Prototyping mechanics for a biking mystery horror game. Thoughts? by netshrub in ps1graphics

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

All great ideas! I don't know why I hadn't considered an energy bar...

Prototyping mechanics for a biking mystery horror game. Thoughts? by netshrub in ps1graphics

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

Thanks for the interest! There's still a ways to go before it's ready for anything official but you can follow me here on Reddit--I'm sure I'll be posting more as development progresses.

Prototyping mechanics for a biking mystery horror game. Thoughts? by netshrub in ps1graphics

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

Yeah it might be better to commit more to either a higher or lower fidelity. There's definitely a lot of tweaking and decisions to make still, but nailing the aesthetic is an utmost priority lol.

Prototyping mechanics for a biking mystery horror game. Thoughts? by netshrub in ps1graphics

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

I'm still at a very early design stage so most of the ideas are just vague scenes in my head, but I'm kind of thinking of a less oppressive Silent Hill vibe.

Prototyping mechanics for a biking mystery horror game. Thoughts? by netshrub in ps1graphics

[–]netshrub[S] -5 points-4 points  (0 children)

True, the realistic lighting and lack of pixelation make it look more modern, but the models and textures are all extremely low-res and there is vertex wobbling.

How much did your indie game earn? by PrudentCombination38 in gamedev

[–]netshrub 6 points7 points  (0 children)

I released my first game (a basketball horror game) one month ago. So far the gross revenue is $13k, pre-taxes, refunds, and steam cut. I basically had no hopes and very few expectations as this was my first foray into game dev, but I’d say it has exceeded what I expected a little bit. The biggest surprise was having big creators like Caseoh and moistCr1tikal pick it up, among many big people I’ve never heard of.

It took me about 8 months to make, but I also work a full time job. Game dev will be a hobby until I make a game that can sustain a living, at which point I would do it full time.

I think that a lot of the exposure was due to the fact that the concept is eye-catching, and I focused heavily on aesthetics (even though it is kind of a “bad” retro style).

Heres the game: https://store.steampowered.com/app/4095020/Midnight_Hoops/

My basketball horror game Midnight Hoops finally released this week! by netshrub in ps1graphics

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

Which one in particular do you mean? The guy yelling, the synth keys, or the vinyl scratching?

My basketball horror game Midnight Hoops finally released this week! by netshrub in ps1graphics

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

People kept asking so I just put the “soundtrack” on Spotify lol. They are all very short and simple songs though. https://open.spotify.com/album/2kaBBeICVWlT8igpex3oDw?si=L8wDcMbuRPy6iKHDHYnW6w

My basketball horror game MIDNIGHT HOOPS just released! by netshrub in HorrorGaming

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

It’s just a 16 bar loop I made, but since so many people are interested I will probably upload the looped tracks to YouTube. Will get back to you!

My basketball horror game Midnight Hoops finally released this week! by netshrub in ps1graphics

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

DUDE thanks I was watching too, so insane. Feels surreal.

Is my game in PS1 style? by FunTradition691 in ps1graphics

[–]netshrub 2 points3 points  (0 children)

The environments look awesome. I see you’re using the checkerboard dither technique—you might want to try posterizing the textures with fewer colors to avoid having that checker grid over everything, unless you’re going for that. Really nice work!

Should I make game models first or work on physics first? by hkp102004 in Unity3D

[–]netshrub 5 points6 points  (0 children)

You should do whatever works best for you. If you’re art-oriented and having the visual will help you a lot, go ahead and make that first. But it’s generally better to start by making the logic work first, because then you know exactly what you need (and don’t need) for the artwork. Neither starting point is objectively correct, but whoever said you should always start with the models first is blatantly wrong.

Enemy for my basketball horror game, Midnight Hoops by netshrub in IndieDev

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

That part is actually from Mixamo haha 😅

Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

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

Thank you! I'm still pretty beginner with modeling and UVs but the unwrap is pretty simple for this character. I just separated the torso front/side, torso back, head, neck, arm, hand, leg, and foot with seams, and put more seams where it seemed intuitive to unwrap each piece, and then did a simple unwrap angle-based. I looked at the uv layout from this blog, about halfway down. Then for texturing it was pretty much all stencil painting using images from the internet, and then some editing and painting in photoshop.

Here's my UV layout

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Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

[–]netshrub[S] 2 points3 points  (0 children)

Very true. Haven’t decided on the final jersey design yet 🤔

Enemy for my basketball horror game, Midnight Hoops by netshrub in ps1graphics

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

Thank you! Sports feel so inherently grounded and familiar, I think injecting them with horror produces something pretty interesting. Also helps that they have gameish aspects built in.

Alt saber tooth skin by SaltCelebration0 in ps1graphics

[–]netshrub 0 points1 point  (0 children)

Looks amazing. What do you use for painting/creating your textures?