I am hugely impressed. This finally looks like a GOOD game and by GOOD I mean Hollow Knight level good. Keep up the good work, for all of us waiting players' sake!
Thanks, its an honour to have my game be compared to Hollow Knight, but not as a ripoff :), i am trying my best to get to that Hollow Knight level and make something that is not just another metroidvania game. Time will tell if it actually gets there.
This will be a great spiritual successor to Hollow Knight! The only suggestion I have is that the main protagonist should be a little more unique. Rain world and Ori and the blind forest already have very similar white characters. Perhaps a chameleon could be more useful because it can change color to give the player feedback and/or adjust to the environment. Also it’s tongue could be used as the hook shot and its curled tail could be some sort of timed swinging mechanic? Chameleons can have lots of expression as shown in the movie Rango(2011). Perhaps the chameleon lost its memory and is trying to find its color or something metaphorical like that so it is white most of the game. I think the current character is already great though and has lots of potential. I am excited to see where this project goes!
That is a really good and interesting idea that i will surely consider in the future. Making a player a chameleon that changes colors would solve a bunch of problems i have with player visibility since he can always be the color that is visible on the background lel. Thanks for the feedback i really appreciate it :)
For example, it would be cool to have a mechanic that allows you to have two colors/patterns equipped and swap between them. There could be strangely colored objects throughout a level and you have to run to them and blend in to not be seen. They could also indicate some sort of status effect like how yoshi turns red after eating a pepper indicating a timed speed boost. The player could “learn” new colors from NPCs in new areas. For example, blue salamanders live in the red area and blue gives the player an advantage in that area so the readability of the background comes as a side effect of gameplay
Finally, I've been waiting for this for quite some time. I love the fact that you are using 3d models for characters, I've been wanting to do the same for my project, would you be interested in creating a tutorial on how you handle that?
Currently I barely have time to work on the game itself, so for now I don't have anything planned. However this sounds like an interesting topic so i will probably consider it in the future when i clean up my schedule a little. I will talk about the 3d characters and enemies in the part 2 that will come out soon, so maybe that gives you some ideas.
I've also been dealing with the same thing. Assuming there is more than one way to do it. The way I do it, is start a 2d project, make a general background layout, and use a 2 layer floor, and give it a 3d box collider and drop the 3d model asset in the game. There is also a way with code to allow 3d objects to work with 2d game objects. One of the main things to keep on mind is locking your Z axis. I did see some form on stack overflow a while ago that goes over the scripting. But look into how to make 2d and 3d objects interact with each other. Also using a "3D camera (perspective I believe, but I tend to get the term wrong)" at a locked side angle is key. Once you get the base foundation set up it's really simple to replicate, and you can just change the ground and background assets later if need be. That's the best I can, unfortunately I'm at work and don't have time to look for the code
The progress is looking super awesome! Really like the new character it somehow fits the game better. The hook shot is super kool. Really like how it works. Also the rest of the attacks looks awesome. I am a huge fan of your UI system and art work and it fits the theme of the game. The art work of the game looks super kool as well. Keep it up! :)
This game was already looking awesome, but now it looks like a special experience to play. Your changes to the combat system was a great choice, it looks much punchier now. Looks like you found that "easy to learn, hard to master" sweet spot that most gamedevs are looking for. Also your hookshot ability looks awesome. Switching from metroidvania level design to a more 2d open-world with metroidvania elements sounds really interesting! Do you plan on the critical path being open as well? Or will the player have a more linear path to follow in an open world you're free to explore?
Thanks, i was never a big fan of open world games having a clear linear path, since to me everything that is optional always seems useless, since some games are balanced around the fact that not everybody will do the optional stuff. So for the open world level design i am planning to not restrict the player as much as possible. I saw so many metroidvania games that really truly open up after a couple of abilities and my goal is to have that moment immediately after the first zone. Although it sounds nice to have complete freedom and go wherever you want, some people might feel directionless without at least some type of goal. So expect having at least some end pointers where to go, like for example you need to collect 3 things to open the end boss: you might have the icon on the map where these things are located, but the path till there will probably be so unexplored and will span multiple zones that will still preserve sense of exploration. This is just an example and will not probably be implemented exactly like this but yeah, we will see when i actually have multiple functioning zones :)
Damn, the concepts are really nice. The particle effects when hooking and attacking are a bit too big and too many relative to the amount of usage but apart from that this feels like a project with a lot of potential!
