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Ryan Nein
United States
เข้าร่วมเมื่อ 25 ก.ค. 2018
I make stuff.
Making an N64 Petting Zoo | Devlog
Wishlist Love M01: store.steampowered.com/app/3050160/Love_M01/
Wishlist Pico Pals: store.steampowered.com/app/3242700/Pico_Pals/
Music: freemusicarchive.org/music/Komiku/Captain_Glouglous_Incredible_Week_Soundtrack
3D Models: sketchfab.com/Ryan_Nein
GitHub: github.com/RyanNein
All of my links: linktr.ee/Ryan_Nein
Wishlist Pico Pals: store.steampowered.com/app/3242700/Pico_Pals/
Music: freemusicarchive.org/music/Komiku/Captain_Glouglous_Incredible_Week_Soundtrack
3D Models: sketchfab.com/Ryan_Nein
GitHub: github.com/RyanNein
All of my links: linktr.ee/Ryan_Nein
มุมมอง: 131
วีดีโอ
How I Would Design a Pokémon Game | Devlog
มุมมอง 8Kหลายเดือนก่อน
Wishlist the game: store.steampowered.com/app/3242700/Pico_Pals/ Follow my X: x.com/Ryan_Nein All of my links: linktr.ee/Ryan_Nein
Whale Well OST
มุมมอง 1382 หลายเดือนก่อน
Available for free: ryannein.bandcamp.com/ More of my music on Spotify: open.spotify.com/artist/2NCpkmiyyJv4iy3jfJM5Z8 All of my links: linktr.ee/Ryan_Nein 1. Main Menu 0:00 2. River 0:42 3. Fall 1:27 4. Whale Interior 1:53 5. Factory 3:06 6. Greenhouse 3:41 7. Lab 4:36 8. Squid 5:03 9. Butcher Shop 5:34 10. Pirate Ship 6:05 11. Museum 6:32
Finishing My Duck Game | Devlog
มุมมอง 1.6K2 หลายเดือนก่อน
Available for free: Itch: ryan-nein.itch.io/whale-well Steam: store.steampowered.com/app/3100990/Whale_Well/
A Duck Based Adventure Game
มุมมอง 1822 หลายเดือนก่อน
Available for free: Itch: ryan-nein.itch.io/whale-well Steam: store.steampowered.com/app/3100990/Whale_Well/
Making a Moody Point-And-Click Game in Unity | Devlog
มุมมอง 1.1K3 หลายเดือนก่อน
Wishlist my other game Love M01: store.steampowered.com/app/3050160/Love_M01/ My links: linktr.ee/Ryan_Nein
A Short Visual Novel For Insomniacs
มุมมอง 533 หลายเดือนก่อน
Now available on Steam for free: store.steampowered.com/app/3084790/NegEntropic_Wandering/ Also available on Itch.IO: ryan-nein.itch.io/negentropic-wandering
Making a Duck Game | Devlog
มุมมอง 12K3 หลายเดือนก่อน
Wishlist the game: store.steampowered.com/app/3100990/Whale_Well/ My links: linktr.ee/Ryan_Nein
Adding Characters & Features to my Dating Sim | Devlog
มุมมอง 1824 หลายเดือนก่อน
Wishlist the game: store.steampowered.com/app/30... My links: linktr.ee/Ryan_Nein
Starting a Dating Sim in Unity | Devlog
มุมมอง 7934 หลายเดือนก่อน
Wishlist the game: store.steampowered.com/app/3050160/Love_M01/ My links: linktr.ee/Ryan_Nein
(Neg)Entropic Wandering Playthrough
มุมมอง 208 หลายเดือนก่อน
Playthrough of (Neg)Entropic Wandering Play for free: ryan-nein.itch.io/negentropic-wandering
(Neg)Entropic Wandering OST
มุมมอง 2810 หลายเดือนก่อน
Original soundtrack to the visual novel "(Neg)Entropic Wandering" available to play for free at: ryan-nein.itch.io/negentropic-wandering 01. Theme 02. Home 03. Outside 04. Fire 05. Clouds 06. Science 07. Lonely 08. Black Hole 09. Tangent Free Download available: ryannein.bandcamp.com/album/neg-entropic-wandering Available on Spotify: open.spotify.com/artist/2NCpkmiyyJv4iy3jfJM5Z8
Low (EP)
มุมมอง 4010 หลายเดือนก่อน
Low is a short collection of original music made by Ryan Nein. Released 12/13/2023. 01. Low 0:00 02. Faith 1:49 03. Quiet 3:50 04. Hypertext 5:25 Free Download available: ryannein.bandcamp.com/album/low Available on Spotify: open.spotify.com/artist/2NCpkmiyyJv4iy3jfJM5Z8
Missing Bits (16-Bit EP)
มุมมอง 10510 หลายเดือนก่อน
Missing Bits is a short collection of original 16-bit music made by Ryan Nein. Released 12/11/2023. 01. Prophet 0:00 02. Right Triangle 1:48 03. Shining Sun 3:27 04. Night Light 4:21 05. Rising 5:27 06. Submerged 6:24 07. Roadkill 7:50 08. Pulse 9:00 09. Reflection 10:07 Free Download available: ryannein.bandcamp.com/album/missing-bits Available on Spotify: open.spotify.com/artist/2NCpkmiyyJv4i...
