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Flyover Indies Podcast: Game Making in Kansas City

Flyover Indies Podcast: Game Making in Kansas City

By Flyover Indies Podcast
Video game developers in Kansas City talk about the games they are making and the games they are playing. Join us every two weeks to discuss video game development topics.

Flyover Indies is collection of Kansas City area game developers. We use all types of engines (Unity, Gadot, GameMaker Studio, etc) and are passionate about all types of genres (platformers, puzzle games, simulation games, etc).

Our rotating cast of hosts include Caleb J, Ross, Charlotte Trible, Jo Hanna, and many more from the Flyover Indies Discord.

Play some of our games here: itch.io/games/tag-flyover-indies
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Whatcha’ Makin’? We Talk Tracer: a Neon, Heart Pounding, Endless Arcade Racer!
In this very special episode of the Flyover Indies Podcast, we chat with Flyover Indies co-founder Charlotte Trible about her game Tracer, a neon, heart pounding, endless arcade racer! This is the first in what we hope will be a series of episodes in which we ask Kansas City area game developers Whatcha’ Makin’? Stick around through the end to hear the latest round of the on-going trivia game in which the host, Caleb, competes against the co-host for world trivia domination. The score is currently: Players 2, Caleb 1. Will Caleb get his second point? Or will the co-host expand the lead? Play Tracer here: https://espiongames.itch.io/tracer Watch The Making of Outer Wilds - Documentary (Noclip) timestamped to the relevant discussion regarding floating point errors: https://youtu.be/LbY0mBXKKT0?t=1906 Read the Tracer dev log here: https://espiongames.itch.io/tracer/devlog including the “How to Win at Tracer” guide that we discussed briefly in the episode. The games we mentioned are: Professor Layton and the Miracle Mask (3DS) Sackboy: a Big Adventure (PS4) Tracer (Charlotte’s game). Play it here: https://espiongames.itch.io/tracer The game-making lessons we mentioned are: Don’t waste the player’s time. A novel input system cannot survive on novelty alone; it MUST serve good gameplay. Otherwise, the forced input falls from delightful to frustration (Professor Layton and the Miracle Mask) Movement in a platformer MUST feel great above all else. If a game has secrets to find via exploration, that exploration had better not suck. (Sackboy: a Big Adventure) Visuals afford function. Therefore, nothing is ever only cosmetic. If a character looks tall and fat, the player expects the movement to be slow. If a character is short and thin, the player expects the movement to be quick and nimble (Sackboy: a Big Adventure) Is there a formula for determining the proper melee attack range for a character based on character speed and height? There should be. (Sackboy: a Big Adventure) The mentioners of the aforementioned mentionables are: Charlotte Trible (@ctrble)  - co-founder of Flyover Indies and game developer Caleb J Ross (@calebjross / https://calebjross.com) - member of Flyover Indies and game developer If you have any comments to make on this or any Flyover Indies Podcast episode, feel free to Tweet us @Flyoverindies or email us at contact@flyoverindies.party. We might just read your tweets or emails in a future episode. Play some of our games here: https://itch.io/games/tag-flyover-indies Credits Intro and outro music by Nash (https://www.nashhigh.com)
01:17:07
January 16, 2022
Don’t Fight Your Tools! Light-Bulb Moments in Game Dev
Making games is hard. Hard things require motivation to, over time, sand to smooth easiness. That sanding journey is often landmarked by epiphanies, sudden moments of enlightenment, and general ah ha moments. These are what we talk about on this episode of The Flyover Indies Podcast. Stick around through the end to hear the latest round of the on-going trivia game in which the host, Caleb, competes against the co-hosts for world trivia domination. The score is currently: Players 2, Caleb 0. Will Caleb get his first point? Or will the co-hosts continue to dominate? Listen in as we talk about our game development “ah ha” moments, including: The importance of commenting even as a solo dev Self-documenting/readable code The importance of having fun as part of the learning & development process Shaders are black magic Unity events are suuuuper useful The absolute need to LEARN THE TOOLS YOU USE and… DO NOT FIGHT those tools your learned to use (even if fighting the tools feels like a “neat old’ fashioned way to do it,” as Jo so eloquently states) Stick around through