Welcome back ! Amazing content :D Did you plan on making a video about how you achieve to do the spells vfx in your game. They are awesome, I would love to have a glimpse at how they are made
The sign is still not updated from the first version of the game more than 2 years ago xd, hopefully i will make a new one soon. All of the ui is currently a placeholder apart from the ingame hp/energy ui, since im not that good at designing intuitive ui. In the future most if not all of the ui will be replaced but for now i think its good enough to test the game :)
I'm really excited about seeing how this one turns out, love the look and the game loop seems interesting, however my only concern currently is the enemies. While I do think the different elemental type enemies look cool, I feel like there should be more reptiles to hammer in that they are the meant to be the main type of creature
Your platformers look great. Consider releasing a course on how to make them as a side hustle. Best of luck on releasing the game, remember to go all in on that marketing.
Yo this looks absolutely amazing. Great job dude, you never disappoint. This reminds me heavily of the Ori games and I'm a huge fan of those as well. I like the approach to the main character, but i think that he/she/it doesn't really blend in with the rest of the world. Maybe that's what you desire, but I'm speaking personally here, why don't you try to decrease that radial gradient that's behind him, maybe it's overused? But overall, amazing, keep going! :D
Tnx, i know the character black gradiant looks kinda weird but without it its really hard to see him expecially in this bright zone. I am always thinking that the game clarity comes first, but we will see if i find the way to make it less noticeable. Thanks for the feedback :)
@@TheCaecus1 This upgrade looks fantastic! Maybe look into giving the character a black outline using shaders or making it so you can toggle off the gradient in settings? Personally I love the gradient being so big because I often lose myself in metroid vania boss fights.
I was actually experimenting with the outline shader but i decided to scrap it since, first i didnt like how it looks overall, and second the characters felt even more disconnected from the environment than they are already. For the models with the outline to work, it would require me to have an environment drawn with the outline as well, similar to hollow knight.
looks amazing loved the new updates ! can you pls make a tutorial about your particles they are just wonderful even a paid course i'm so interested in that ! Thanks
Thanks, the particle tutorial is the most requested topic so i will surely do it, i just have to find some free time for it, since im kinda tight on time right now :)
For the blur i just have 2 cameras, one rendering the front and one the background, and then the background camera has the DepthOfField post processing effect that blurs everything.
The game looks extremely good; my only complant would be, how can you read the ennemies attacks with that much particles, it seems too overwhelming in my opinion :\
I really like this game and the art is really beautiful but i thought it looked a little weird with the 3d lizard models in the 2d environment so I was wondering if you could make it look a little more flat while still being 3d
Hey, really nice improvements, specially with the 3D reptile characters. I have just some things to point it out: 1. Right now the player seems very different from the other reptiles, yes sure he should be different, but if you take Hollow Knight for instance, you have some npc's with the same body structure and even the same colors as tha main character and this is alright since they are from the same species. Just saying, for me it was very confusing when the other reptiles appeared on the video so colorful while the main guy is all white. 2. About the combat system, the only thing I would question is this "one button to do everything", looks like you're taking away the player's choice for a combat style. But maybe this is just my opinion from watching the video, playing might be an entirely different thing. Anyway, in the general Im just glad to find out you didn't quit! :)
I always wondered, when combining 3d characters with a 2d plat former, would it be possible to mess with the z-buffer. Basically render the 3d characters as flat as the rest of the world while still having all of the smooth animation advantages?
I think thats what Ori and the Blind Forest did, they made the characters in 3d but rendered and exported them as 2d sprites, but i think thats already too much work for every single enemy and character. It is probably possible to render the 3d objects as 2d immediately in some way but i dont really know how to do that yet xd. If i manage to figure it out in the future, it might be a better solution than what i have right now.