2^16 ∞ (8-Bit EP)
มุมมอง 2610 หลายเดือนก่อน
2^8 ∞ is a short collection of original Chip-Tunes made by Ryan Nein. Released 12/08/2023. 01. Static Ascension 0:00 02. Missing Response 1:39 03. Hyperbeam 2:30 04. Wobbling Dog 3:18 05. LFO Ride 4:20 Free Download available: ryannein.bandcamp.com/album/2-16 Available on Spotify: open.spotify.com/artist/2NCpkmiyyJv4iy3jfJM5Z8
Industrial Dreams of Electronic Connections (EP)
มุมมอง 1084 ปีที่แล้ว
Industrial Dreams of Electronic Connections (EP)
Sick Beet Soup Vol.1 (Oops! ALL Bangers)
มุมมอง 234 ปีที่แล้ว
Sick Beet Soup Vol.1 (Oops! ALL Bangers)
I kind of hate everything about your Pokemon analysis and criticism, but I appreciate your efforts and concision.
but whos gonna pet the player??
Using IRL textures onto polygonal animals is so funny 😭 And the music does sound like minecraft
Nice video! 😊 Git is such a great tool! Once you get a hang of it, I can really recommend ‘git bisect’ for bug hunting
Van you please say how you made the talking system
I think the main problem with the color system is that it's too abstract and lacks any personality. I like that every monster can be of every element, but when it's just a color it has no personality, if you tell me there is a grass/water/fire snake i can imagine different cool things, but just different shades of snake? that becomes soulless. I would also say that these colors will send me to always look at the chart, having elements with names and intuitive relationships reduces the need. Another thing that may be boring (or intended design) is that you have 8 colors but for every given color only 2 are relevant and all others are neutral
The overall idea, art direction, and sound design are great but there are alarming design fallacies being committed. You’re analyzing mechanics individually and not as interconnecting systems and at the macroscopic level of how it affects the overall design of the game and the gameplay experience. Short comings like that is what makes copy cat games fall flat.
if this game isn't free i am unsubscribe-ing
you're project is super interesting, it really have an artistic vibe, I would love to test it to see how it feels when playing it :)
I like your art style
I saw "Flowey" and had a whole heart attack 💀
Great chiptune-esque music
You definitely could have difficulty selection that is more than just scaling stats. Rather like easy mode heals after a battle, hard doesnt, easy gives you hints. Hard is permadeath etc give options. Have you seen mechwarrior difficulty options where you select 4 or 12 options and that makes it medium difficultly picking all 12 is the Hardest of hardest options
Did he just say the pokemon type chart is too complicated? 😅 Oh man that's hilarious
having an entire wheel of 8 types each with literallly just one weakness and one strength feels wastefull, type interactions wont happen often either reducing the number of types or increasing the number of interactions between types would help in making things simpler you made them less interesting, the more types you have the more interactions you should have, and this isnt a line but a curve, it is exponential; otherwise you'll rarely get interactions one way to help this and keep to simplicity is to have types resist themselves and be mutually strong to their opposing/complimentary color that way each type has 4 (technically 8) interactions with other types that are easy to remember
Love River
THIS LOOKS AWESOMEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Im always kinda baffled by the whole type chart struggle, as it is completely intuitive to me for 90% of the match ups. And so i mostly figure out when i do forget.
interesting devlog with some neat thoughts on gamedesign, though i would be cautious sticking with unity, even if it makes sense for you. The company behind unity is publicly traded, and although they did make a few steps back into the right direction, the writing is on the wall, making business with that company is at your own risk, and they will stab you in the back sooner or later
I like this, a short more arcadey creature collector. That's something I would love to see get explored a lot more, definitely interested in where this game is going.
