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After Image Studios
เข้าร่วมเมื่อ 5 ก.ย. 2023
I'm a solo indie game developer, currently 15 months into creating my roguelike adventure game, 'Tales for the Long Nights'. Here, you'll find devlogs and behind-the-scenes content showcasing the ups, downs, and everything in between of the game development process. Subscribe to follow the journey as I bring this brand new world to life!
Making my combat... CRUNCHY! | Solo Devlog
Welcome to another episode of the Tales for the Long Nights devlog! In this indie game devlog, I’m focusing on making combat feel crunchy, impactful, and satisfying in my roguelike RPG. As a solo developer, I’ve been working hard to refine the brutal, turn-based mechanics to deliver every slash, strike, and special attack with more weight and punch.
Chapters:
0:00 Episode Intro
0:48 What is Tales for the Long Nights?
1:18 What Makes Combat CRUNCHY
2:42 Cinematic Camera Modes
3:45 Custom Combat Arenas
4:50 Graphical Updates
6:52 New Transition Systems
8:00 Cleaned up UI
8:16 Taking a break
In this Unity devlog, I’ll show you the tweaks and overhauls I’ve made to combat mechanics-from dynamic sound design and impactful animations to subtle effects that make every hit feel rewarding. It's all about crafting a combat system that’s not just functional but memorable.
If you’re interested in how to design satisfying gameplay or curious about the challenges of roguelike combat, this video breaks down the development process step by step. Whether you’re a game dev enthusiast or simply love turn-based RPGs, I’d love to hear your thoughts and feedback in the comments!
Don’t forget to subscribe for more updates on Tales for the Long Nights, where I’ll share everything from world-building and mechanics design to the highs and lows of being a solo developer. Let’s make this dream game a reality!
Keywords: devlog, indie devlog, game devlog, solo developer, roguelike, Unity devlog, RPG devlog, turn-based combat, satisfying gameplay, game design tips, indie game development
Chapters:
0:00 Episode Intro
0:48 What is Tales for the Long Nights?
1:18 What Makes Combat CRUNCHY
2:42 Cinematic Camera Modes
3:45 Custom Combat Arenas
4:50 Graphical Updates
6:52 New Transition Systems
8:00 Cleaned up UI
8:16 Taking a break
In this Unity devlog, I’ll show you the tweaks and overhauls I’ve made to combat mechanics-from dynamic sound design and impactful animations to subtle effects that make every hit feel rewarding. It's all about crafting a combat system that’s not just functional but memorable.
If you’re interested in how to design satisfying gameplay or curious about the challenges of roguelike combat, this video breaks down the development process step by step. Whether you’re a game dev enthusiast or simply love turn-based RPGs, I’d love to hear your thoughts and feedback in the comments!
Don’t forget to subscribe for more updates on Tales for the Long Nights, where I’ll share everything from world-building and mechanics design to the highs and lows of being a solo developer. Let’s make this dream game a reality!
Keywords: devlog, indie devlog, game devlog, solo developer, roguelike, Unity devlog, RPG devlog, turn-based combat, satisfying gameplay, game design tips, indie game development
มุมมอง: 2 451
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Crafting Environments Players Actually Want to Explore | Indie Devlog
มุมมอง 3.4Kหลายเดือนก่อน
Welcome to part one of the final game devlog before our big Steam page launch for Tales for the Long Nights! In this episode, I’m sharing the journey of polishing our game’s environments, updating the UI, introducing dynamic weather, and expanding the world to make every step of the journey feel immersive and meaningful. Chapters: 0:00 Intro Cinematic 0:34 Devlog Intro 1:05 Tales for the Long N...
Roguelikes Need More Than Just Combat | Solo Devlog
มุมมอง 9K2 หลายเดือนก่อน
Welcome to another episode of my solo Tales for the Long Nights devlog! In this indie game devlog, we’re diving into how I’m expanding beyond just combat to breathe life into my roguelike RPG. As a solo developer, I’m working hard to balance the brutal, turn-based combat with non-combat events that add depth and storytelling to the game’s world. Chapters: 0:00 Episode Intro 0:59 What is Tales f...
What is Tales For The Long Nights? | Roguelike Devlog
มุมมอง 8673 หลายเดือนก่อน
In this video, we dive into the development of Tales for the Long Nights, an indie rogue-like RPG team-builder developed entirely by a solo developer. Learn about the journey of solo indie game development, from concept to creation, and how Unity has played a central role in bringing this ambitious project to life. As an indie developer, I’ve tackled everything from coding and game design to ar...