the end for the next round in our ongoing trivia game. The score is Players 2, Host 0. It seems we need to get at some harder questions in the rotation. Will the players continue their winning streak, or will the host play hardball? The games we mentioned are: Beast Breaker Kirby’s Dream Course Yoku’s Island Express Age of Empires 4 Manifold Garden Tracer (Charlotte’s game). Play it here: https://espiongames.itch.io/tracer The game-making lessons we mentioned are: When genre-blending, a game must be willing to bend the conventions of a genre in order to make the game more fun (Beast Breaker) The player must know why they’ve been punished (Age of Empires 4) The very first problem that the player needs to solve is critically important. The player’s mental model will wrap around that first problem, and adapting differently will be difficult (Manifold Garden) The mentioners of the aforementioned mentionables are: Charlotte Trible (@ctrble)  - co-founder of Flyover Indies and game developer Jo Hanna (https://www.jovideogameshanna.com) - co-founder of Flyover Indies and game developer Caleb J Ross (@calebjross / https://calebjross.com) - member of Flyover Indies and game developer Play some of our games here: https://itch.io/games/tag-flyover-indies Credits Intro and outro music by Nash (https://www.nashhigh.com)
01:14:31
December 26, 2021
I Hope you Don’t Like Gameplay
In this second episode of the world famous Flyover Indies Podcast, three Kansas City area indie game developers chat about what we’re playing, what we’re learning, and what we’re making. Get to know Gage, Charlotte, and Caleb as we talk about why we choose to make the kinds of games that we make. Stick around until the end of the episode to hear team GagChar/CharGage battle it out with the Trivia Master in a game of Exception Handling. Will the players continue their destruction of the Evil Trivia Master Caleb J. Ross’ ego to grow their lead or will Caleb land his first point. The games we mentioned are: Deathloop Dishonored series Super Auto Pets Ori and the Blind Forest Ori and the Will of the Wisps Sprouts (Play here: https://espiongames.itch.io/sprouts) The game-making lessons we mentioned are: Re-use of levels doesn’t have to be boring. Narrative, along with day segments, means each environment feels very different despite their repetition. (Death Loop). Mentioned: Dishonored 2 Devs Explain the Clockwork Mansion. Simplicity can be deceiving. Simplicity doesn’t mean boring. (Super Auto Pets). Difficulty doesn’t make Caleb hate a game. Rather, artificial difficulty (ie, design intent averse difficulty), is what makes Caleb hate a game. (Ori and the Blind Forest). The mentioners of the aforementioned mentionables are: Charlotte Trible (@ctrble)  - co-founder of Flyover Indies and game developer Gage Bradley (@DrumGadget_433) - member of Flyover Indies, musician, and game developer Caleb J Ross (@calebjross.com / https://calebjross.com) - member of Flyover Indies and game developer Play some of our games here: https://itch.io/games/tag-flyover-indies Credits Intro and outro music by Nash (https://www.nashhigh.com)
49:49
December 12, 2021
Why We Do the Games We Do
Welcome to the first episode of the Flyover Indies Podcast, where Kansas City area indie game developers chat about what we’re playing, what we’re learning, and what we’re making. On this first episode, get to know Jo, Charlotte, and Caleb by way of our game developer origin stories. Why do we make video games? Stick around until the end of the episode to hear team JoChar/CharJo battle it out with the Trivia Master in a game of On Awake().  The games we mentioned are: Inscryption Luigi’s Mansion 3 Doki Doki Literature Club The game-making lessons we mentioned are: Inscryption - A game’s mechanics don’t have to be novel in order to be worth playing or developing around Luigi’s Mansion 3 - Puzzles should have feedback to guide the player. Meandering and luck are not satisfying game mechanics. Doki Doki Literature Club - Video games can still be meta, even after Undertale. If the game’s conceit is unique, being meta isn’t necessarily a death sentence. The mentioners of the aforementioned mentionables are: Charlotte Trible (@ctrble)  - co-founder of Flyover Indies and game developer Jo Hanna (https://www.jovideogameshanna.com) - co-founder of Flyover Indies and game developer Caleb J Ross (@calebjross.com / https://calebjross.com) - member of Flyover Indies and kinda game developer Play some of our games here: https://itch.io/games/tag-flyover-indies Intro and outro music by Nash (https://www.nashhigh.com) IJDidFlwJlHg3yycKpwm
49:18
November 28, 2021