Amazing concept tho healing even after losing and able to play the same battle doesn't make sense
You prefer a game over and restart from the beginning ? Being tp to a poke center is exactly the same thing you just cut the useless part you also can never truly lose in pokemon too. Tho i agree that being able to retry and respawn without consequences for failing etc ... is not a good design and maybe having special dimension or thing that would happen when you lose too much and that basically stop you from continuing temporarly would be nice like to make battle important and not just a joke without consequences.
I literally died when I saw Flowey. This art style is peak! It's so simplistic, and yet it's distinct enough to stand out!
I can tell if that was gameplay or a sort of visual made for the video. If that is your game, I do like the unique style but it needs to be... spiced up a bit. Keep the pure colors on a black background love that, but make it less flat. The way it looks now is giving Baba is You which implies a puzzle game, not a creature collector. Every character should have four sprites, and maybe even not have it locked to the grid, the style is just a bit too flowey for the gridlock not to look clunky. Give the battles some perspective, it doesnt have to have a back sprite but I mean if youre going to re-use the overworld sprite for the battle sprite (I think you should) then if youre going to have a follower, you'd have a back sprite. Just make the enemy smaller, use a back sprite for yours, and boom, dimensionality. I would also add a lot of flare to attacks. Try to learn how particle systems work. Some flashy effects with bloom would look *amazing* in this style. I'd also have multiple animations, if for variety's sake if nothing else, idk if you are going to have a physical/special split given your focus on simplicity, but I would encourage you to have more variety than a half-hearted strike. Though I would keep all animations creature agnostic, just moving the graphic around. 9:10 like looking at that see how the player can turn to face different directions? That would help if you also carried that over. You dont have to take my advice of course but those are my immediate thoughts looking at the game. I do love the visual style, just think it needs a little bit more dimensionality.
L take on the "it looks like a puzzle game" like come on that's a you problem. For the rest in teresting feedback but keep in mind that an artsyle is an artstyle , and also has he's probably alone and not a god he might not know how to do everything especially on the art part as alot of solo devs do . I agree that more "details" is always better but it's not a big deal either.
this game is not colorblind-friendly, and i think the simplistic style of each character only having one colour makes them more forgettable imo. i feel like having multi-coloured characters would be more interesting
W take followed with L take.
first song is earthbound, second song is pokemon dppt; all amazing
Pals as vector graphics and the color wheel as a type chart are genius! I love that! But why two shades of green? Why eight colors in total? I also think it's brilliant that each pal can have any color. But how do you make sure that colors are strategic and not random?
Oh oh you're making a monster collection game? Enjoy getting sued by nintendo
What about the thousands of Monster Collection games that came out before and after Pokemon?
@@charlesdilks3267i think theyre just talking about palworld
@@asher3311 ... ... I know
Nintendo don’t own the monster collecting genre, anybody can make a monster collecting game.
@@SuperMillwall tell that to nintendo
As SOON as I saw the artstyle I said "Princess Remedy!??" Hm. But maybe it is... _too_ much Princess Remedy..? It kinda feels like a copy of the style (And some characters) more than an inspiration, specially if it's gonna be on Steam
... sigh ... , thanks for the discovery tho.
@@SquaulDuNeant Hm? Wdym?
Big game design principle; never base a mechanic purely on colour (unless it can be reduced to a 3 colour pallet or relies heavily on brightness) since it will make the game inaccessible for a large number of people with visual impairments. Since your system is based on an eight pointed wheel, you could easily create a symbol that reflects the type as a dot or square on a circle or hexagon or even a dice/braille like pip grid. The benefit of this is then you can bring in dual typed creatures just by layering two symbols on top of each other, and you could even add a ninth normal/aether/null type by just having the center filled. I would actually suggest triangles or arrows pointing clockwise, thinking about it, since it helps solidify the effectivness direction Once you have that in place, you could change your creatures sprites into black and white alphas and tint them in-engine, allowing the player to set their own type-colours in the settings (or pick from a set of predefined ones). If you go for dual types you could use the R and G channels as mattes, and the B as Brightness. Also, just to make the type wheel more interesting, you could have types both deal and take 2x damage from their polar opposite type (maybe this only applies to the primary type, in which case you need the symbols to identify primary/secondary)
Great general ideas
yea I was thinking that, either octagons or numbers from 1 to 8 as an accessibility feature
@@0whatman numbers is less intuitive cuz the system is cyclical, but honestly its less about it being an accessibility feature and more about having accessible design
I highly recommend ignoring any advice that compromises your vision for the sake of a tiny, infinitesimal minority.
