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Tobogganeer

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A member registered Jun 28, 2020 · View creator page →

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These level ideas are awesome - they all feel quite different from each other aesthetically and gameplay-wise. I was wondering how you guys would handle assets being added as production went on, but hopefully you can have a nearly-complete list by the time greyboxing is complete.

Slightly unrelated, but how are level transitions going to work? What I'm imagining in my head is similar to Downwell (i.e. reach end of room/level, get presented with upgrade/stats/whatever, go to next area), where the game feels like one continuous map/level - no loading screens or fades to black. If you haven't discussed this as a team, it might be worth discussing/prototyping. TL;DR: I see James mocked up what the UI would look like for inter-room screens - but what do you see in the background?

Good stuff. I like the changes to the schedule - moving the transformational aspects forward is a great idea (lets you playtest earlier - our team did this as well), and I also noticed you have more extra time allocated around sprint 5 (and a dedicated time block for playtesting).

Your Jira looks good - appreciate having actual descriptions on your "user stories"/features.

Asset list also looks useful for the art team, but I might ask why use a separate system (excel sheet) rather than including assets in the Jira? E.g. you have retopo happening at the same time as "variants greybox" - what if you discover you need another model or asset while greyboxing? If you know ahead of time each and every asset you will use (looks like you might), then it probably isn't that big of an issue.

Only small suggestion I have is to make sure your greybox is set up with actor blueprints so you can just drop in/replace the greybox with the final art when complete (opposed to going back and re-placing every object).

There is a memory leak in your moving platform Gizmo code - you never destroy the dynamically created mesh (colMesh). This leads to an error about running out of resourceIDs when leaving the editor open for a while (you are creating hundreds of thousands of meshes, one for each platform in the scene every time gizmos are drawn). Fix this by destroying the mesh or caching it for each moving platform.


Fixed: