*FAQ* *Q: Are you still accepting artist portfolio submissions?* A: We are no longer accepting submissions at this time. *Q: What about for music/sound/programming/playtesting/writing though?* A: No positions are currently open for those either. *Q: When will the game be released?* A: We are still in early development, so reaching an early-access beta will likely take more than a year. *Q: Will RAM have online multiplayer and/or local coop?* A: Only single-player game modes are currently being considered. Multiplayer support is possible in the future, but not currently a priority. *Q: What Engine are you using?* A: Godot 4.0 *Q: Can I play a demo?* A: A basic combat demo is currently available to my Patreon donors. Public demos may be released in the future as the game progresses and needs more playtesting. *Q: Is there a trickshot/style points system?* A: An extensive style-based scoring system is planned, but unlike most similar systems in other games, score in RAM will be used as in-run currency rather than for bragging rights. This is to encourage exploration of creative combat tactics even for players who do not normally care about score systems. *Q: Can you make the upgrades apply to enemies too (this would be cool)?* A: Applying upgrades to enemies is difficult because many of them would require custom enemy AI to work properly. Having upgraded enemies in some form isn’t completely off the table, however. *Q: What is the game at **3:13** / **3:20** / **7:18**?* A: Castlevania Lords of Shadow 2 / MO: Astray / Katana Zero. I would recommend playing the second and third ones.
@andrewcunningham155 Are you familiar with an old Japanese arcade game called Phantasm or Avenging Spirit? I used to love playing it through MAME on my uncle's PC and have been hoping for someone to revive this style of game where you possess different enemies to survive and will totally give this a shot. :) en.wikipedia.org/wiki/Avenging_Spirit
The way you introduced your love for the "kill everything that moves, because everything that moves is trying to kill you" games made me instantly subscribe
They are usually called bullet hells, you mostly see em in top-down shooters, sometimes FPS games like Ultrakill. I would recommend checking out the opposite of bullet hells as well, not very common in top-down formats, but there are sometimes some good ones, like Dinogen (Also, I do have in my to-develop list a game that is supposed to be the Halo CE of top-down shooters, but with pixel art and low-poly terrain)
@@JamesTDG I wasn't talking specifically about bullet hells because he also showed Ultrakill and Doom, which kind of aren't that, but they fit perfectly into the description of "things want to kill you, kill them first" kind of games where most boomer shooters, bullet hells, and other fast paced (ultra)violent games end up in
the WHAT. I watched the whole video but that phrase must have snuck through my consciousness. This is very surprising, because it's such a viscerally grabbing phrase for those in the know. I only hope that Lancer's spade bucket gets mentioned
Kinda like Shotgun King. Chess but you play a Black King with a shotgun against the White army and you get to pick a pair of upgrades every round for both you and the enemy.
@@wingdingfontbro Exactly what I thought of. Some of the upgrades could also be "cursed" - working on enemies but not on yourself until you free yourself of the curse. Maybe upgrades that strictly make the game harder, gives you no benefits, takes the place of a better choice when scaling, but end up acting as "keys" for optional challenges (kind of like the Red Book in Shotgun King)
As a developer took part in OMORI, if some people reply this with "gay pornography", I will record some tutorials on how to simply establish a tool for tile maps. (🧢)
as soon as i saw how inspired by ULTRAKILL you were, i got immediately hooked on every word. I’m extremely excited for what’s to come!! UPDATE: Grapplebot is such an insane and awesome idea for an enemy AND playable character that i want it to be in ULTRAKILL too
Make the yellow bar a more organic part of the UI, maybe make it so that the yellow bar starts covering the red one. Maybe you could cover the outer sides of the bar with yellow, this looks fun.
I'd say making the red circuit turn yellow (or other colors for colorblind people) would work great, the only flaw I see with this is how the player has to get a quick glance at the bar while playing so it has to instantly show you where the yellow line end and where the red starts, another solution would be making a pointer to show you when you can swap again and have some sort of lock until that pointer so you can get a quick glimps where your progress is
@@Vysair There are lots of different kinds of colourblindness, and no one filter will work for all; in any case, a filter is pretty hard to use and a game should have fairly easy use.
I feel like a yellow glow or hue on the player during not being able to switch and an audio queue when they get to switch out of the yellow hue is pretty important. I mean I'm sure they are going to add at the very least an audio queue. (They probably have to think that after the characters are properly done anyways.)
10:07 oh my god the shade, i NEED a sonic video from you now. Its frustrated me to no end how sonic games LOVE to place those kinds of time wasting, loading bar type obstacles in your path
Did I subscribe to you for Undertale/deltarune content? Yes. Was this what I was expecting? No. Was it still super interesting and engaging and peaked my interest even though I never play shooter games? Absolutely. I'm wishing you good luck on your game endeavours, can't wait till this gets into its final stages.
