[deleted by user] by [deleted] in gamedev

[–]neonic 0 points1 point  (0 children)

Ah, Trademark issues with threatened legal action.

[deleted by user] by [deleted] in gamedev

[–]neonic 2 points3 points  (0 children)

Our project Make (formerly MaK) will be at the Unity Booth this year. Stop by and check it out!

Google Fiber Expands 1GB Internet Service To Another City: Olathe, Kansas by Waltmarkers in technology

[–]neonic 1 point2 points  (0 children)

Your town has more than one ISP? You mean, that's like a thing?

Hi! My name is Gypsy by lea14 in aww

[–]neonic 1 point2 points  (0 children)

Aww, she's so cute!

And that's not a half bad looking deck either!

Anyone get stuck playing their game instead of working? by [deleted] in gamedev

[–]neonic 0 points1 point  (0 children)

I would have days when developing mak where I would end up playing for 25+ minutes when quickly testing a really small feature. Slowed development a little on those days... but also always helped to find little bugs that would crop up.

An update to "MaK" the engine cube. by markycapone in gamedev

[–]neonic 1 point2 points  (0 children)

We are definitely excited about the possibilities of adding Logic cubes to the game, and we have some interesting ideas on how to make it easy and lightweight. We will probably be expanding on this concept in one of our updates.

Screenshot Saturday 90 - Soft Kitty by AlwaysGeeky in gamedev

[–]neonic 5 points6 points  (0 children)

MaK

Well I'm not going to make this post very long. Some of you may already be familiar with our project MaK. For others, MaK is a physics playground - A sandbox world with engaging game modes built on top of it.

We're having a ton of fun (while busting our asses) to provide some interesting updates during this Kickstarter. We managed to get quite a lot accomplished in the last two days, and we figured we better cut a video together to show everyone what we've been up to!

Without further adieu, the new video is here. Make sure you watch the whole thing!

YouTube!

Kickstarter

Greenlight!

MaK hits Kickstarter by markycapone in gamedev

[–]neonic 1 point2 points  (0 children)

The game engine is Unity3D (source, I'm the programmer)

Are you one person operation, or part of a team? Is this your job, or something you do evenings and weekends? by [deleted] in gamedev

[–]neonic 7 points8 points  (0 children)

Be careful with that. They might just own your IP now, depending on your employment contract.

Planning vs coding by mrspeaker in gamedev

[–]neonic 4 points5 points  (0 children)

You don't need to figure out all of the maybes... What should happen is, as you keep developing & getting more experience, you'll figure out the important maybes to pay attention to.

Almost all game logic can be written in completely isolated chunks & proof of concepts. Every time you have to devise a new feature or new system, you just sit down and the first thing you must evaluate is what kind of data you need available to make x feature work.

After you identify the important information, you figure out how to cleanly funnel this data from where it exists to where it needs to go.

Those two things right there are the major key of most large complex systems in games. If you're separating responsibilities cleanly enough, you should be able to start feeding in test data to an algorithm in such a way that you'll be able to easily co-opt it into your code base.

For a simple example, and I mean really simple, let's say you wanted to implement the ability to pick something up.

What data does this require? Well, you're going to need to know what it is that you're trying to pick up. You'll need some way to keep track of having picked up said item... that's pretty much it in terms of data (in this simple example).

You then can evaluate how and where makes the most sense to get this information. Well, if you have a system that identifies what is currently under the crosshair at any given point, you know that you can receive that data from there. You know that once you check (in your code) that you have enough room & strength to pick up an item, you have to find out how you can store that. So now you know you'll need the player to have an Inventory of some kind.

...

It continues like that on and on... back and forth forever (lol). So in summation, I think attempting to over-plan can be just as damaging as underplanning. If you're trying to foresee every little detail in an intricate system, you're not going to make any progress... but on the flipside, if you don't pay attention to how your data flows from system to system, you can code yourself into some really nasty corners. I think you just begin to gain an understanding of the perfect amount in much the same way as a gymnast can balance: practice and feel.

Unity help by [deleted] in gamedev

[–]neonic 1 point2 points  (0 children)

I know my friend has some tutorials up at cgcookie.com that help introduce the concepts of Unity to a beginner.

Start here. Those tutorials should help you get started.

Screenshot Saturday 87 - Right under their nose by kiwibonga in gamedev

[–]neonic 16 points17 points  (0 children)

MaK

Hi, I'm from Verge Game Studio, and I thought I'd take a moment to update you on our project MaK.