@@TheCaecus1 I see, you would lose the dynamic animations with that. I did think more like FEZ does it, where the levels looks perfect 2D but are actually just messed up 3D projections.
Making the sword it recharge your ranged attacks instantly seems a bit too easy. Maybe every 2 - 3 attacks it recharges? idk, this system makes it seem like it only wants you to use melee attacks once and then attack rangedly from afar. The Comment Below is no longer applicable, please ignore it! I do like the new animations alot, but I did notice that the cube is now barely visible beneath all those paint - like attack animations. Maybe make the cube shine through the animations a bit? I really liked the whole cube concept. PS: This was written about a minute into the video, so if there's something in the video about it that I missed, I'll come back and edit this comment.
The intention is to use the melee attack only once just to make the basic combat a little bit more interesting, since you have to come closer to the enemy. The character is however supposed to be a ranged attacker, which i think would become less of a thing if there was more melee action. Thanks for the feedback :)
Thanks, the all of the ui is a placeholder apart from the ingame hp/energy ui, since im not that good at designing intuitive Ui. Most of it will change in the future but for now it serves its purpose to try the game :)
It feels a bit like a Hollow Knight ripoff. Very well made, your super talented, but I'm just giving my honest first impression. You truly reminded me of Hollow Knight in many ways which is actually impressive. But for that same reason I'm not really interested in playing it because I feel like I've already played this game. If you did something to make it standout like adding sections of the game that are full 3d and use it as a motif for story beats or something. Something that mixes up the formula and allows it to standout as its own other than just some new combat moves (which look great btw), otherwise it really feels like a reskin pretty much
My apologies for something going wrong on 2:31-2:36 and causing a black screen.
I thought it was supposed to be some kind of joke you were telling that I didn't understand 😃
@@BluesInSeattle It was supposed to be a clip of something going wrong but now it turned out like an actual part of the video xd
@@TheCaecus1 lol
Who is here from the mossbag video?
I am hugely impressed. This finally looks like a GOOD game and by GOOD I mean Hollow Knight level good. Keep up the good work, for all of us waiting players' sake!
Thanks, its an honour to have my game be compared to Hollow Knight, but not as a ripoff :), i am trying my best to get to that Hollow Knight level and make something that is not just another metroidvania game. Time will tell if it actually gets there.
I already fell in love with this game.
The game looks awesome! I'm impressed! Keep doing great things!
Been following this for quite sometime lol congratulations
Those changes are awesome, especially the 3D characters :) 10/10
This work is amazing, I’m super impressed with all the graphics you have done here. Looks super fluid
This is amazing. Can't wait to see more.
Thanks, Part 2 is coming soon so keep an eye on that :)
This will be a great spiritual successor to Hollow Knight!
The only suggestion I have is that the main protagonist should be a little more unique. Rain world and Ori and the blind forest already have very similar white characters. Perhaps a chameleon could be more useful because it can change color to give the player feedback and/or adjust to the environment. Also it’s tongue could be used as the hook shot and its curled tail could be some sort of timed swinging mechanic? Chameleons can have lots of expression as shown in the movie Rango(2011). Perhaps the chameleon lost its memory and is trying to find its color or something metaphorical like that so it is white most of the game.
I think the current character is already great though and has lots of potential. I am excited to see where this project goes!
That is a really good and interesting idea that i will surely consider in the future. Making a player a chameleon that changes colors would solve a bunch of problems i have with player visibility since he can always be the color that is visible on the background lel. Thanks for the feedback i really appreciate it :)
Chameleon character? That's the best idea I've ever heard
It also gives the option to add stealth missions because the player can turn the same color as the background to hide from an enemy with bad eyesight
For example, it would be cool to have a mechanic that allows you to have two colors/patterns equipped and swap between them. There could be strangely colored objects throughout a level and you have to run to them and blend in to not be seen. They could also indicate some sort of status effect like how yoshi turns red after eating a pepper indicating a timed speed boost.
The player could “learn” new colors from NPCs in new areas. For example, blue salamanders live in the red area and blue gives the player an advantage in that area so the readability of the background comes as a side effect of gameplay
Glad you we're able to be flexible to the character design and movements otherwise it would have be harder much later down the road.
This looks really nice. I am hyped to play it sometime.
Finally, I've been waiting for this for quite some time. I love the fact that you are using 3d models for characters, I've been wanting to do the same for my project, would you be interested in creating a tutorial on how you handle that?
Currently I barely have time to work on the game itself, so for now I don't have anything planned. However this sounds like an interesting topic so i will probably consider it in the future when i clean up my schedule a little. I will talk about the 3d characters and enemies in the part 2 that will come out soon, so maybe that gives you some ideas.
I've also been dealing with the same thing. Assuming there is more than one way to do it.
The way I do it, is start a 2d project, make a general background layout, and use a 2 layer floor, and give it a 3d box collider and drop the 3d model asset in the game.
There is also a way with code to allow 3d objects to work with 2d game objects.
One of the main things to keep on mind is locking your Z axis.
I did see some form on stack overflow a while ago that goes over the scripting.
But look into how to make 2d and 3d objects interact with each other.
Also using a "3D camera (perspective I believe, but I tend to get the term wrong)" at a locked side angle is key.
Once you get the base foundation set up it's really simple to replicate, and you can just change the ground and background assets later if need be.
That's the best I can, unfortunately I'm at work and don't have time to look for the code
@@NotTheHeroStudios Thank you so much for the tips!
Really solid combat design. Great job!
Great character design! Looks very satisfying to play the main character. Good work!
The progress is looking super awesome! Really like the new character it somehow fits the game better. The hook shot is super kool. Really like how it works. Also the rest of the attacks looks awesome. I am a huge fan of your UI system and art work and it fits the theme of the game. The art work of the game looks super kool as well. Keep it up! :)
Thanks, I really appreciate it :)
This looks amazing. I hope this game blows up.
laughed and got chills in first 15seconds as you revealed the 1,5 progress. As a game developer I feel you, but also proud of your work!
Thanks, i really appreciate it :)
Strong inspiration from Ori
the gecko looks amazing! great to see that ytou are still progressing with this game, really inspiring bro
The Master is back🥺🥲
Love the visuals of this game!! Great to hear back from you :)
Love the different attack options!
That combat change from ranged to melee is really cool, it seems very fun !
Got to say, this is what a good game looks like.
Wow this game looks fantastic. Great work 🙌
This game was already looking awesome, but now it looks like a special experience to play. Your changes to the combat system was a great choice, it looks much punchier now.
Looks like you found that "easy to learn, hard to master" sweet spot that most gamedevs are looking for.
Also your hookshot ability looks awesome.
Switching from metroidvania level design to a more 2d open-world with metroidvania elements sounds really interesting! Do you plan on the critical path being open as well? Or will the player have a more linear path to follow in an open world you're free to explore?
Thanks, i was never a big fan of open world games having a clear linear path, since to me everything that is optional always seems useless, since some games are balanced around the fact that not everybody will do the optional stuff.
So for the open world level design i am planning to not restrict the player as much as possible. I saw so many metroidvania games that really truly open up after a couple of abilities and my goal is to have that moment immediately after the first zone. Although it sounds nice to have complete freedom and go wherever you want, some people might feel directionless without at least some type of goal. So expect having at least some end pointers where to go, like for example you need to collect 3 things to open the end boss: you might have the icon on the map where these things are located, but the path till there will probably be so unexplored and will span multiple zones that will still preserve sense of exploration. This is just an example and will not probably be implemented exactly like this but yeah, we will see when i actually have multiple functioning zones :)
This is amazing! Keep it up!
Damn, the concepts are really nice. The particle effects when hooking and attacking are a bit too big and too many relative to the amount of usage but apart from that this feels like a project with a lot of potential!
OMG the character came out so good!
Welcome back ! Amazing content :D Did you plan on making a video about how you achieve to do the spells vfx in your game. They are awesome, I would love to have a glimpse at how they are made
Thanks, i think that VFX tutorial is probably the most requested topic and i will surely do a tutorial on that when i find some free time.
The feel of the combat is so good!!!!
Great progress! One tiny thing I would like to note is that the sign with houses is way too similar to Hollow Knight as well as the shop design and UI
The sign is still not updated from the first version of the game more than 2 years ago xd, hopefully i will make a new one soon. All of the ui is currently a placeholder apart from the ingame hp/energy ui, since im not that good at designing intuitive ui. In the future most if not all of the ui will be replaced but for now i think its good enough to test the game :)
Incredible, can't wait to see how you are handling this massiv amount of data.
Thanks, part 2 is coming out soon so keep an eye on it :)
Nice to see a new video, not that it ever isn't of course.
There is a part 2 coming out soon as well :)
vary cool, cant wait to play!
Fantastic job
Thank you for the upload kind sir
Your welcome :)
I'm really excited about seeing how this one turns out, love the look and the game loop seems interesting, however my only concern currently is the enemies. While I do think the different elemental type enemies look cool, I feel like there should be more reptiles to hammer in that they are the meant to be the main type of creature
Looks absolutely stunning love it
very nice Game you are making there!
The main character is so cool!
The rune equip system it's quite original, but isn't too complicated. Really nice design overall
Game look and gameplay are so awesome
Wow, amazing work as always!
This combat system is very fun, I would like to see a 1v1 online game with this combat system it is amazing
Love it. Hope it goes super well and I have the funds to grab it at launch.
Your platformers look great. Consider releasing a course on how to make them as a side hustle. Best of luck on releasing the game, remember to go all in on that marketing.
Imagine A Ginso tree where instead of bash it's based off of hookshot. So excited!
Yo this looks absolutely amazing. Great job dude, you never disappoint. This reminds me heavily of the Ori games and I'm a huge fan of those as well. I like the approach to the main character, but i think that he/she/it doesn't really blend in with the rest of the world. Maybe that's what you desire, but I'm speaking personally here, why don't you try to decrease that radial gradient that's behind him, maybe it's overused? But overall, amazing, keep going! :D
Tnx, i know the character black gradiant looks kinda weird but without it its really hard to see him expecially in this bright zone. I am always thinking that the game clarity comes first, but we will see if i find the way to make it less noticeable. Thanks for the feedback :)
@@TheCaecus1 This upgrade looks fantastic!
Maybe look into giving the character a black outline using shaders or making it so you can toggle off the gradient in settings?
Personally I love the gradient being so big because I often lose myself in metroid vania boss fights.
I was actually experimenting with the outline shader but i decided to scrap it since, first i didnt like how it looks overall, and second the characters felt even more disconnected from the environment than they are already. For the models with the outline to work, it would require me to have an environment drawn with the outline as well, similar to hollow knight.
Looks good. Are you cloning Ori? Style and mechanics looks pretty similar thought.
yeah
Your game looks really amazing :)
Holy shit I can't wait
Looks amazing!
i love it, man fucking amazing '-
Wow!!!!!!!! amazing!
looks amazing loved the new updates ! can you pls make a tutorial about your particles they are just wonderful even a paid course i'm so interested in that ! Thanks
Thanks, the particle tutorial is the most requested topic so i will surely do it, i just have to find some free time for it, since im kinda tight on time right now :)
So excited to see Gru expanding outside the field of villainy and into game development!
Neat - well done
game looks nice
For my first time seeing this it looks super cool,is it hk inspired? If so thats realy cool since you seem to be adding your your own spin to it
I recommend you get in contact with someone for marketing this game as you've clearly put a lot of effort into it.
Juicy. Just release it as an early access already.
This game is giving me Hollow Knight vibes, but in Color.
Very cool stuff! I want more.
Looks really good. I'm curious how did you achieve the blur effect for the background? You made separate sprites in Photoshop or maybe it's a script?
For the blur i just have 2 cameras, one rendering the front and one the background, and then the background camera has the DepthOfField post processing effect that blurs everything.
This game reminds me of Dust: an Elysian tail for xbox 360
The game looks extremely good;
my only complant would be, how can you read the ennemies attacks with that much particles, it seems too overwhelming in my opinion :\
When you use some abilites look awesome, Is the circle with the runes that rotates also 3d?