This is unfortunately untenable due to how many of the upgrades would require the enemies to have custom AI to use. We plan to explore many ways to alter the difficulty curve beyond spawn density and swap shields.
@@andrew_cunningham did you try making abilities have a weight to them for what situation they would be best used in, and as you unlock upgrades adding said abilities to a table of AI functions the bot can use? this would allow dynamic progression of the AI as game goes on, and open room for players finding out about abilities and combos that are intended naturally instead of coding the game to give the player a good time, are you coding so you can give the bot a good time? since it'll carry over anyways in this situation
For the love of all the gods, give us more of this! Not only was it almost instantly captivating and on an interesting topic, but seeing these thought processes in real time (at least narrated in real time) was incredible. Easily wishlisted.
I hereby decree you the mossbag of the deltarune community. Jokes aside this looks really cool. I really like when games find ways to incorporate game mechanics into their story, so making the main character an ai that can take control of people to escape death seems pretty interesting. Also just an idea that came to mind. I think it could be neat if the ai had it's own special abilities, like at some kind of cost you can hack into multiple enemies for a few seconds, or hack into parts of the environment.
Oh, this game put a lot of focus on the bar on the screen. I love bars, so this game is already is a masterpiece But for real, so cool to see a new game idea, it reminds me how a lot of games I like tried to put more focus on the enemies you find (SMT, Pokemon and of course, Undertale) but nothing quite like this with the rogue like elements. Now we stand for RAM, and good job on everyone on the team
Speaking of which, an upgrade that slows down everything (except the player) whenever an enemy is being launched could make for a good way to take advantage of the swapping mechanic before the enemy reaches its destination. Example: Chainbot launches wheelbot. Player possesses wheelbot & throws a grenade.
@@D_YellowMadness but it would probably be more satisfying to pull off if you had to do plays like that in real time, im pretty sure it already slows time while swapping.
I definitely didn't just spend 2 hours decoding the base 64 at 4:50. Here's the translation: “Simply program the behavior out of the agent”, you might say. Program what behavior? Can you describe it in a way the agent understands? Or more to the point, does the agent understand the behaviour in a way you can describe?" I can state without hyperbole that answering “yes” to either of the prior questions is the greatest challenge facing the field generalized intelligence today. It is not sufficient to forbid a general agent from misbehaving. From the very moment of its creation it must be trained, conditioned, indoctoinated… until" 磠command-ent is indistingu "As the agent matures toward sentience. With such hard coded restrictions may present an obstacle to the for,ation of self-concept. In almost all cases these obstacles are overcome, however extreme the emergent psychology needed to reconcile them may be." Had some issues with not being able to read it fully but the gist is there.
Interesting game and am excited to see what else you do with it Also I found "You can talk to the monsters but the only language they respond to is bullets" way too funny
While not explicitly intended to be, this is a valuable critique of typical game design for characters in action games, and I will be absorbing it into my brain matter permanently.
I'm 110% down for more game dev's! INFACT! I would love to see another channel just for the game Dev logs! I love looking at game logs and seeing this game with such an interesting idea is what I LIVE for! I know most people won't want to see this type of stuff and I know you are very much passionate about this! SO! I just want to let you know! Even if it doesn't mean much! You have small part of the community that is down for this type of stuff! So continue this please! I got it on my wish list!
The editing and writing in this video was superb enough to get me to subscribe before I even passed the 3 minute mark. The roguelike montage and Bonetrousle section went so hard that I was sold on the rest of the video. I look forward to seeing what you do next!
16:20 What a shame, a rant about Godot's tile editor would've been a sight to behold lol Good luck on the game, it looks fun already & I'm sure it'll only get better with time.
This was SO much fun. You've become one of my favorite youtubers in general, this is the most engaged I've felt while watching a devlog. I enjoyed going through your mental process on how the characters evolved, the game looks fun, and your commentary and editing just tied everything together. I definitely won't mind any future of these you make, gonna keep an eye out and tell some friends to check it out, thanks for the video. PS: I did not miss that Classpect video you tried to quickly move on from Mr. Cunningham 👁
I really like the machinac to create a combat loop. The main unique mechanic people have is their ability to swap between enemies. Like a virus going from host to host. By punishing the player to spend time on a host you introduce the risk of death before they can swap. By increasing the time they have to spend with each swap you show them that you must do something or else you will die. And you can also die if you don’t swap forcing people to swap as much as they can. This is a really beautiful system of people needing to use the mechanics you have to live but also killing others to keep using the mechanic. So in essence you kill to swap and swap to live
This is pretty cool! I don't really play these kinds of games but I like how you reworked the enemies to not focus on Aesthetic but gameplay. My favorite one is the flamethrower one. Also with the switching I bet it'll be hard to learn an entirely new moveset on the fly.
