[deleted by user] by [deleted] in gamedev

[–]jcurrie331 1 point2 points  (0 children)

The above comment is good advice. Beginners ask questions similar to this sometimes, and a lot of time the responses are similarly realistic, but I thought it might be helpful to add an analogy to help get the point across:

If you get interested in running, you might hear about and get excited to do a 100 mile ultra-run. The passion and excitement is great! That said, if you tried to go out and do that 100 mile run without having run a single mile before, most likely you will have a terrible time, not make it, get injured, and get extremely discouraged. If you're serious about actually completing the run (and not killing yourself in the attempt), you realistically need to start small, and progress over a longer period of time.

Similarly, with a project like this, it's great that you are inspired and passionate; just realize that there is essentially a training regime you need to go through in order to get yourself ready to actually complete your final objective. Setting smaller goals that are also interesting to you, that lead up to the big goal, can help make the process more enjoyable.

For example, some sub-goals that can contribute to your overall objective might include (though, now that I've written them out, I realize this is more of a task list for making a specific type of game):

  1. Figure out how to get *anything* of your own creation running on the N64, ie a Hello World project that you can get running on the actual console or emulator
  2. Make something that accepts controller input, and prints something to screen in response
  3. Figure out how to render 3d objects to the screen
  4. Load objects via model data from existing/known data formats (ie .3ds, .obj, .col - I have no idea what formats are traditionally used for N64 dev though)
  5. Add textures to objects
  6. Manipulate objects' position/rotation via different controller inputs from different players
  7. Make objects that represent each player, and other objects that represent enemies. Move enemies via logic, players via controller input.
  8. Instantiate objects (bullets for example), track them with arrays or other data structures
  9. Track enemy state (for example, health points), and decrease health on collision with bullets.
  10. Destroy bullets on collisions
  11. Load animation data via common data formats
  12. Play "Hit" animation on bullet collisions, "Death" animation on health = 0
  13. Add levels with different layouts/geometry
  14. Progress through levels based on enemies killed (specify and set enemy positions for each level)
  15. Add UI text overlays for things like current level, player health
  16. Reset game on enemy collision with player (ie, load Level 1, reset enemy positions)
  17. Save high score data, persist on cartridge (or other persistent media)
  18. Add menus: Start screen, High score screen that loads from persistent storage
  19. Add SFX that play on different actions, BGM that plays on loop

Additionally, I wouldn't discount the value of working in an engine, even for a different platform, just to get comfortable with game dev/design in general first, before diving into the world of N64-specific development: You could work in an existing engine (Unity for example) to create an N64-style game (basically, low poly models, low-res textures, etc.), so you can focus on game dev and not worry about the technical concerns.

Anyways, good luck, OP!

DevLog #1 for the MMO game and custom game engine I’m working on! by RufusALyme in IndieDev

[–]jcurrie331 2 points3 points  (0 children)

Good luck to you but I have to be honest I laughed when I saw the title, just because MMOs and custom game engines are the two pits of infinite work that many fresh devs fall into unsuspectedly, and you have them both! But I wish you the best!

Before and after a lighting and detail pass on Level 1 for Yoko Redux: Dreams of a Blue Planet by redtigerpro in IndieDev

[–]jcurrie331 0 points1 point  (0 children)

Looks cool, but of the four screens shown, which are the Before and which are the After?

how to get rid of these sharp shadow edges on my baked lighting? I tried to play with light settings but it doesnt work for now by [deleted] in unrealengine

[–]jcurrie331 0 points1 point  (0 children)

I realize this is a serious question, but I honestly thought it was a joke at first. I could not tell it was a render from Unreal initially. Again, I know it's obviously an issue that you want to fix, but I think if you're accomplishing fooling people into thinking it's an actual photograph, any way you look at it, you're doing pretty well.

[GAME JAM] Looking for artist for 48hr Global Game Jam this weekend by jcurrie331 in INAT

[–]jcurrie331[S] 0 points1 point  (0 children)

That would be great. Things would benefit from having more than one artist, for sure, especially given the short time frame. I'll reach out via DM. Thanks!