Wow. A lesser channel would give up after not working on it for that long. Respect.
I really like this game and the art is really beautiful but i thought it looked a little weird with the 3d lizard models in the 2d environment so I was wondering if you could make it look a little more flat while still being 3d
This game looks very cool )
What game engine it has been built on ?
bro why tf do u not have millions of subs
hit spotted
Hey, really nice improvements, specially with the 3D reptile characters. I have just some things to point it out:
1. Right now the player seems very different from the other reptiles, yes sure he should be different, but if you take Hollow Knight for instance, you have some npc's with the same body structure and even the same colors as tha main character and this is alright since they are from the same species. Just saying, for me it was very confusing when the other reptiles appeared on the video so colorful while the main guy is all white.
2. About the combat system, the only thing I would question is this "one button to do everything", looks like you're taking away the player's choice for a combat style. But maybe this is just my opinion from watching the video, playing might be an entirely different thing.
Anyway, in the general Im just glad to find out you didn't quit! :)
May i know how you use 3d character in 2D?
damn bro
I always wondered, when combining 3d characters with a 2d plat former, would it be possible to mess with the z-buffer. Basically render the 3d characters as flat as the rest of the world while still having all of the smooth animation advantages?
I think thats what Ori and the Blind Forest did, they made the characters in 3d but rendered and exported them as 2d sprites, but i think thats already too much work for every single enemy and character. It is probably possible to render the 3d objects as 2d immediately in some way but i dont really know how to do that yet xd. If i manage to figure it out in the future, it might be a better solution than what i have right now.
@@TheCaecus1 I see, you would lose the dynamic animations with that. I did think more like FEZ does it, where the levels looks perfect 2D but are actually just messed up 3D projections.
hello again caecus 🥺🥺 I thought you would not come back
I never left, I just didnt have time for anything in the past couple of months :), hope i get some free time in the future.
Hi, please tell me in which program do you animate characters?
Can I use ur cube(weapon) idea in my game??
If you think about the boomerang basic attack, yeah why not :)
@@TheCaecus1 its good idea
Making the sword it recharge your ranged attacks instantly seems a bit too easy. Maybe every 2 - 3 attacks it recharges? idk, this system makes it seem like it only wants you to use melee attacks once and then attack rangedly from afar.
The Comment Below is no longer applicable, please ignore it!
I do like the new animations alot, but I did notice that the cube is now barely visible beneath all those paint - like attack animations. Maybe make the cube shine through the animations a bit? I really liked the whole cube concept.
PS: This was written about a minute into the video, so if there's something in the video about it that I missed, I'll come back and edit this comment.
The intention is to use the melee attack only once just to make the basic combat a little bit more interesting, since you have to come closer to the enemy. The character is however supposed to be a ranged attacker, which i think would become less of a thing if there was more melee action. Thanks for the feedback :)
ori?
Except for the UI similarity, I can't see Hollow Knight at all. The game looks fresh and super flashy!!! Excited to try it myself
Thanks, the all of the ui is a placeholder apart from the ingame hp/energy ui, since im not that good at designing intuitive Ui. Most of it will change in the future but for now it serves its purpose to try the game :)
Bro are u doing all this alone?
Yes :), but i feel like i will need some help with concepts and 3d models in the future, if I am planning to finish this game in a reasonable time.
@@TheCaecus1 damn your some kind of super human
You know you're good when you start stealing ideas from yourself. I really like the fluidity of movement 3D was definitely a good choice.
Add boss name
You seem to be a smart and skilled guy. Good look. IMO, the game is too large for a solo developer.
It feels a bit like a Hollow Knight ripoff. Very well made, your super talented, but I'm just giving my honest first impression. You truly reminded me of Hollow Knight in many ways which is actually impressive. But for that same reason I'm not really interested in playing it because I feel like I've already played this game. If you did something to make it standout like adding sections of the game that are full 3d and use it as a motif for story beats or something. Something that mixes up the formula and allows it to standout as its own other than just some new combat moves (which look great btw), otherwise it really feels like a reskin pretty much
And another HK elitist comment to add to my collection of proof that the fandom is a toxic shithole.