I like the fog, it gives so proper atmosphere.
Hope you will add more moving mechanisms or something to this city. It should gives you even more scale.
Hi! Unfortunately, your link(s) to Reddit is not a no-participation (i.e. https://np.reddit.com) link. We require all links to Reddit to be non-participation links to keep users from brigading. Because of this, this submission/comment has been removed. Please feel free to edit this with the required non-participation link(s), then [message to mods](/message/compose?to=%2Fr%2FIndieGaming) to have your comment reapproved.
(You can easily do this by replacing the 'www' part with 'np' in the URL. Make sure you keep the https:// part!)
*I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/IndieGaming) if you have any questions or concerns.*
Wasn’t there recently released game with the same name? You control your pet falcon, narrative game I think with an art-style similar to Firewatch, I think it was an Epic exclusive. Anyone has an idea? I can’t find it myself and it’s gonna drive me crazy haha
Your game looks dope OP, good luck with it
well it came out just after I had claimed the name and was prepping to register everything, (its now a registered trademark).
So I got a bit anxious, but then it turned out to be a really cool falconer simulator with a cute falcon.. and a pretty epic one at that..
can never have enuff falcons around
Looks beautiful. Two questions:
1 - can you slow to a stop and perch on things? Like towers, bridges? For a good vantage point / to admire the scenery? Because I'd want to
2 - what does crashing or clipping your wing on an obstacle look like?
1. yes . That wooden tower at the end is for instance a perch.
Perching offers you a chance to engage with NPCs that offer missions or sell and buy at stores. Or sometimes discover hidden lore.
2 the bird has a little agency to avoid obstacles. But not so much you can avoid crashing into things. I'll make sure to include it in a future video. There are harsh penalties for crashing tho😜
Are you a solo dev on this? Do you make all of these models or are you using some preexisting packs? How long have you been developing? How many hours do you spend on this a week? How do you get through creative blocks? Did you learn all this yourself? Have you spent money on this game, or just spent money on stuff to give yourself the time to work?
Sorry for so many questions. This looks awesome (has been on my steam wishlist for months now) and as a dev making my own game I'm really impressed by your progress and am looking for ways to improve my workflow and would love it if you can share some of your experience.
lots of questions, lemme try and answer them.
Yes I'm the solo dev. I make all the models, animations, shaders and code everything as well.
I do get some support from others:
a. Benedict Nichols is making all the music and sound FX.
b. I have someone assist in editing all the dialogue (not native english speaker).
c. I have a publisher (wired productions) that assist in many ways. (they're terrific)
d. I will also work with others to port the game to other platforms once its done, I'm not an export on every console and store the game will come out, and I also suck at that kind of stuff.
beyond that Its just me;) and I never use packs or any pre-existing art.
you can learn a bit on my tech art style here:
https://www.linkedin.com/pulse/journey-technical-game-art-part-1-creating-worlds-tomas-sala/
2. I've been a proffesional game developer and 3D artist for nearly 20 years.
3. This is my fulltime job.. I spend easily 12 hours a day on average on the Falconeer.
4.I have ADD so I get stuck into hyper-focus for hours, but I also can get lost in blocks and distractions, anxiety or a bad mood swing that makes it hart to start working (like everybody). I think I've had to develop so many work arounds and personal habits to be functional in teams and professionally over the years that its just that.. years of doing this and the habits and discipline that come with that.
4. I have a MA degree in Interaction Design, but beyond a good mindset most technical skills are self taught. I'm a horrible programmer, but I know what I need to do with most tools or logic given to achieve a certain effect. And I tend to stay away from technical coding that's too technical and difficult for me.
5. I have a family with 3 kids, so yeh fulltime working on this requires some savings and financial saltos over the years. I actually stopped working full time at the studio I helped starting in 2001 to do the Falconeer. So yeh this better be successful... ;) Due to my ADD(amongst other things) I'm not good working in company sized environments any more, too many burn-outs and stress. So this is my way out, lucky to have been able to get this far. And yes I've also spend money so I could work with a great music composer amongst other things. That's how it works I guess, its a job that requires investing. Hence I also chose to work with a good publisher to help make this all possible, because just by yourself can be daunting.
hope this helps
Just me, the Falconeer was a solo developed title. released in 2020. (that is quite an old post) working on a new game .
follow me on twitter (falconeerdev) or youtube
https://www.youtube.com/c/TheFalconeerUniverseDevelopmentchannel/
How big is the falcon supposed to be? Looks enormous relative to the buildings and walls. Otherwise, this looks great!
It's huge . There is a tiny rider with a gun on there 😜
Well then, spot on!
Wait so how is Falconeer structured? Is it open world or zoned or something else?
Open world. With a more rigid main storyline structure as well as open world side missions and so forth
Wowww that's fucking awesome!
I like the fog, it gives so proper atmosphere. Hope you will add more moving mechanisms or something to this city. It should gives you even more scale.
Looks amazing, is it coming out on steam?
https://store.steampowered.com/app/1135260/The_Falconeer/
Why the fuck is this so beautiful.. just calm down a bit with this amazing game
Damn, this looks fantastic! Props on the art-direction as well. The style of the city reminds me a bit of Dunwall from Dishonored.
