooks. I (and many others, I'm sure) have jumped at helping random internet people to get a project off the ground but it almost always ends with them or everyone involved losing interest. Then, there's that one dedicated person left with pieces of some patch-work game and has to walk home in the rain.
I should mention that I'm no expert or anything but I've messed up enough to know what doesn't work. I like everything you have and I think it could lead to a great lore-laced, sequential game.
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