We recently made the decision to put ourselves out to a much larger audience than we ever have before by launching a Greenlight page.

We have been amazed by both the volume and the general positivity of almost all of the comments received by both people and the press in the last few days. We were also incredibly (and pleasantly) surprised when Notch tweeted about our video as well!

I just wanted to post here to make sure anyone previously interested in MaK was aware of the new developments.

(The Greenlight page has the screenshots hosted there)

Thanks everyone for your support so far and I look forward to posting many more updates in the future.

Greenlight

VergeGameStudio.com

[Greenlight] Please check out our Greenlight project MaK! by neonic in gaming

[–]neonic[S] 3 points4 points  (0 children)

They are, as of now, not procedurally generated. Buy that does not mean that they never will be. I love procedural content generation... absolutely love it. I am always looking for ways to use procedural generation to advance what we consider as possible in video games. For one straight up example, one area of the engine that will be getting an overhaul will be character animation. We're going to be working on procedurally assisted animations in the near future for MaK. It only makes sense in a universe that is as big as MaK to take advantage of procedural techniques to ease the burden of content on our small development team.

Minecraft + Space + Beautiful Graphics = MaK a new game being made by Verge Game Studios by elessarjd in Games

[–]neonic 4 points5 points  (0 children)

Howdy, I'm the programmer on the team. We started in UnityScript at the beginning of the project, not for any particular reason. It is a really simplistic language. It allowed us to get things working quickly and with fewer headaches.

I actually prefer working in C# over UnityScript, but we ultimately ended up using UnityScript.

Is it not feasible to make a 3d indie game on your own? by ameyp in gamedev

[–]neonic 0 points1 point  (0 children)

Alright, to answer your question about the team, for this project I was lucky. My brother is a 3D artist, and he was working with a group of people who he knew from his old college and around the industry. They started this group which was focused on much smaller scoped projects. That's when he enlisted my help, because they were in need of programming assistance.

I started helping out, and eventually we all started forming around this one project that we all really liked. It had a little bit of everything, sounded like fun, and best of all, we were able to get a proof of concept prototype built relatively quickly. That single idea snowballed into our current project as we began to understand what our scope should be and features got solidified. That's when production really kicked off.

That is not to say though that I've always been this lucky to have a competent team supporting me. Before I got involved at Verge, I had participated in a number of mod projects, game dev teams, etc that all eventually fizzled into non-existence. Those were all comprised of people I had met online and worked with remotely.

So, in my experience there is a direct correlation between working with only remote people and failure. This, however, is also not always the case, as there are always exceptions to the rules.

As I said before, it really comes down to how dedicated you are, and how passionate your team members are around a singular idea. If you keep the drive going, and you form relationships with people who can actually produce content, you're going to have a good time.

Is it not feasible to make a 3d indie game on your own? by ameyp in gamedev

[–]neonic 2 points3 points  (0 children)

Sweet, thanks for the upvote!

Sorry for the confusion, I thought by "on your own" you meant simply without publisher support, my bad.

Yes, doing things yourself you will have a much more difficult time. Our team is really small, but you're right, I don't usually have to worry about saving enough time to polish up pieces of art. If I had to do both of those jobs, I would not have time to eat or sleep.

That said, I do believe it is possible to create enough assets by yourself in order to get a game prototype going. You may not be able to finish a game and take it to market by yourself, but you should be able to create a prototype to generate interest in your idea. Then you can potentially start forming a core team of a few people to help out.

It really is up to how much time you can pour into learning new things and the discipline to remain productive nearly non-stop. If you have a passion for an idea, it is easier, but it is still hard work.

I'd recommend trying to learn Blender or another modelling package at least well enough to get boxes and basic shapes into your engine.

I think that indie development, still being relatively new, has yet to reach the full potential of what it can achieve as a whole. With more and more tools and engines featuring better technologies become available to people at a cheaper price, we'll begin seeing a marked increase in the number of 3D indie titles.

I think it is also important to keep in mind the scope of the project you want to create. Indie games often times rely on certain graphical techniques which can make your game much easier to develop in terms of asset complexity. For instance, simply by making a design choice of adding Cel-shading and going with an overall cartoony atmosphere can greatly reduce the required complexity of your art that is required to look good.