My first 15 months of Indie Development | Devlog Episode 4
มุมมอง 4353 หลายเดือนก่อน
Welcome to the latest devlog for Tales for the Long Nights, my roguelike indie game! After scrapping a year of work, I made the bold decision to rebuild everything from the ground up, and in this video, I’m giving you an in-depth look at the journey. Over the past 15 months, I’ve redesigned mechanics, overhauled art direction, and fine-tuned gameplay systems to bring my vision to life. If you l...
Turn-based Roguelike Combat Coded by an AI? | AI Devlog #3
มุมมอง 146ปีที่แล้ว
This is a 'Solo' Devlog for our turn-based, roguelike indie game. In this episode we're asking an AI to create the combat ability systems for our rogue-like game as well as the AI combat controller that will fight against the player. Can we get an AI to create its own AI? 0:00 Creating a Video Game with no code? 0:45 What's the Games Premise? 1:32 Buff & Debuff System 2:30 AI Coded Ability Scri...
Overhauling The Graphics In My Dream Game With AI | Devlog #2
มุมมอง 267ปีที่แล้ว
In this episode we are overhauling the map generation graphics for our roguelike game, designing the principle UI themes and re-making the combat map. This Indie game is "solo" developed, with every line of code written by an AI, implemented by a "developer" with no game development experience. Music from #Uppbeat (free for Creators!): uppbeat.io/t/ak/legacy License code: VLJ0Y3UNODIHUWBV Music...
Developing an Indie Video Game Only Coded by AI | AI Devlog #1
มุมมอง 231ปีที่แล้ว
Can we develop and entire video game without knowing how to code? We're attempting to develop a rogue-like / action combat game without writing a single line of code ourselves, with no game development experience whatsoever.
I think another area of focus when you get to it is making the combat UI (health bars, tiles outlines, circles, and turn UI). It still likes very "prototype-y". You did a good job on polishing the combat animations btw.
Great video, the game is looking great. Love the graphics and atmosphere. I'm writing a tactics game also, Gladiator Immortal and it's interesting looking at the comparison. Very different games really but I think we are on a similar wavelength when it comes to atmosphere and how to make the game interesting. I'm just working on the audio and effects side currently (second pass) and know exactly what you mean when saying it was missing the crunch aspect. I've been reworking those parts but still not happy with it yet...just wish I could do this full time as the odd hour here and there makes it very hard! Good luck with the game
@dominiauk Thank you! It's amazing how different games of the same genre can end up, good luck with your dev journey
Great work, and glad to hear that you're taking time to recoup when needed. Taking breaks (and being able to end those breaks) is crucial to keeping up the energy and momentum needed to finish a game.
Thanks! For the first break I've taken in a year, it's really helped and I'm looking forward to jumping back into development
Game looks amazing so far man! You've got a real knack for game-feel, both in and out of combat. I'm glad to hear that you've gotten a better balance when it comes to taking breaks. I have the same problem, where one week can turn into months, which has caused me to fear taking any type of break, making what should be a creative outlet feel like work. Do you have any advice on how to gain a better balance? Looking forward to seeing the game develop! Keep up the good work
@@VideoJayems Thanks for the kind words! I find that as long as I have structure and plans for what I need to develop next, it's easier to get back into work after a break! Good luck with your project
It looks great! Take my opinion for the random one it is but I feel like you need to add a bit more exaggerated animation to the reaction of a hit. You hear the sounds and see a bit of screen shake bit i personally think it might "feel" better if the animation is slightly more expressed or exaggerated on a hit. Obviously not something you for sure need to pursue but it might be worth it to try it and see how it feels!
I like all of the details you put into the background. It makes the world feel a lot more alive.
Thank you! I like to try and achieve the theory of "Every scene a painting"
This looks really nice! I do think all those little details add up to create the feeling of the world being more "alive", as well as the game being more polished. Keep up the great work :D
@mightyn8 thanks for the kind words! It's all about layering small details you don't realise are even there most of the time!
Amazing work!! The ambience in the scenes is really beautiful. I also think your loading screen idea is really smart for what you are going for!!
Thank you! I like to keep everything tied to the journey so it feels like one cohesive run!
The environment works shows, some of those scenes were gorgeous.