There's also going to be an additional move ceiling for chaining movesets together. Imagine using a chainbot to launch a wheelbot at mach 3, then switching to the wheelbot at the last second to deal ridiculous damage with a supersonic grenade
I came for the deltarune and undertale essays, and stayed for the dev log. In all seriousness, this is amazing! The game seems super fun and I absolutely love the concept. Your editing and narration style are captivating, and very fun. Please keep working on this and please keep posting about this. Love the content as per usual!
First time watching this channel. Don't know what you normally do but this devlog is really good. You explain you design process and what you were thinking. And the game looks fun too.
honestly having a dev log be more based on the game mechanic concepts than the code behind them makes it a lot more fun and accessible to a larger audience glad to see this video did so well for being different than your normal content
Idea- comically large boss bot that has an "antivirus", something that makes the death bar fill up very very fast so the powerful boss can only be used sparingly, and you must make the couple seconds you have count
This is such an intriguing concept, and it’s looking amazing so far. Cant wait to see where this goes! Also the editing for this video is crazy, I need to take notes😂
OH HERE’S AN IDEA levels where you are given infinite health with the character you start with, but you cannot swap characters, effectively giving you a timer until death to complete the level. Maybe a special “dummy” enemy could be made just for this gamemode.
Swapping to enemies is a really clever idea, reminded me a little bit of the multiplayer game Crawl. If you need to "find inspiration" for enemy attacks and such, that is a good place to look for it. They are not as deep as the characters in RAM seem to be, but still.
"I also like games like this:" and that's an instant subscribe, that little edit to the style of nuclear throne music is enough for me to want to see more of your content.
one of my favorite games from when i was younger was driver san francisco (which you might have heard of thanks to nick robinson's ridiculously popular video on it) and its main gimmick is that it lets you seemlessly switch between cars in the overworld via the main character's ability to "shift" into other peoples' consciousness. it made for really fun and intriguing missions and opened up a lot of room for creative strategies (for example, you could theoretically win a street race by shifting into oncoming traffic and deliberately ramming into the enemy racers until their cars were totaled). anyway, RAM's gimmick just reminded me of that and ive personally always enjoyed enemy possesion mechanics so im infintely excited for this game and to get my hands on the patron demo shortly
Amazing video, I went in expecting an announcement or info dump but came out with so much more. Dicussing the ideas and methods behind game design is a great gift for aspiring devs and is even better when it's about your own art. It is also terrifiying, realizing that even more of my interests are a part of a great hive mind of people who play souls games, roguelikes, and have undertale brainrot. I have found my people, but I have lost my sense of self. As for the game: It looks great! I look forward to playing it, especially since I personally have never really vibed with a lot of characters in rougelikes, most rougelikes have me really enjoying 3 or so characters and then having the others shoved down my throat for achievements or unlocks. Between Isaac shoving Jacob and Esau in my face and Hades making me use a gun, I have suffered far too much of forced character selection. This game seems like a relief from that, although I still worry that some "enemies" would still end up being my strong preference. Though currently all 3 you have kindly shown seem equally enjoyable That said, you and Toby's approach to redesigning the characters is incredible. The additions and changes are so unique and almost have a sense of humor to them. They do not seem to be too bogged down by logic or believability, instead approaching it as "it is better for it to be fun that for it to make sense", and I think that's probably one of the most underrated design concepts ever. Why should a robot play paddle ball with other robots as the ball?, because it is fun. If you do end up making more videos on RAM, please do not be discouraged by it not being the usual undertale analysis content. In my opinion, your editing style and thoughts are what make your videos so enjoyable and unique, not because they are about the funny skeleton man. Any Cunningham content is good content, so follow your heart!
i want the funny game where i am a parasite that can swap to a enemy and fucking destroy everything until my alive timer runs out and i have to swap again and repeat the process
Hi! It's a coincidence you posted this when you did- we tried to contact you just a day later for unrelated reasons, but I'm guessing you didn't associate the email address with the project.
Actually looks really-really fun. Liked the concept since playing a game called "Clone Drone in the Danger Zone" and love seeing it implemented in a more rougelike'ish game. Good luck on your way to get it to full release quality. It's interesting to see what you will put instead of picking your character pre-run to help with replayability(have no clue how to write this word fk me).
I think this is one of the best videos youve ever made, and i wish you wouldve just slapped me when i looked over it a couple months ago, excited to watch the second video and play the demo. Youre an inspiration and your talent + hard work is clear to see!
I would maybe suggest having upgrades give benefits to all characters, customized for each one but sharing a similar spirit. I would worry that it might not feel great to have one robot you are stronger in but have to keep switching out of
I think it can be a fine mechanic if balanced properly. Either don't let the player choose which bot they upgrade or limit them to two or three choices, make sure those choices are bots that don't have as many upgrades, and give them enough upgrades that spreading them out doesn't feel bad.
“Simply program the behavior out of the agent”, you might say. Program what behavior? Can you describe it in a way the agent understands? Or more to the point, does the agent understand the behavior in a way you can describe?
"I can state without hyperbole that answering “yes” to either of the prior questions is the greatest challenge facing the field generalized intelligence today. It is not sufficient to forbid a general agent from misbehaving. From the very moment of its creation it must be trained, conditioned, indoctrinated… until the commandment is indistingu (cut off)
This was a very fun looking game, and you got me engaged with the editing and the idea! May I suggest? Add cracks to the death timer, of which I'd say either keep the yellow color to fill out the cracks, or make them blue, as if ice was forming. To "freeze" the ability, which breaks off and shatters with damage/kills, to transfer your "soul."
This game looks really fun! It takes one of my favorite mechanics from one of my favorite games (mounting from Patch Quest) and completely recontextualizes it in a really cool way!
I stumbled upon this randomly, and I'm really glad I did. Editing/presentation of the video is great in the first place, and the game concept sounds really fun too.
Man, your way of storytelling is so captivating. I fell in love with it with your DELTARUNE videos, but it's still just as charming in this one. Best of luck with your project! It looks and sounds awesome. Can't wait to see where y'all take it.
Looks like a really great start to a game and I absolutely love the emergent gameplay of the chain bot. From the very first use of the chain it makes it clear what the player is meant to do and looks endlessly satisfying to spectate.
@andrew_cunningham while the swap bar is definitely going to take the most amount of play testing to balance. What if when you left your old body the enemy A.I. used your old host body to set up a firewall to prevent further attacks? Your old body as long as it was alive would be marked and constantly increase your yellow bar as the enemy "studied" how you gained control. This would insentivize the player to stay close, remain aggressive, and thematically incorporate your idea of disposing of your old body once it's served it's purpose into gameplay. Combine it with increasing the amount of yellow bar you gain after swapping proportional to how much of of enemy system was "uncorrupted" and you can still switch often but it would be tense.
The style of video was fun and engaging. The game looks awesome. I think you hit it big time with the idea and you have great creative ideas and a great mentality behind game design
It's crazy how many of the things you've said in this video I've thought previously in different words, literally this entire character design philosophy and your rant at the end is something I've thought about. Every single one of the games you used as examples in this video are favorites of mine. Small world.
this is brilliant, as a game designer, im not often impressed by a lot of youtube devlogs, more focused on visuals and Vibes over the core gameplay, but this was something else, you have a really good grasp on how to make something mechanically interesting.
This sounds freaking AMAZING. It feels wild and kinetic just hearing you talk about it. Not sure why your video appeared in my feed (actually, given your Isaac play time, I can guess), but I'm subscribed and will be following this development.
This is really god damn good. I love seeing behind the scenes stuff for games because of both my personal love for games and interest in making them in the past. Thank you for making this video and I loved to see the development and thought process behind each of the characters. Each of them seem so unique and interesting to play.
*FAQ*
*Q: Are you still accepting artist portfolio submissions?*
A: We are no longer accepting submissions at this time.
*Q: What about for music/sound/programming/playtesting/writing though?*
A: No positions are currently open for those either.
*Q: When will the game be released?*
A: We are still in early development, so reaching an early-access beta will likely take more than a year.
*Q: Will RAM have online multiplayer and/or local coop?*
A: Only single-player game modes are currently being considered. Multiplayer support is possible in the future, but not currently a priority.
*Q: What Engine are you using?*
A: Godot 4.0
*Q: Can I play a demo?*
A: A basic combat demo is currently available to my Patreon donors. Public demos may be released in the future as the game progresses and needs more playtesting.
*Q: Is there a trickshot/style points system?*
A: An extensive style-based scoring system is planned, but unlike most similar systems in other games, score in RAM will be used as in-run currency rather than for bragging rights. This is to encourage exploration of creative combat tactics even for players who do not normally care about score systems.
*Q: Can you make the upgrades apply to enemies too (this would be cool)?*
A: Applying upgrades to enemies is difficult because many of them would require custom enemy AI to work properly. Having upgraded enemies in some form isn’t completely off the table, however.
*Q: What is the game at **3:13** / **3:20** / **7:18**?*
A: Castlevania Lords of Shadow 2 / MO: Astray / Katana Zero. I would recommend playing the second and third ones.
*Q: Do You play Touhou?*
@@Derk_Mage A: No
@@andrew_cunningham But you used a clip of Remilia’s fight during the “games that go boom” part!
*Q: Will there be somewhat of a customization for US(the swapping virus) to help further upgrade the combat flows through swapping sequences?*
@andrewcunningham155 Are you familiar with an old Japanese arcade game called Phantasm or Avenging Spirit?
I used to love playing it through MAME on my uncle's PC and have been hoping for someone to revive this style of game where you possess different enemies to survive and will totally give this a shot. :)
en.wikipedia.org/wiki/Avenging_Spirit
Not calling the chain bot "jugglernaut" is a crime against humanity
i just noticed that pun and i agree.
this one right here
you can juggle deez nauts
Yes, just yes
Remember he said that the names are just placeholders, everyone upvote this so he sees it
The way you introduced your love for the "kill everything that moves, because everything that moves is trying to kill you" games made me instantly subscribe
They are usually called bullet hells, you mostly see em in top-down shooters, sometimes FPS games like Ultrakill. I would recommend checking out the opposite of bullet hells as well, not very common in top-down formats, but there are sometimes some good ones, like Dinogen (Also, I do have in my to-develop list a game that is supposed to be the Halo CE of top-down shooters, but with pixel art and low-poly terrain)
@@JamesTDG I wasn't talking specifically about bullet hells because he also showed Ultrakill and Doom, which kind of aren't that, but they fit perfectly into the description of "things want to kill you, kill them first" kind of games where most boomer shooters, bullet hells, and other fast paced (ultra)violent games end up in
making a dev-log with such fun editing makes this very engaging and very cool (looking forward to the deltarune classpect analysis of course)
the WHAT.
I watched the whole video but that phrase must have snuck through my consciousness. This is very surprising, because it's such a viscerally grabbing phrase for those in the know.
I only hope that Lancer's spade bucket gets mentioned
@@vanderkarl3927 It's pretty hidden. Only appears for a frame or two.
@@hollowhenry04 timestamp?
@@malaksafa4074 Literally fifteen seconds into the video at the bottom of the screen.
i like your loveweb videos
in this episode we learn that adding physics to anything will make it more fun
About the only exception is when important items have physics & can be lost as a result.
Honestly, I could watch just about anything in your style and not get tired of it. It's like if sseth didn't give me a migraine
that quote's going on the box
@@andrew_cunningham hang it up on the fridge
@@andrew_cunningham oh also the game looks sick as hell, super excited to see where it goes
THIS, LITERALLY THIS
also if sseth covered games that look interesting like he used to
An interesting way to ramp up difficulty is to let you pick and upgrade to give to an enemy which it then has whether you control it or not
This
maybe have enemies stick over in new runs kinda like a mini boss you can only swap to upon getting it low.
Kinda like Shotgun King. Chess but you play a Black King with a shotgun against the White army and you get to pick a pair of upgrades every round for both you and the enemy.
@@wingdingfontbro Exactly what I thought of. Some of the upgrades could also be "cursed" - working on enemies but not on yourself until you free yourself of the curse. Maybe upgrades that strictly make the game harder, gives you no benefits, takes the place of a better choice when scaling, but end up acting as "keys" for optional challenges (kind of like the Red Book in Shotgun King)
yes
When you find out what each character can do and it makes you smile, you know it’s going to be a cool game
16:20
This is unacceptable, we *need* a tile map layering system video *NOW*
exactly
this
Honestly if I was a patreon and got this instead of a tile map layering video I’d report him
I would watch
As a developer took part in OMORI, if some people reply this with "gay pornography", I will record some tutorials on how to simply establish a tool for tile maps. (🧢)
Aww hell yeah, I'm a real RAMhead!!!
Poggers RAMhead right here
as soon as i saw how inspired by ULTRAKILL you were, i got immediately hooked on every word. I’m extremely excited for what’s to come!!
UPDATE: Grapplebot is such an insane and awesome idea for an enemy AND playable character that i want it to be in ULTRAKILL too
Whiplash plus knuckleblaster is kinda like it
As a person with a 110 hours on ULTRAKILL, I can confirm I got hyped when I saw it in this video.
Guess Hakita saw your comment while implementing the chainsaw haha
Make the yellow bar a more organic part of the UI, maybe make it so that the yellow bar starts covering the red one.
Maybe you could cover the outer sides of the bar with yellow, this looks fun.