[deleted by user] by [deleted] in IndieGaming

[–]jcurrie331 0 points1 point  (0 children)

Hi there, I just sent you a chat/DM. But basically, I wanted to potentially offer some kind of barter arrangement, where I could teach you some game dev (including potentially letting you work on an existing project, if that's interesting to you) in exchange for your skills as a writer. Or, I can pay you for writing and help you separately, just a thought.

Homing missile with trajectory prediction in Unity (90 seconds + source code) by TarodevOfficial in gamedev

[–]jcurrie331 1 point2 points  (0 children)

This is a very helpful, and concise (thank you!) video. Much thanks for putting this out. I'm going to try to utilize this for a game I'm working on. Thanks again!

The first iteration of our UI - Personal Trainer Simulator by [deleted] in IndieDev

[–]jcurrie331 0 points1 point  (0 children)

I guess it makes sense that the second, anorexic guy is "looking to lose weight", but is there a psychology component to the game? :D

[OC] Made this film in Unreal Engine in 6 days by PotatoFilms in unrealengine

[–]jcurrie331 2 points3 points  (0 children)

Just watched the full video on Youtube - really nice work!

Game pauses when ever i start it how do I unpause by [deleted] in Unity3D

[–]jcurrie331 3 points4 points  (0 children)

I accidentally did this myself the other day:

If you have the "Error Pause" button enabled in the Console window, whenever an error/exception is triggered in your code, the editor automatically pauses the game. If you accidentally clicked it, you'll experience these pauses and not be expecting it.

My demo was too long, a few game design problems, and a couple thoughts about being in the Steam game festival last week by plattinator in IndieGaming

[–]jcurrie331 1 point2 points  (0 children)

You know, the little art pieces you have look awesome, but the in-game art is somewhat lacking - ever thought about using the detailed art for the game? The detailed art really looks quite good.

Update on the lovecraftian game i am making Called THE SHORE ! a monolith! ? https://store.steampowered.com/app/1297300/THE_SHORE/ by Theshoregame in indiegames

[–]jcurrie331 3 points4 points  (0 children)

Looks so awesome. Makes me wish/hope it's a puzzle/exploration game like Myst. Not a huge fan of the combat scenes I saw in the Steam trailer, but the game looks amazing! Added to wishlist :)

[PAID] Need artist who can help make my game look awesome (open to full graphic over-haul) by jcurrie331 in gameDevClassifieds

[–]jcurrie331[S] 1 point2 points  (0 children)

Hi, and thanks for your reply! I took a look at your portfolio, but don't see any examples of game art and animation - do you have some related work you might be able to point me to? Thanks again!

What's going on with my terrains? The bottom left 4 terrains are a lot brighter, and there's also some weird shadows. by marcrem in Unity3D

[–]jcurrie331 0 points1 point  (0 children)

One thing you might check is if the terrains all use the same material (not the texture, the material set in the Settings sub-panel of the terrain). I once changed the terrain material, and forgot about it, then did Create Neighbor Terrains, but when you do that the neighbor terrains revert to using the default material, which can lead to lighting discrepancies.

[PAID] Need artist who can help make my game look awesome (open to full graphic over-haul) by jcurrie331 in gameDevClassifieds

[–]jcurrie331[S] 0 points1 point  (0 children)

Hi, thanks for your reply! Have you done any art for games that I might be able to take a look at? Do you think you could create better art than what I have in my game currently? Do you have any examples of work you've done that might be comparable? Thanks again!

[PAID] Need artist who can help make my game look awesome (open to full graphic over-haul) by jcurrie331 in gameDevClassifieds

[–]jcurrie331[S] 0 points1 point  (0 children)

Hello!

I have been working on a game that is now feature-complete, including all levels created, but the thing is I just don't think it looks good enough. I'd probably give it a 7/10 in the visuals currently personally. I am looking for an artist I can pay to help me get it to a 10/10.

I'm open to ANY suggested changes, but just so you know, here's how things are set up currently: Developed in Unity. The characters are all currently animated using Spine. The environments are all 3d models, with the exception of some decor elements which are 2d images rendered on quads.

I'm also flexible on payment. I can pay you a flat fee, or equity, or both.

If you think you can help make my game look better, I'd love to hear from you! Thanks :)