Thank you so much! I very much want each scene to be a painting!
If u need any tips or pointers shoot me a msg
Poor mountain goats.
@@KWART_O_MANIA maybe the cart is magically light? Don't want to burden those goats
@@AfterImageStudios-TFTLN Well, atleast there's two, so they can share their misery ;'(
Game is looking good! Some minor things i noticed. The volume sliders should have their colors reversed unless louder is sliding to the left. To add more polish details, you can also have the lanterns have a flickering light more similar to fire. I'd also considering fading the grid in after the player gets a first look at the scene. Keep it up!
@NathanSL11 Thanks! Love the idea of the grid fading in, would show off the scene on its own first!
Looking great mate. I'm making something similar and love seeing the progress you're making. I also like the director camera, and the fact you've made options is also great. Have a good break
@@jzeltman Thanks! Good luck with your project!
Personally, directed cameras annoy me in games like this. Glad you're adding different levels of settings for them as options! The scenes look beautiful!
I don't want to force people into using any of the directed mode settings, it's all personal preference. Hopefully eventually the settings menu is so long that it's annoying!
Next month? You plan on doing these every month? If so, you may begin to feel anxious working hard on your game but also worried each time you upload a devlog wondering whether or not you have enough content for a video. Monthly devlogs seem like more stress than needed. I would question being both a youtuber and a game developer. Doing one job well is hard enough, let alone two. Something to consider.
I have some problems with how indie games usually handle lighting and shaders, which understandably can be quite complicated, but I love what it's looking like in your game so far. It makes such a huge difference imo. This doesn't seem like my type of game, but I hope to see your game succeed.
@OryxAU Thank you!
The way you implemented the map is wonderful. And I would like to point out that, since there is where you can really see the progress of your journey and the loot gathered so far, it might be better for immersion if the map scene was portrayed in the wagon, instead of the town. Anyways the project looks promising and I'm hoping to get to try it soon!
@@JoseAlejandroSosaNuñez thank you! I'd love to have it move to the wagon once the run is started
Multiplayer or no?
@internetcancer1672 Its intended as a single player roguelike experience
I love the art style. It's so much nicer when a game has it's own aesthetic, rather than trying to look 'photorealistic' and just ending up looking like every other game.
@@Here_is_Waldo That's the beauty in indie dev limitations!
The games looking great!
@KeepTheAngerFlowing Thank you! Hopefully I can have a demo I people's hands soon!
@AfterImageStudios-TFTLN nice, I'll enjoy seeing the process.
I love devlog channels.
@@KeepTheAngerFlowing I love people saying they love my channel!
Lovey voice to lissen too And i really like that you tell the reasoning of decision making. Really takes us along youre journy and stayle of thanking 😊
@pen007dragon That comment went a long way! I've always felt down on my voice, perhaps too monotone, but this made me smile and was a great confidence booster!
Loving those blink assets used in an actual project release.
@@SandorClegane-TheHound Some or the stylized asset builders on the store make amazing stuff for solo developers like me! Big props to them
Yeah toms stuff is pretty cool Ive had rpgmaker for years now And loads of his other stylised bundles @AfterImageStudios-TFTLN
very interesting, first time seeing this. I think a map inside a tent where the party could be drinking, eating, or playing music makes more sense then a tavern if its a choice you are making on your route to where it is going. Like the idea and hope you can expand on it somewhat, interesting to see what you can come up with
@ThyTrueNightmare Great minds... I was going to have the adventure start in the tavern and then after that, during the adventure you'd look at the map in the travelling merchants wagon or a tent!
I'm dabbling into game development as a hobby to also build my dream game one day. There are so much to learn and uncertainty in everything that when you realize the size of the mountain you want to climb, it's so overwhelming. Great to see the results you are achieving! Congratulations!
@@canjiica there's an infinite amount to learn! But that means that you've got infinite potential! Thanks for the motivation!
Looks great! Only thing I would say is that the 'Slay the Spire' map looks like it is way too binary and only has 2 real choices. It could have been just what was picked for the video though so if that is the case then disregard of course!
@BradleyChick Each map is randomly generated so sometimes you'll end up with more binary options. Although looking at it I may add a few corralling points to the algorithm so that you've got multiple options in a run to cross the board horizontally! Thanks for the input!