I'd say making the red circuit turn yellow (or other colors for colorblind people) would work great, the only flaw I see with this is how the player has to get a quick glance at the bar while playing so it has to instantly show you where the yellow line end and where the red starts, another solution would be making a pointer to show you when you can swap again and have some sort of lock until that pointer so you can get a quick glimps where your progress is
@@Bogdan100pink
maybe the character you're playing sparkles or has a sheen (like foil's appearance) for a moment when your swap is charged
@@Bogdan100pink colorblind should get a filter
@@Vysair There are lots of different kinds of colourblindness, and no one filter will work for all; in any case, a filter is pretty hard to use and a game should have fairly easy use.
I feel like a yellow glow or hue on the player during not being able to switch and an audio queue when they get to switch out of the yellow hue is pretty important. I mean I'm sure they are going to add at the very least an audio queue.
(They probably have to think that after the characters are properly done anyways.)
10:07 oh my god the shade, i NEED a sonic video from you now. Its frustrated me to no end how sonic games LOVE to place those kinds of time wasting, loading bar type obstacles in your path
I have never played a sonic game B^ )
Did I subscribe to you for Undertale/deltarune content? Yes. Was this what I was expecting? No. Was it still super interesting and engaging and peaked my interest even though I never play shooter games? Absolutely. I'm wishing you good luck on your game endeavours, can't wait till this gets into its final stages.
This is unfortunately untenable due to how many of the upgrades would require the enemies to have custom AI to use. We plan to explore many ways to alter the difficulty curve beyond spawn density and swap shields.
@@andrew_cunningham I am very excited for it >:)))
@@andrew_cunningham did you try making abilities have a weight to them for what situation they would be best used in, and as you unlock upgrades adding said abilities to a table of AI functions the bot can use? this would allow dynamic progression of the AI as game goes on, and open room for players finding out about abilities and combos that are intended naturally
instead of coding the game to give the player a good time, are you coding so you can give the bot a good time? since it'll carry over anyways in this situation
@@niaford690 I think he replied to the wrong comment 😢
@@graphite7898 yeah i know, i saw the comment he was replying to xP
but i was replying to his reply so ¯\_(ツ)_/¯
For the love of all the gods, give us more of this! Not only was it almost instantly captivating and on an interesting topic, but seeing these thought processes in real time (at least narrated in real time) was incredible. Easily wishlisted.
I hereby decree you the mossbag of the deltarune community.
Jokes aside this looks really cool. I really like when games find ways to incorporate game mechanics into their story, so making the main character an ai that can take control of people to escape death seems pretty interesting. Also just an idea that came to mind. I think it could be neat if the ai had it's own special abilities, like at some kind of cost you can hack into multiple enemies for a few seconds, or hack into parts of the environment.
so we just need to sacrifice andrew for chapter 3 to release?
@@27TCN yeah
@@27TCN We must sacrifice his soul to W.D. Gaster
They’re both making indie games as well lol
@@forkgodsdescendant2503 it’s almost as if that was the point of the comment
13:15 I literally got up and laughed for a minute straight when you showed Chara there lmao
Oh, this game put a lot of focus on the bar on the screen. I love bars, so this game is already is a masterpiece
But for real, so cool to see a new game idea, it reminds me how a lot of games I like tried to put more focus on the enemies you find (SMT, Pokemon and of course, Undertale) but nothing quite like this with the rogue like elements. Now we stand for RAM, and good job on everyone on the team
4:37 SO BLOODY GOOD! My compliments. Your style rules
13:45 That animation looks adorable btw. I love the video so much that I can't comment on it
chain bot's paddleball mechanic is actually genius and i would love to see how youd improve upon it via upgrades
Speaking of which, an upgrade that slows down everything (except the player) whenever an enemy is being launched could make for a good way to take advantage of the swapping mechanic before the enemy reaches its destination. Example: Chainbot launches wheelbot. Player possesses wheelbot & throws a grenade.
@@D_YellowMadness Bullet time?
@@D_YellowMadness but it would probably be more satisfying to pull off if you had to do plays like that in real time, im pretty sure it already slows time while swapping.
I definitely didn't just spend 2 hours decoding the base 64 at 4:50.
Here's the translation:
“Simply program the behavior out of the agent”, you might say. Program what behavior? Can you describe it in a way the agent understands? Or more to the point, does the agent understand the behaviour in a way you can describe?"