@@Selrisitai it's not really compromising their vision, the base game wouldnt change, it would still be color based it'd just be able to be played by more people by having a toggleable option that makes it so those people can tell what is going on
I get the impression that this is simplifying game design for the sake of it, which is fine and a fun excersize. Rather than compare and contrast to what pokemon is doing and what youre not i think it may be better to view the game from the angle of whats fun; sanding off all the rough edges of Pokemon probably wont leave you with a fun game. I like creature collectors, i look forward to updates.
The art style and general design ethos of this sounds pretty similar to Familiars io. I'd check that out for some studying.
in-universe do they actually not have species names for each picopal? if so how do people refer to a specific picopal when there's no visual context? when someone says "snakey" is the listener just supposed to assume they're talking about that yellow snake picopal and not any other snake-like picopal? what if someone names their picopal Jeffery? in that case it could be ANY! do they not have any kind of documentation or consistent knowledge about each species?
Idk how it gives you such a hard time i think you need to workout your imagination mate ;p . Also having a nickname isn't related to having a "category/race" like come on dude it's just like real life really . Still it's a good exercise of world building to question it so you aren't wrong either.
What is your game outside of its relationship to pokemon? Whatever that is, LEAN INTO IT.
I agree a lot of the Pokemons game design is convoluted and outdated (especially the battles). I feel though that a lot of your stripping down to the bare game mechanics is also getting rid of most of the immersive fantasy of pokemon which is to me the core appeal whereas the core game mechanics have always been kinda meh. Getting rid of elemental types for example really makes the monsters much less appealing to me. I'd structure it more as an (easy) souls-like where pokecenters act as bonfires where you can recharge your healing flask (limted amount of heals). The challenge of routes would be one of resource management and choosing your battles wisely. I would revamp the battle system. I would de-emphasize the type system as it often trivializes battles. Instead I would add an additional component such as limited positioning or pokemon resources such as "energy". Maybe attacks could work like a "card game" such as in Clash Royale where each turn you would have to chose from a random selection of attacks of your "attack deck". What should stay the same would be the fantasy of you tiny human exploring and mastering a fantastical world while collecting and bonding with its fantastical inhabitants.
Nintendo getting their patents ready for this
Why isn't orange on the favorite colors option
On a full color wheel with cyan and magenta orange is pretty small and I wanted 8 total.
Brilliant to see how you took the pico 8 limitations into this game. I really like how the sprites came out of that!
Exactly as another comment said, it sounds like you don't want to play Pokémon. Or rather there's only a single aspect of Pokémon you enjoy. - The Pokémon Center are here so you can adjust the difficulty to your own preference. Instead of having hardcoded boring difficulty setting, Pokémon just provides you with option. That's player-made challenges flourish so much in that environment. You can choose not to train too much and not to rely on Pokémon Centers, and totally tailor the difficulty to your preference: do you want challenging battles? You can have it. do you want to just breeze through and focus on the collection aspect? Or just enjoy the story and exploration? So can you. - The intricate type system is such a strength of Pokémon games. Discovering and memorizing type affinities, and especially how they combine in double typing is a puzzle game of its own and so rewarding because it feels like your knowledge as a player is being tested/rewarded. Memorization isn't a weakness. I would argue that your type system is actually 100% memorization, since you have to remember in which direction the color wheel goes, and be sure that there isn't another hue between your color and the other color, e.g.: is this the right green? - Each type only having a single weakness and resistence is IMO pretty boring. What is fun about Pokémon is that not all types are equal. Some are pretty shitty, but if you like a Pokémon with that type are you going to use it despite that type because you like it? There is compromise, there is sacrifice, there is decision making. In your game it sounds like you can have any Pal in any type you want, so you can basically have your cake and eat it too which is IMO less interesting. Some of my favourite Pokémons are pretty weak and have shitty typing, and I love struggling my way through the games with them and feel like "we made it". Figuring out your type coverage, or that all of your Pokémons, despite having different types, share a common weakness is also a fun challenge to work around. This is not a dig at your game. A lot of players play Pokémon very differently, and your game sounds tailored to your own way of playing Pokémon which seems very battle focused. I'm just sharing food for thought.
kinda agree and the tactical variety , tho doesn't address the problem of it being intutive and the 524874487 new generations .
You are wrong tho on the difficulty thing and pokemon center part also literally the trash owners of pokemon games said in public that they work against all that (fun , nuances , quality, difficulty etc ... ). Plus the fact that they just dont care anymore etc ...
Also not liking a part of something or having nuances doesn't mean you hate entirely everything like stop come on.
Love the idea, definitely want to see more! Just gain a subscriber
looks very promessing!
