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Edom Games
เข้าร่วมเมื่อ 13 ก.พ. 2017
Just a nerd chasing a dream. This channel shares the journey to releasing my first commercial Roguelike RPG Project Bloom. I also share information regarding game design and development
www.twitch.tv/edomgames
EdomGames
www.twitch.tv/edomgames
EdomGames
Going Full Turn Based RPG - Devlog || Project Bloom
For the past year, Project Bloom has had 4 different identities and now it's finally time to go full turn based RPG. It's been quite the journey.
Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/
Twitch : www.twitch.tv/edomgames
Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/
Twitch : www.twitch.tv/edomgames
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Creating a Battle System - Devlog || Project Bloom
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Turn based RPG's require a significant amount of effort from the developer to get things running. In this video, we explore some of the systems behind Project Blooms battle system. Twitch - www.twitch.tv/edomgames Project Bloom - store.steampowered.com/app/1474190/Project_Bloom/
Should you Make Devlogs for Marketing?
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Oftentimes, developers are recommended to make Devlogs in order to promote and market their game. In this video, we explore if that is actually sound advise and talk about another more important reason for making a channel. store.steampowered.com/app/1474190/Project_Bloom/
Improving Enemy Design in Roguelike RPG || Devlog - Project Bloom
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I felt that the enemies in Project Bloom needed some updates, but I was running into a problem, I didn't understand how to design strong solo enemies. In this video, we discuss how I improved my enemy design using Action Oriented. Matt Colville Reference Video - th-cam.com/video/y_zl8WWaSyI/w-d-xo.htmlsi=DXCFoUP0dpROIo-G Project Bloom - store.steampowered.com/app/1474190/Project_Bloom/
What Makes a Good Basic Attack in A RPG
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Basic attacks are the most common and most used option in most turn based RPGs, therefore they must be useful and effective or else they fall into obscurity. In this video we explore what makes a good basic attack.
Creating a Roguelike Event System || Devlog - Project Bloom
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Roguelikes runs are typically defined by RNG, upgrades, and most importantly, choices made. In this video I address a feedback regarding Project Blooms which was the lack of room variety. store.steampowered.com/app/1474190/Project_Bloom/
Creating Visual Effects as a Solo Developer
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Over the years, I've spent a lot of effort to improve Project Blooms visual style. This includes the particles used in the game. In this video, I share some tricks I've learned along the way for creating particles in Unity. Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/
Study This When Learning Game Development
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There are countless videos on youtube that talk about starting in game development and they all share pretty similar information. However there is one skill I wish we all talked more about! Project Bloom - store.steampowered.com/app/1474190/Project_Bloom/
How I Actually Got Into Game Development
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The story of how I went from eating glue to wanting to make games for a living :). Project Bloom - store.steampowered.com/app/1474190/Project_Bloom/
Playtesting my Roguelike RPG Indie Game - Devlog
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After several months of building a prototype we're finally at a point where the game is playable! I decided to playtest the game with some friends and received so much valuable information. Playtesting is the most important thing you can do for your game! Project Bloom - store.steampowered.com/app/1474190/Project_Bloom/
Creating A Roguelike RPG Boss || Devlog - Project Bloom
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You would think I'd have a boss by now but I actually didn't. I finally took the time to create a boss design and wanted to share with others! Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/ Music from #Uppbeat (free for Creators!): uppbeat.io/t/soundroll/forgotten License code: 8QCNDEJRDV4ONOTX
Solo Game Development in a Nutshell
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Solo development is one of the hardest things I've done. But it's ok to poke fun at it sometimes. In this video we make fun of solo developers :). Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/ Music from #Uppbeat (free for Creators!): uppbeat.io/t/kem/lazy-love License code: EDDZ8LZWCK8GP9TI
Creating Roguelike RPG Item Effects || Devlog - Project Bloom
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Roguelikes are defined by several things like procedural generation and RNG elements. But one of the biggest yet overlooked contributors to a successful roguelike are the item combinations. In this video I talk about my process for making RPG item effects. Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/ Music from #Uppbeat (free for Creators!): uppbeat.io/t/soundroll/forgotten ...