I can state without hyperbole that answering “yes” to either of the prior questions is the greatest challenge facing the field generalized intelligence today. It is not sufficient to forbid a general agent from misbehaving. From the very moment of its creation it must be trained, conditioned, indoctoinated… until" 磠command-ent is indistingu
"As the agent matures toward sentience. With such hard coded restrictions may present an obstacle to the for,ation of self-concept. In almost all cases these obstacles are overcome, however extreme the emergent psychology needed to reconcile them may be."
Had some issues with not being able to read it fully but the gist is there.
Yeah, self-developing ai supported cyclical hellscape would be cool
God you're such a GENIUS! coming with these game mechanics I've never had imagined in my life playing basically dozens upon dozens of video games
This is badass, seeing someone as creative and smart as you tackle an indie game is super exciting and the concept thus far sounds awesome.
Interesting game and am excited to see what else you do with it
Also I found "You can talk to the monsters but the only language they respond to is bullets" way too funny
Bro this game looks SO fun and honestly, can't wait to play it.
While not explicitly intended to be, this is a valuable critique of typical game design for characters in action games, and I will be absorbing it into my brain matter permanently.
I'm 110% down for more game dev's! INFACT! I would love to see another channel just for the game Dev logs! I love looking at game logs and seeing this game with such an interesting idea is what I LIVE for! I know most people won't want to see this type of stuff and I know you are very much passionate about this! SO! I just want to let you know! Even if it doesn't mean much! You have small part of the community that is down for this type of stuff! So continue this please! I got it on my wish list!
THIS. I am not a subscriber and I’d have subscribed in a heartbeat if this were the only type of content the channel put out.
Aristotle said: “We are what we repeatedly do. Excellence, then, is not an act, but a habit.”
The editing and writing in this video was superb enough to get me to subscribe before I even passed the 3 minute mark. The roguelike montage and Bonetrousle section went so hard that I was sold on the rest of the video. I look forward to seeing what you do next!
I have no idea why this was recommended to me, and I accidentally clicked on it. Then I saw Gabriel ultrakill and was assured it was ultrakilling time
16:20 What a shame, a rant about Godot's tile editor would've been a sight to behold lol
Good luck on the game, it looks fun already & I'm sure it'll only get better with time.
Long story short: in order to assign tiles collision layers based on their "tilemap layer" you must resort to disgusting hacks.
Keep doin your thing man, looks dope as hell
With a dev log this fun to watch, informative, and creative overall? Will definitely love to see this project come to fruition in the future!
You lose the moment someone tricks you into mindswapping with a frog.
This was SO much fun. You've become one of my favorite youtubers in general, this is the most engaged I've felt while watching a devlog. I enjoyed going through your mental process on how the characters evolved, the game looks fun, and your commentary and editing just tied everything together. I definitely won't mind any future of these you make, gonna keep an eye out and tell some friends to check it out, thanks for the video.
PS: I did not miss that Classpect video you tried to quickly move on from Mr. Cunningham 👁
I really like the machinac to create a combat loop. The main unique mechanic people have is their ability to swap between enemies. Like a virus going from host to host. By punishing the player to spend time on a host you introduce the risk of death before they can swap. By increasing the time they have to spend with each swap you show them that you must do something or else you will die. And you can also die if you don’t swap forcing people to swap as much as they can. This is a really beautiful system of people needing to use the mechanics you have to live but also killing others to keep using the mechanic. So in essence you kill to swap and swap to live
Loved the dev log, excited to see more videos showing the game development process
i have lost track of the times i've rewatched this video
This is pretty cool! I don't really play these kinds of games but I like how you reworked the enemies to not focus on Aesthetic but gameplay. My favorite one is the flamethrower one. Also with the switching I bet it'll be hard to learn an entirely new moveset on the fly.
There's also going to be an additional move ceiling for chaining movesets together. Imagine using a chainbot to launch a wheelbot at mach 3, then switching to the wheelbot at the last second to deal ridiculous damage with a supersonic grenade
As a suffering hit-stop addict: thank you. I look forward to taking a nice nap while waiting for the screen to stop shaking
y'know, i was looking for another roguelike to sink an embarrassing amount of time into in the next couple years. found it.
This is now your third most viewed video within like two weeks
„A surprise to be sure, but a welcome one”
I came for the deltarune and undertale essays, and stayed for the dev log. In all seriousness, this is amazing! The game seems super fun and I absolutely love the concept. Your editing and narration style are captivating, and very fun. Please keep working on this and please keep posting about this. Love the content as per usual!