Lots of neat ideas in this project, I'm excited to see where it goes! One thing that sticks out to me is (to be blunt about it) the lack of flavor/story so far - is that just a prototype thing, or is the full game going to be this gameplay-centric? A lot of the reason people stuck with Pokemon despite the subpar gameplay was the charm of the game's world. Also, about the permadeath idea: I think a good compromise could be to show a death counter (either at the end of the game or on the pause screen, or both) and add an option for permadeath deep in the settings, just to let hardcore players do Nuzlockes more easily without inconveniencing casual players.
+ 1 GIVES SETTINGS GIVE FREEDOM DO NOT FORCE THE SYSTEMS ! LETS PLAYERS TWEAK IT BUT WITH AN IMPLEMENTED OFFICIAL WAY ! Also idk what he will do but obviously it's a "prototype" like the game isn't finished lmao. Also i see the charm of the world thing but honestly i think he kinda have it already just need to add more tho pokemon had also really good lore , "realistic" and nuanced lore but sadly it's kinda in the third plan and nintendo seem to shun it nowadays because its not familly friendly lol. And that's what the game at the moment real lore and stories even if it's not the main quest it's even better when it's not the "main quest" tbh .
i think the color wheel idea is still assuming alot on the player
i met someone in college that didn't know what blue and green would mix into. he thought maybe yellow or purple. he wasn't even colorblind.
I'm not sure the type system you proposed in this video will really adress your issues with pokemon's type chart. Even with the overall complexity being reduced, memorizing the interactions won't necessarily be easier, considering how abstract the types are right now. Pokemon's weakness and resistances may feel arbitrary on a first look, but remembering each of them tends to be a non-issue, thanks to how carefully they are introduced in campaing (gyms are basically a type chart tutorial, if you think about it) and how thematically well-defined each type is. Even if the interactions aren't always self-explanatory, the strong identity of each type ensures it's easy to come up with your own explanations on why they work the way they do, i.e. "psychic type is weak to bug, dark and ghosts because humans are afraid of these things". With your color/personality-based system, the type chart may be easier to grasp when looked at, but in fact harder to remember without the visual aid, considering the increased level of abstraction we'll be dealing with. I, personally, would find remembering the position of each color on the pie less intuitive than coming up with rationalizations for pokemon's type chart.
Other than that, limiting the interactions to each type having exactly one weakness and one advantage may be detrimental to the gameplay. With only 8 colors, type-significant interactions will we be too scarce, compared to neutral or same-type interactions - if most of the interactions are unaffected by the type chart, you run the risk of making it pointless. At the same time, excessive simmetry between the types will make all of them kinda feel the same. An assimetrical distribution of weakness, resistances and even immunities is key, because it pushes each type to a different archetype. Think of how Steel type properties make it inherently valuable defensively, or how Ice type properties always make it more valuable on the offense, even with Ice types being frequently given defensive stats. You could even play with tweaking how each type interacts with itself: for example, a more offensive type could deal increased damage against itself, while a more defensive one may be immune against itself.
Sounds like this guy has never played competive Pokemon. Simplifying the type chart would ruin the intricacies of the game. Also he said fire is weak to dragon wtf?
Yes and No, you two are both wrong and right
@@woflgangfux2801@woflgangfux2801 he means fire is weak against dragon as in dragon is resistant to fire damage which is true.
@@arautodadisgeniathis is true facts. Hopefully they can come up with some interesting ideas for how the types of move for each color can actually be unique in how they work to make up for it. The fact that they're focusing on speed might make it less of an issue, less focussed on competitive play since it will probably be 1 player i assume? Also the fact that any guy can be any type is interesting, limiting in some way but allows people to pick their favorite looking lil dude to use and customize em. idk imma let them cook.
On the name input screen at 0:30, the column for G and Q is offset a few pixels to the right. And the last column for J and T is too far right.
As for Game Maker: Every time you close a room view, the grid resets to the default. You can change the default in the game settings. I love the art style!
Wow great video man ❤
I can't say for certain whether or not I like all of these ideas yet, but I've always wanted to see more pokemon-esque games (was really happy to see a game like pal world succeed), so I'll definitely check this out when its released. :-)
Flowey has gotta be buff
thanks to google for translating this
whats the music please? thanks; nice video
th-cam.com/video/nClvJb6suUY/w-d-xo.html&ab_channel=RyanNein
@@ryan_nein aha, I thought, maybe he made it and that's why there's no link. This sounds great man <3
This deserves 30k views, very cool
oddly specific number
It was at 300 views when I commented