An HONEST Guide to Starting Game Development
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A lot of people avoid starting difficult things because they're intimidated or feel like they can't do it. Here I share with you what I think is the best way to start in game development. Project Bloom: store.steampowered.com/app/1474190/Project_Bloom/?curator_clanid=4777282 Music from #Uppbeat (free for Creators!): uppbeat.io/t/kem/lazy-love License code: RLWD78RCHHZ2B55O
My Prototype Failed...In a good way | Devlog
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I spent several months chasing a problem I felt in my game that I couldn't put my finger on. Eventually it lead to me having to reconsider my design choices and start reworking the game. But overall it was a learning experience 100%. Project Bloom store.steampowered.com/app/1474190/Project_Bloom/?curator_clanid=4777282 Music from #Uppbeat (free for Creators!): uppbeat.io/t/kem/lazy-love License...
Creating an RPG Skill System || Dev Log
มุมมอง 1.2K8 หลายเดือนก่อน
Creating an RPG Skill System || Dev Log
I Accidentally Made A Fun Game | Ludum Dare 54 - Devlog
มุมมอง 3.5K9 หลายเดือนก่อน
I Accidentally Made A Fun Game | Ludum Dare 54 - Devlog
Final Fantasy 16 Combat is an Imperfect Masterpiece || Study Hall
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Final Fantasy 16 Combat is an Imperfect Masterpiece || Study Hall
I Quit My Job For an RPG || Dev Things 2
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I Quit My Job For an RPG || Dev Things 2
So I'm making a RPG Roguelike - Dev Things 1
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So I'm making a RPG Roguelike - Dev Things 1
Labrys - BBTAG Ranked Matches [Challenger]
มุมมอง 7K5 ปีที่แล้ว
Labrys - BBTAG Ranked Matches [Challenger]
BBTag - Labrys Guide - Neutral, Mixups, Oki, Combo Tips
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BBTag - Labrys Guide - Neutral, Mixups, Oki, Combo Tips
BBTag - Orie Guide - Neutral, Mixups, Oki, Combo Tips
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BBTag - Orie Guide - Neutral, Mixups, Oki, Combo Tips
How To Counter Burst Using Assist Blazblue CrossTag Battle
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How To Counter Burst Using Assist Blazblue CrossTag Battle
Learning New Characters for BEGINNERS - BlazBlue CrossTag Battle
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Learning New Characters for BEGINNERS - BlazBlue CrossTag Battle
Discipline that use many discipline: i wish i use that other needed discipline instead ofvthe discipline I'm comfortable with 😂 👉🏿 never ending loop of FOMO
Discipline that use many discipline: i wish i use that other needed discipline instead ofvthe discipline I'm comfortable with 😂 👉🏿 never ending loop of FOMO
Stumbled upon this video. looks really cool! But just wanted to let you know there was a spelling error in the Steam page. In "About this game" it says "rouge-like". 🙂
You're probably already aware, but Bravely Default has an *amazing* battle system. I'm not a big fan of JRPG-style turn based combat, my last two games that lasted more than a couple hours in the genre are Child of Light and Bravely Default. Since it sounds like you want risk to be more intentional, maybe you could take some inspiration from BD. Rather than just shuffling in basic attacks from party members that aren't important in the current battle (due to type matchups or just the current status), sacrificing those party member's future turns for a big payout now on your big hitter (or healer) can feel really rewarding. But when you didn't read the enemies' moves right and get punished, you definitely remember it for next time. I'd love to see more variations on this system in the turn-based space. Good luck with whatever system you end up going with!
👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾
You're where I'm aiming to be! I'm glad the algorithm brought me here! Looking forward to seeing more of the journey! and with that, i'm subscribed.
I'm also making a turn-based RPG, and saw this channel in my feed, and you're struggling with something very similar to me! Battle system design is really hard, for sure. I also am trying to figure out a turn system where different abilities take different amounts of "time", but mine was always turn-based, just that abilities eat up time on a meter, similar to the Digimon Card Game, until it goes over to the opponent's side. So you can use a bigger ability, but the enemies get a longer turn. It's hard though, I keep running into how difficult it is not to have that meter just hover really close to 0 every time it switches over. Subbed! It's cool to see how other RPG devs are tackling these problems!
I think it's both very honest and insightful that you say of yourself that you could learn to "fail faster". It's definitely a good skill to have. If it makes you feel better, it's probably something most people struggle with though. The thing is, when one creates something, there are so many behaviours and psychological concepts that go into it, like the sunk cost fallacy, or the idea that if only this was tweaked to perfection, it would actually work. I think especially the latter is really hard to take into account.
Yeah I definitely kept thinking to myself "well if it works here why doesn't it work for me" and really had to deep dive into the core reasons why I didn't like the system. But overall it was a learning experience so I'm not too beat up about it. I like the new direction for the game a lot more!