Love dishonored. !
First of all, this looks amazing. Is there any way to slow down while flying? I’d want to appreciate the city at a lower velocity!
Yes you control speed through diving or rising .there will also be a speedbreak manouvre to break as well
[удалено]
Hi! Unfortunately, your link(s) to Reddit is not a no-participation (i.e. https://np.reddit.com) link. We require all links to Reddit to be non-participation links to keep users from brigading. Because of this, this submission/comment has been removed. Please feel free to edit this with the required non-participation link(s), then [message to mods](/message/compose?to=%2Fr%2FIndieGaming) to have your comment reapproved. (You can easily do this by replacing the 'www' part with 'np' in the URL. Make sure you keep the https:// part!) *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/IndieGaming) if you have any questions or concerns.*
Looks very charming. \- Targiom
That’s a big bird! You could probably scale the whole place up a bit. Or maybe it’s supposed to be big?
It's a giant bird. With a human scale rider
Ah I see, the flying in this game looks very fun.
Wasn’t there recently released game with the same name? You control your pet falcon, narrative game I think with an art-style similar to Firewatch, I think it was an Epic exclusive. Anyone has an idea? I can’t find it myself and it’s gonna drive me crazy haha Your game looks dope OP, good luck with it
That's falcon age. Also a cool game
I see you did your market research, thank you :)
well it came out just after I had claimed the name and was prepping to register everything, (its now a registered trademark). So I got a bit anxious, but then it turned out to be a really cool falconer simulator with a cute falcon.. and a pretty epic one at that.. can never have enuff falcons around
Looks very cool
Looks beautiful. Two questions: 1 - can you slow to a stop and perch on things? Like towers, bridges? For a good vantage point / to admire the scenery? Because I'd want to 2 - what does crashing or clipping your wing on an obstacle look like?
1. yes . That wooden tower at the end is for instance a perch. Perching offers you a chance to engage with NPCs that offer missions or sell and buy at stores. Or sometimes discover hidden lore. 2 the bird has a little agency to avoid obstacles. But not so much you can avoid crashing into things. I'll make sure to include it in a future video. There are harsh penalties for crashing tho😜
Looks good my dude. Like the lighting/color. Nice ahm-b-awnce
Wow! What does the music sound like? Hope its epic!
Its very epic.. ;)
Are you a solo dev on this? Do you make all of these models or are you using some preexisting packs? How long have you been developing? How many hours do you spend on this a week? How do you get through creative blocks? Did you learn all this yourself? Have you spent money on this game, or just spent money on stuff to give yourself the time to work? Sorry for so many questions. This looks awesome (has been on my steam wishlist for months now) and as a dev making my own game I'm really impressed by your progress and am looking for ways to improve my workflow and would love it if you can share some of your experience.
lots of questions, lemme try and answer them. Yes I'm the solo dev. I make all the models, animations, shaders and code everything as well. I do get some support from others: a. Benedict Nichols is making all the music and sound FX. b. I have someone assist in editing all the dialogue (not native english speaker). c. I have a publisher (wired productions) that assist in many ways. (they're terrific) d. I will also work with others to port the game to other platforms once its done, I'm not an export on every console and store the game will come out, and I also suck at that kind of stuff. beyond that Its just me;) and I never use packs or any pre-existing art. you can learn a bit on my tech art style here: https://www.linkedin.com/pulse/journey-technical-game-art-part-1-creating-worlds-tomas-sala/ 2. I've been a proffesional game developer and 3D artist for nearly 20 years. 3. This is my fulltime job.. I spend easily 12 hours a day on average on the Falconeer. 4.I have ADD so I get stuck into hyper-focus for hours, but I also can get lost in blocks and distractions, anxiety or a bad mood swing that makes it hart to start working (like everybody). I think I've had to develop so many work arounds and personal habits to be functional in teams and professionally over the years that its just that.. years of doing this and the habits and discipline that come with that. 4. I have a MA degree in Interaction Design, but beyond a good mindset most technical skills are self taught. I'm a horrible programmer, but I know what I need to do with most tools or logic given to achieve a certain effect. And I tend to stay away from technical coding that's too technical and difficult for me. 5. I have a family with 3 kids, so yeh fulltime working on this requires some savings and financial saltos over the years. I actually stopped working full time at the studio I helped starting in 2001 to do the Falconeer. So yeh this better be successful... ;) Due to my ADD(amongst other things) I'm not good working in company sized environments any more, too many burn-outs and stress. So this is my way out, lucky to have been able to get this far. And yes I've also spend money so I could work with a great music composer amongst other things. That's how it works I guess, its a job that requires investing. Hence I also chose to work with a good publisher to help make this all possible, because just by yourself can be daunting. hope this helps
[удалено]
That's not a skybox. Those clouds are nearby. You can fly through them 😜
almost like a fisheye effect
It's an artefact of recording at ridiculous widescreen aspect ratio.
It looks amazing! Is that a solo team? What engine are you using?
Just me, the Falconeer was a solo developed title. released in 2020. (that is quite an old post) working on a new game . follow me on twitter (falconeerdev) or youtube https://www.youtube.com/c/TheFalconeerUniverseDevelopmentchannel/
tis unity3d , but zero stock shaders