New effects looks gorgeous, the world is really living at this point, but one thing is itching my eye... As a Hoglands animator myself, i can feel the inanimation of camera movements and lack of props moving. My suggestion is to make them (animations) quicker, with slight squishing and stratching. I assure you, that applying animation principles to camera easing and moving and also animating little objects in game view, for example animating knife flying quickly to the table when showing roadmap, make the game really stand out. Good luck! Love the Game
I'm going to get a cinematic camera mode for the combat system in the next episode and I'd love to get more background animation into the scenes! Maybe some critters running around in the brush. Thanks for the kind words!
A suggestion for the weather system: When it pours, display only one of the characters in the camp and give them an oil cloth to cover themselves. They tend the fire, while the others are in the tent. ;)
Love this idea! I'm certainly going to have them sheltering from the rain or wrapped up warm in the cold.
@@AfterImageStudios-TFTLN there is an old tent design that allows you to cook inside when its raining, might be worth looking.
@ThyTrueNightmare Love this! Might try and implement a cooking location that we zoom in on, either at the campsite or in the wagon
Really enjoying the content! Keep it coming!
@@thepolyglotprogrammer The comments sure keep me motivated! Thanks!
Looks beautiful, love the weather system. I'll keep an eye out for the Steam Page when it launches!
Thank you! Hopefully next months Devlog will be the last one before the Steam page launch
Does this have full controller support? So tired of games that only have full support in the console ports, but not the PC version.
This will have controller support for PC, likely wont make it to console unless it gathers some real steam
Impressive Work! I love how you smashed different genres together to create a very unique game experience I haven't seen on any games yet. Are there any plans for wishlisting the game on steam?
@herrmutig2656 Thanks for the kind words! I'm currently working on a steam page release as we speak! Hopefully I should have a solid date in the next devlog in a weeks time
You should play Against the Storm, it is a great roguelike that doesn't have combat elements.
Commenting to boost the algorithm! So far your game looks absolutley beautiful! Adding little skill-based side quests is such a cool idea, I think it really does break the expereince up into a more relaxed, and enjoyable expereince which gives the player a little bit of time to recover from what could perhaps have been a stressful encounter! Really awesome work, dude!
@KatDoesCrime Thank you for your kind words! Sometimes you just need a 60 second breather and a hit of dopamine to get you ready for some more combat!
This looks awesome so far! I can't wait to see where you go with this! :]
The game looks awesome, I have a suggestion regarding the mini games. I noticed the 2% on the one hit that seemed like it was close to perfect. A lot of games implement a 'Grace' value that gives the player better feedback when they feel like they've tried but not succeeded fully. I'm assuming your % is based on a float value, so I would just add a 'Grace' % (if you have a difficulty setting this could also influence it) on top of that. Most games do this when it comes to movement mechanics where you can't decide exactly how well the values are going to line up because of the the preciseness. Either way, the game looks awesome. Well done to everyone on your team.
Not the Stardew fishing 😭. I much prefer Animal Crossing where positioning and timing matters. Also Dreamlight Valley is satisfying too without being too button mashy
Copying someone's fishing is almost mandatory for an indie game isn't it? 🎣
You’re doing a fantastic job, and I really hope you enjoy being a coder-it’s clear you’ve put a lot of passion into this project. Coders might not always get the recognition they deserve, but your work shines through, especially in those secondary scenes that feel so heartfelt. Honestly, I’d gladly pay 20 euros just for the attention to detail in those moments. To add that extra special touch, you could incorporate elements like fog during foggy journeys or rain in the appropriate scenes. That would enhance the atmosphere beautifully. I’d also love to see a bit more attention to the terrain. For example, adding a hill to the field where battles take place, or more trees in the forest when facing enemies, would bring more life to the world and make the gameplay feel more immersive. Overall, you’ve created something great, and with just a few more details, it could be even more extraordinary.
Your words go a long way! I'm really trying to make the world feel alive and the weather systems are up and coming on the to-do list! Thanks for taking the time to comment!
I've also been heavily using AI for my coding projects. It fills in my gaps. I find myself learning a lot while also trying to teach the AI. It saves so much time that used to be spent reading docs and trying to figure out different functions and methods
I went to wishlist your game on Steam very early into this video and found no Steam page. Nor a call to action anywhere in your video description. That’s really disappointing because I already know I want to play this game when it releases. Be a tad more aggressive with your marketing. Not pushy but it should be really obvious to us where to go to support this project. Now I’m going to finish watching the video and see if I find a call to action later on, but even at this stage I should have found one when I looked for it in the description.