Very inspirational, and I like the visuals of the game
Yes, turn-based please! Personally I don’t like any gimmick in turn-based games. Personally I would even hide the casting (like solar beam from pokemon. It’s a cast but not wrapped in any specific system).
Not a terrible idea. The casting system is currently giving me some design issues lol so we'll see!
Fun video cheers for making it. I did find it weird how you worry about copying Child of Light, when it copied it's own combat wholesale from Grandia. Especially as you clearly know about Grandia from your ATB video.
Yeah I've slowly started embracing the perks of being indie, in that copying a game isn't seen as bad haha. But you're right!
X-2 had the fastest and funnest version of ATB in my opinion, too bad it’s one of my least favourite stories in the entire series.
Do you know Fuga Melodies of Steel? In it, enemies have 1-3 weakness tokens of different affinities (or maybe multiple of the same, so youd need 3 elements for one enemy, or multiple of the same element) which when hit send them back in the turn order, and these tokens only refresh after the enemy acts once. AoEs of an element become vital to delaying enemies that come in large groups (thus the game divides some into only hitting grounded enemies or flying enemies for balance), some characters have attacks that count as any (or every) token and auto-delay a turn, if you have strong enough attacks you can kill an enemy by rushing them instead of caring for the weakness, so on and so forth, so you can have multiple approaches to tactics with a simple system (fuga rewards you better for less actions and little damage, so both dealing maximum damage to end a battle quick and delaying enemies so you dont get hit are viable and rewarded) saying this after you say youve dropped it might be pointless, but i think your vision can work with enough references of what can be done with it, you have plenty already you showed, and I think Fuga could be the missing link to what you want.
I really appreciate the reference point! More references points always helps when putting together ideas. I think I tried something similar to this in the past but dropped it in favor of something else. But I'll definitely take a look at this game, thank you!
I think there's plenty ways to keep the child of light like system in tact, but you have to really zone in on what your goals are. Rubbing an enemy to delay them isn't the only means to get interrupts off. Slow/Haste like spells (or side-effects) to manipulate turn order, multiple action points to either hold or spend (bravely default style) or a limited number of interrupts per battle to make the player consider where they can afford to deal with a skill going off and when they can't. You don't even need any additional systems. If only specific characters can interrupt specific abilities, you ask the player if their default role is more important or the breaking is. Only your healer can break the incoming spell; but that also means they don't get to heal this turn. Only your mage can break this other ability, but there's a bunch of bombs enemies on the field that will explode after a set amount of turns and the mage is your prime source of AoE. Or there's two enemies charging an ability at the same time, but the warrior can only break one of them in time. Etc. YT just randomly recommended me this video so I'm not sure about the exact nitty gritty of your system, but the point is that general fight design can also fill gaps here. You can design scenarios that may or may not be more pressing than interrupting, or scenarios in which other party members have to pick up the slack outside of their role when both a break and the breaker's role are essential.
I hear exactly what you're saying and I agree with you. Thank you for the input! The main reason for the pivot really comes down to the timeline hindering those exact ideas you were mentioning. I want to lean more into thoughtful decision making, but not having an accurate turn order makes it difficult to plan turns. There's a few more reasons but I agree with what you're saying!
Changed the whole Game 3 times in 6 months... but now I am so happy with the whole scope. There is honestly nothing that I am sceptic about. I think that is the most motivating part to me
Experimenting as you figure things out is definitely valuable. But yes, nailing down a fun battle system seems important for your game. At least timeline turn-based is 'tried-and-true'. Originallity isn't important on it's own; you just need to build systems that fit the ultimate cohesive vision of your game whether they are original or not. The game looks great, by the way. Aesthetic is the thing I have the hardest time with.