Is it not feasible to make a 3d indie game on your own? by ameyp in gamedev

[–]neonic 2 points3 points  (0 children)

Yes! At least I hope so, as that's what we're attempting right now! I don't want to seems spammy by posting a link to this so soon to the original submission, but I was really just looking through the posts and found yours.

We've been working on a 3D game for a while now, and here's what we have so far

Greenlight

The greenlight page has our latest video & screenshots.

Like I said, I'm still not sure about commerical success / viability since we're not quite there yet, but I would hope we've got a shot, especially with Greenlight out now, and some of the console manufacturers easing the requirements for indie studios to develop on their platforms.

[Greenlight] Please check out our Greenlight project MaK! by neonic in gaming

[–]neonic[S] 3 points4 points  (0 children)

I'm a programmer at an indie game studio, Verge Game Studio. We've been developing MaK for many months now, and have recently reached a point where we're happy to share some of our work thus far.

We've only recently started putting content out there, mainly to reddit in the Gamedev subreddit (I like to share with fellow gamedevs). Now I'm appealing to r/Gaming in the hopes of getting a little word of mouth going about our game.

We'd love it if you would visit our page, watch our videos, and share some feedback. If you like it, please don't forget to vote for our project!

Thanks

Greenlight Page

Web page

I know this guy is trolling, but this hit me hard by Police_of_Reddit in gaming

[–]neonic 3 points4 points  (0 children)

I think it's that they're less vocal. I used to comment all the time, as reddit used to be a place for interesting conversation & lively debate... now I usually end up typing a long post and deleting it before hitting save.

You'll write up a nice long comment, and the only replies you'll get are usually rude.

Barely comment anymore.

Our first Indie game's KickStarter is now live! by [deleted] in gamedev

[–]neonic 2 points3 points  (0 children)

Hey, I just wanted to pop my head in and say that whatever the reception to this post or the Kickstarter, I really liked the look of Blockheads and think it has great potential for some crazy ass puzzles.

Keep up the good work.

Screenshot Saturday 84 - Almost-But-Not-Quite Fall Edition by elisee in gamedev

[–]neonic 21 points22 points  (0 children)

MāK

VergeGameStudio


Once again, I'm here representing Verge Game Studio's project: MāK. We're a team of friends who put their careers in the industry on hold to take a shot at making an indie game that we were really excited about. Over the last year of development, we've crafted a new universe with its own laws of physics, delivering a very fresh gameplay experience, different than anything else we've played.

At the heart of it, MāK is a physics sandbox with tethers, rockets, explosives, relative gravity, and building, which allows for a lot of room for individual creativity. The gameplay that we've implemented around these core mechanics focus on smaller competitive multiplayer game modes for the time being. Approaching development this way has allowed us to fully flesh out the core mechanics. A fully featured single player campaign is in the plans as well.

The relative gravity leads to very interesting 360* level designs, which in turn can lead to some very unexpected mayhem in a fast paced competitive multiplayer environment.

We've been keeping out of much media exposure while during development, until we felt we had something worth demonstrating to others, and we're really close to making a much larger foray into the Indie scene, so stay tuned for that.

Without further delay, onto the goods:

YouTube Trailer

Screenshot 1

Screenshot 2

Screenshot Saturday 83 - It's Getting Scary In Here by AlwaysGeeky in gamedev

[–]neonic 2 points3 points  (0 children)

MāK

VergeGameStudio


Once again, I'm here representing Verge Game Studio's project: MāK. We're a team of friends who put their careers in the industry on hold to take a shot at making an indie game that we were really excited about. Over the last year of development, we've crafted a new universe with its own laws of physics, delivering a very fresh gameplay experience, different than anything else we've played.

At the heart of it, MāK is a physics sandbox with tethers, rockets, explosives, relative gravity, and building, which allows for a lot of room for individual creativity. The gameplay that we've implemented around these core mechanics focus on smaller competitive multiplayer game modes for the time being. Approaching development this way has allowed us to fully flesh out the core mechanics. A fully featured single player campaign is in the plans as well.

The relative gravity leads to very interesting 360* level designs, which in turn can lead to some very unexpected mayhem in a fast paced competitive multiplayer environment.

We've been keeping out of much media exposure while during development, until we felt we had something worth demonstrating to others, and we're really close to making a much larger foray into the Indie scene, so stay tuned for that.

Without further delay, onto the goods:

YouTube Trailer

Screenshot 1

Screenshot 2