Making a concerted effort to get more of a tiktok presence for Forged is definitely improving it. I've always failed at making social media content because i will spend a weekend trying to make something really amazing, and then I never do it again because it took 4 hours and its hard not to prioritize product when you find some 'cannot ship this' issue.
My current strategy is to just to force myself to keep shipping garbage content and then just try to improve it as fast as I can, which I think is better.
It's been a helpful lense to improve the game.
- Needed to bump up the saturation on Quest, didn't realize how much Vulkan was washing things out.
- In Forged it's important that units fill different archtypes, eg you spawn a big tanky unit then put a weak shooty one behind it. When you have trouble capturing video of this dynamic occurring (maybe the shooty unit just runs in front of the slow tanky unit for example), it means that things need to be more sharply drawn.
- This is true of most mechanics - if you can't capture good video of the mechanic, the mechanic probably needs to be more polished. Conversely, if it's easy to get good video of it, it's probably pretty good already.
Quick video of some FORGED gameplay on the Quest (VR). Definitely feel like i'm playing whack mole with some bugs lately but fun levels are increasing.
Made a quick video of where my games at. Forged is a PvP (and eventually PvE) arena battler for the Meta Quest and Windows (non VR or VR).
https://t.co/QkcAsWBtFg
This isn't the big 'game release' post, in fact making this video i realized that killing an enemy with a projectile doesn't even give you XP, but i want to start posting more updates :)
Hit me up if you want to start playtesting, the game has voice chat so we can also catch up while you break my hard work.
putting some work in on @forgedvr. Polycount down to 350k, 350 draw call (Quest). But today we're working on Demon Figaro's Acid Ball attack which has some beatsaber style.
Forged is played in 1st person (mostly, more on that later) but I do fair amount of work in 3rd person.
More AI Art: We have a level in FORGED called Figaros Tale: Figaro travels to the depths of Omara to find the source of a rose mist pouring into Anura. Omara has a living organ aesthetic. Some temp art of a level: you can see the crystals are very jarring with the wall texture
In our game you sail your ship into Omara, so I thought i'd do some renders to get a little inspiration for the lighting and level art before putting anything serious in the level. The first two images are 'greybox' shots from the game, and the rest is midjourney concepts.
This is a portal leading into the depths of Omara (this is just placeholder level art in our game while we dial in the gameplay for the level) and then some midjourney renders i did to get some inspiration around the lighting and art assets
Finally got around to testing @midjourney to see if it was helpful in one or two remaining levels of our game, @forgedVR.
We have 2 levels remaining for level art. I hoped midjourney might match our style and give us some rough inspiration. First some Forged art.
#Conceptart of a Dekarian warrior. Upper body armour protects the arms during ⚔️ combat while lower body armour is kept to a minimum for ease of movement.
#ForgedVR#IndieGameDev#VR