Thank you! The battle system has been up and down but I think this latest direction is 90% aligned with what I want. The Aesthetic took about a year but it was very much taken from octopath so it wasn't toooo hard haha. Definitely played a lot with it though
I can’t tell you how many times I’ve rewritten combat in my game. You’re doing fantastic and you don’t seem to discouraged! It happens to all of us lol, hang in there your game looks great 🙏🙏🙏
Thank you!! The first few days I felt down about it but I quickly picked myself back up. I'm used to the emotional rollercoaster of game development lol
alright bro now you can finally cook
Just found your channel because it was recommended to me by the holy algorithm. Good luck man! I love what I see
keep it up bro
Maybe the part thats actually not letting you cook is the "turn based" part of the game. Maybe you should redefine what a turn is in your game. Rather than having characters taking turns. have a turn be a window of time without pauses. I think it can give you more room to play with castings. like having other defend/interrupt enemies while it takes effect and instead of showing the attack in a time line, attacks could be more visibly telegraph
I think that's a cool idea worth exploring but I'm already committed to the new idea haha. Although I'll jot that in the idea book as I'm hoping to make another game after this one in the future....the far far future lol
If the timeline mechanic is too reactionary for players, you could give characters more dynamic control over the timeline. For example, in Final Fantasy 12, you can cast spells like Slow and Haste to affect action speeds. Applied to your game, it's not just about interrupting enemy attacks, but also surpassing enemy attacks by speeding up your own attacks or slowing theirs. For example, you could speed up another ally’s attack to interrupt an enemy or you could speed up an enemy’s timeline to put them into casting phase and then interrupt them to reset their timer. You could also speed up an enemy's attack if they're confused and will attack themselves or another enemy, or if attacking your characters would trigger an effect like a counter. An interesting idea would be creating tradeoffs to give players more control over the timeline at the cost of something else or vice versa. So you could buff an ally with increased cast speed but reduced damage. Or you could slow your attacks to deal more damage. Party members could also work together by using time to defeat the enemy. There could be an ability that reduces the next ally's casting time and if they attack it has a chance to reduce the next ally's casting time, which could create a chain of combo attacks. So if several characters are close to each other in the timeline, that could unleash all their attacks in one turn. Some of these abilities could be character-specific, or one or two could be a core mechanic that's always available to every character, like a defense option typically is. But the point of using abilities to affect the timeline means the player has more options to leverage the pacing of combat to gain a strategic advantage. This should avoid the dominant strategy of attacking the enemy that just started casting, because you can potentially interrupt any enemy caster by speeding up your attacks or slowing theirs. Another idea could take weaknesses and flip them into resistances, so enemies that are resistant to certain attack types could have casting armor so they'd need to be hit twice or more to be interrupted. Full resistance to some attacks could make enemies impervious to being interrupted. That allows the player to plan certain attacks to avoid resistances or brute force through partial resistances with multiple attacks to interrupt them. In reverse, characters could skip defending if they know the enemy's attacks won't likely interrupt them. Or, mixing two ideas together, an ability could slow a character’s timeline down but increase their resistance to certain attacks.
Great video, good luck brotha! Keep it up.. We trust your decisions!
Thank you! We'll see where it takes the game in a year from now
I think you made the right choice ! Great video once again
Thanks I appreciate it! The game does feel better now although it's taking time to put it together
been there, the IQ bell curve meme is way too real. glad to see you're not too discouraged about the tough decision
Yeah this games been kicking my butt for years now, this is just another bump, I'm so used to them haha
I love your devlogs because it shares the least seen part of game development and that is game design. Design is the most difficult part of developing a game and what takes the longest. Finding the magic formula for every game is different and takes experimentation. Seeing someone go through this process helps others reason about their own struggles with design and has helped me a ton! Mechanics mean nothing without proper design!
Thank you!! Design is something I've tried to lean into more as I spend half my time debating it haha. So I might as well talk about it. It's something I actively try to improve. I agree with you
@@EdomGames1 design is an endless cycle of trying to solve a problem by creating new problems until you find the original problem and how to fix it.
Hey! This looks awesome! Do you need music for it? I am an audio engineer and composer.
Hey thanks! At the moment I am not seeking music as I'm still trying to figure out the game itself haha but I'll keep it in mind!
Very proud of you man! Sorry I haven’t seen a stream in a couple of weeks, but I’m keeping my eyes out for when you’re live next! Keep up the good work, and keep cooking!!!
Thank you very much I appreciate the support!
@@EdomGames1 glad I got to hang out in chat tonight! And I wish you the best of luck on all the upcoming certifications! 👍
Very inspirational. Thanks for your experience.