@elduriangavriel2130 it's a good point, I'm not far off being ready for a steam page but it will be a few weeks. These videos are me getting better at editing and devlogs so that when I'm ready to go into overdrive I'm not starting from scratch!
@@AfterImageStudios-TFTLN - These videos are really advanced marketing. I’d prioritize your Steam page as soon as possible because those wishlists are the most valuable thing you can acquire until you start selling something. I know most game marketers say the sooner you’re on Steam the better and you have all the criteria for a game that’s ready for a simple Steam page met. That being said. This game looks solid. Like REALLY solid for the type of scope you’re aiming for. As a major crafting enthusiast I’m pumped to play based on this video alone. Do you have a Discord for your game?
I'm not going to play your game, too busy, but I'll buy it. I support all games made from passion.
Curious how much money was spent on graphics and music. 15 months only gives you just enough time to program the interface, crafting, fishing, combat system. Basically no time for graphics and music. Also this video was very well made. Almost professionally. Those take a long time.
cool
@@3po_Orisen_Sithappen cool
At one point, i thought i was watching veteran dev explaining how good and well designed is new interesting game. And then Unity scene flashed, and realisation kicked in. Amazing work, with good intendments on immersive design that goes along-hand old school (in my opinion) cool and nostalgic UI. It looks like table top game was designed for modern gamer. Very good
@christorsss Thank you so much for the kind words! I really appreciate it, motivates me alot as a first time developer to hear this
Looks very cool! keep going!
And, hey, make up some new combat systems. Why make YOUR game to just rehash something we have all already played in another game?
@chaosordeal294 While generally I'd agree that games need a unique selling point there are some parts of games that are very difficult to innovate on, combat systems are also diversified through their supporting features
Just make something no one's ever thought of before for your first game. it's so easy, I'm just going to put it in a youtube comment instead of doing it myself.
@@zakquack YOU'RE just putting things in TH-cam comments. I am working on an extensive video game with innovative combat. Didn't see that coming, didja? I don't understand why so many "gamers" trip over themselves to defend lazy game design.
@@chaosordeal294as a dev myself, I understand the immense amount of work put into projects like this and would never go around calling someone's project "lazy." He might not be reinventing the wheel but I'm sure he's got his own touch on it. It looks great.
@@chaosordeal294 Don't worry, I'm sure your game will flop with that arrogant attitude. Just because something is "new" (I doubt whatever you have is actually new), doesn't mean it's good. Just because something has been done before, doesn't mean it's bad. Grow up.
Awesome video! The game is looking super good. Really like the art style of your game. You have added lots of features to your game. Also really like the gathering system in your game. It looks really fun. The item build system looks really kool as well. Looking forward to your next devlog. Keep it up! :)
@@KamranWali Thank you! Hope that one day you can get your hands on it!
Definitely liking the vibe and style, and I agree, the best rougelikes have moments of peace that are neither too demanding nor a complete waste of time. Just some respite with benefits is a great way to break things up. Is the AI art for the icons and stuff gonna get replaced? I think it stands out a bit too much for a final product.
@user-xsn5ozskwg Without those moments it can be tiring but they have to be worthwhile and engaging! And for the icons I'm hoping to replace them all over time, I know the indie community had an aversion to AI art but it's amazing for in development placeholders
I appreciate your consideration in design. Great stuff!
Thank you! Without design, good gameplay falls flat!
I really like the concept, especially building unique teams each run, and having to adapt 👌 I don't really like the skill based mini-games (chopping wood or fishing) mixed in with otherwise strategic choice making. You could replace it with choices at each location, like whether or not to use food as fish bait for a chance to get a bigger fish, or choosing which of several resources to collect (perhaps some are of a higher quality, but not necessarily what you need at the moment) I get that the mini-games give the player a break, so it's up to you! Just thought I'd share the idea Some of the visuals are a little rough, like the floor texturing in the combat scene, but It wouldn't stop me from playing the game Good work so far! I look forward to trying it someday! 🙂
Interesting, maybe a 'skip gathering' option that gives you lesser rewards for skipping the minigame.
@@AfterImageStudios-TFTLN could be nice as an accessibility option as well. Yes, it would effectively be an "easy mode" but on the other hand so is most accessibility options that are related to direct gameplay.