Hey, love the project. With all due respect, its ok to be like other games. Don't be ashamed of the mechanics you want to pull from other games. The market shows that games succeed even better when the inspiration behind them is clear to the player. If you really like Child Of Light, you should go all in on "How can I add to the Child Of Light battle system?" and not your current "How can I be different from the Child Of Light battle system?". Players will not fault you for being very inspired, in fact they'll applaud you for your passion towards the source material. From experience I can see that you're falling into a classic trap many starting game developers fall into, leading to a project that will never be finished, or eventually scrapped when you see something completely different and shiny to do. My recommendation is think of a game you love, plan it out, then commit to that idea until the project is done however long that takes. Hell, sign up with a publisher. I took forever to release my first commercial game, so eventually I gave in, signed with a publisher and that gave me the pressure to just commit to the game, a publisher won't look favorably on you flip flopping around with ideas. Without a publisher, maybe you should define what you want your game to be, put it out there as a checklist and let your viewers keep you responsible for keeping to those ideas. Maybe instead of scrapping the whole battle system one more time, really commit to finding ideas on how to make it work, even if that means pulling from Child Of Light. The most successful indie games we all love pull heavily from their inspiration (working best when their inspiration is just one or two specific games rather than a whole genre like the entire catalogue of JRPGs), so why can't you?
I really appreciate your insight and sharing your experience thank you! I definitely do often feel I'm falling down the rabbit whole of constant change. This pivot was a pretty big one and set me back about 3 months. However I will say the game definitely feels a lot better now (at least to me). The COL system wasn't something I was "passionate" about it was just a system I found enjoyable within the context of that game. But when I tried replicating it, it didn't give me the feeling I wanted for my game so I had to pivot. However I agree the changes need to stop lol. So I'm 100% committing to this current iteration and finishing this game one day haha
Sometimes in software you just need to pull the plug and sometimes you need to refine and iterate. To determine what is appropriate at which time is the really difficult task. As long as you inform that decision based on what you want to achieve, you can’t go wrong. Congrats on not being afraid to explore a new angle to your combat system!
Thanks I really appreciate it! Yeah definitely had to pull the plug on the last idea. Wasn't a bad idea, just not what I wanted
Very insightful video, thank you!
You know how mediocre of a dev I am, when devs say that SIX FUCKING MONTHS OF DEVELOPMENT, is a short time. Motherfucker, i can't stay on the same project for more than a week. 6 months is AN ETERNITY!
Looking forward to launch
I love the title card. Your YT game is SO GOOD.
Developing a turn based system definitely looks challenging 😅 but you seem to be handling it quite well. Another amazing video bro. I'm looking forward to seeing more and playing your game in the future!
Thanks man I appreciate it! Recently made a big change that put me behind but we keep moving forward
@@EdomGames1 Upward and onward! Keep doing yo thang 👊🏽
Thank you for speaking the truth about how hard it is to develop a good turn-based battle system. 😆I have legitimately spent months trying to do it and I'm still finding tons of game-breaking bugs and things that aren't working as intended.
Don't feel too bad. He already scrapped this system and wrote a brand new one. And the new one is so much better. I'm looking forward to his YT video deep diving into the new system. It's a stroke of genius.
It definitely too me like 6 months of fine tuning before I could say 90% of the bugs were gone. It takes soooo long lol
Very valid points!!!
Great video! 🙌
Man I always say I don't like turn based games, but then there comes along a game that I cannot put down that uses that very system! Like with Mother 3 for example, it's not even that different from others, but the art style, story and sfx make the biggest difference. Afterall, that's why we play real time combat games, to get the sense that we're actually hurting something - if we can get that same effect during turn based, then I'm all in!
Interesting video! I also think devlogs help you learn how to talk about your game and gain feedback on what to highlight about the game.
Good video!
You know I think I tried to make a similar video like this awhile back, but your delivery is significantly better than mine lol. Great video!
Hot take: These videos are sick!
Honestly, this is why my devlogs have become shorter and more sparse. It’s also a lot more easy to tell a focused story by distilling two weeks of dev time into two-five minutes. That focus is what makes for better titles and thumbnails, which makes for better clicks and retention.
Yes I agree. I try to keep mine below 6minutes if possible because anything past that I feel like I'm just padding. There's only so much you can get done in 2 weeks haha
short, sweet, and straight to the point! Another great video man.
Thanks I appreciate it!
Thanks for telling truth. I couldn't have said it better myself.
That's was really helpful to watch how you manage to get enemies and they logic like that But in my game there will be no enemies (too hard for me right know)
Thanks for video. this is a good tip. This is why alot of boss battles in turn based games have double turns, 1 vs 4 gives players alot of action economy the boss needs to take back. I hope this activates more crazy boss ideas for you!!
Pretty useful video, i think good combat system makes you use all tools that it gives you, to play effectively, like in football if there wont be a goal, teammates or opponents, without all these things, passing, accuracy, dribbling now wont makes sense because there is no room to use these tools