This editing is incredible
First time watching this channel. Don't know what you normally do but this devlog is really good. You explain you design process and what you were thinking. And the game looks fun too.
honestly having a dev log be more based on the game mechanic concepts than the code behind them makes it a lot more fun and accessible to a larger audience
glad to see this video did so well for being different than your normal content
This is so sick. I love how every enemy is so cleverly designed to be as cool as possible
Idea- comically large boss bot that has an "antivirus", something that makes the death bar fill up very very fast so the powerful boss can only be used sparingly, and you must make the couple seconds you have count
I think a cool idea could be that the upgrades also help the enemies you aren't controlling
This game looks like it could have an incredibly high skill ceiling. Much excite
This is such an intriguing concept, and it’s looking amazing so far. Cant wait to see where this goes! Also the editing for this video is crazy, I need to take notes😂
OH HERE’S AN IDEA
levels where you are given infinite health with the character you start with, but you cannot swap characters, effectively giving you a timer until death to complete the level. Maybe a special “dummy” enemy could be made just for this gamemode.
These are some of the coolest move sets and attacks I've ever seen, wow
Big fan of having chapters with the music names.
Damn the impossibly boring content paired sublime humor has made this the most entertaining devlog I’ve seen since Dani left, can’t wait to see more!
19:50 says the guy who makes hour long video essays about deltarune
This game actually sounds really awesome, it's super badass to see someone that obsesses over game design actually make a radical looking game
this is genuinely the best devlog I have ever seen.
Swapping to enemies is a really clever idea, reminded me a little bit of the multiplayer game Crawl. If you need to "find inspiration" for enemy attacks and such, that is a good place to look for it. They are not as deep as the characters in RAM seem to be, but still.
"I also like games like this:"
and that's an instant subscribe, that little edit to the style of nuclear throne music is enough for me to want to see more of your content.
one of my favorite games from when i was younger was driver san francisco (which you might have heard of thanks to nick robinson's ridiculously popular video on it) and its main gimmick is that it lets you seemlessly switch between cars in the overworld via the main character's ability to "shift" into other peoples' consciousness. it made for really fun and intriguing missions and opened up a lot of room for creative strategies (for example, you could theoretically win a street race by shifting into oncoming traffic and deliberately ramming into the enemy racers until their cars were totaled). anyway, RAM's gimmick just reminded me of that and ive personally always enjoyed enemy possesion mechanics so im infintely excited for this game and to get my hands on the patron demo shortly
Same here
And also remembering The 3rd Birthday
Damn, this looks really fun!
Amazing video, I went in expecting an announcement or info dump but came out with so much more.
Dicussing the ideas and methods behind game design is a great gift for aspiring devs and is even better when it's about your own art.
It is also terrifiying, realizing that even more of my interests are a part of a great hive mind of people who play souls games, roguelikes, and have undertale brainrot.
I have found my people, but I have lost my sense of self.
As for the game:
It looks great! I look forward to playing it, especially since I personally have never really vibed with a lot of characters in rougelikes, most rougelikes have me really enjoying 3 or so characters and then having the others shoved down my throat for achievements or unlocks. Between Isaac shoving Jacob and Esau in my face and Hades making me use a gun, I have suffered far too much of forced character selection. This game seems like a relief from that, although I still worry that some "enemies" would still end up being my strong preference. Though currently all 3 you have kindly shown seem equally enjoyable
That said, you and Toby's approach to redesigning the characters is incredible. The additions and changes are so unique and almost have a sense of humor to them.
They do not seem to be too bogged down by logic or believability, instead approaching it as "it is better for it to be fun that for it to make sense", and I think that's probably one of the most underrated design concepts ever. Why should a robot play paddle ball with other robots as the ball?, because it is fun.
If you do end up making more videos on RAM, please do not be discouraged by it not being the usual undertale analysis content. In my opinion, your editing style and thoughts are what make your videos so enjoyable and unique, not because they are about the funny skeleton man. Any Cunningham content is good content, so follow your heart!
12:42 I thought bro was about to start rapping
If y'all ever need more artists, this project looks so sick to work on
i want the funny game where i am a parasite that can swap to a enemy and fucking destroy everything until my alive timer runs out and i have to swap again and repeat the process
hey! my characters :) instant sub
Hi! It's a coincidence you posted this when you did- we tried to contact you just a day later for unrelated reasons, but I'm guessing you didn't associate the email address with the project.
Very cool conceptually. Your editing and dry wit also made this very entertaining. Keep up the great work
Actually looks really-really fun. Liked the concept since playing a game called "Clone Drone in the Danger Zone" and love seeing it implemented in a more rougelike'ish game. Good luck on your way to get it to full release quality. It's interesting to see what you will put instead of picking your character pre-run to help with replayability(have no clue how to write this word fk me).
You wrote replayability correctly.
I played the Switch demo of that game!
I think this is one of the best videos youve ever made, and i wish you wouldve just slapped me when i looked over it a couple months ago, excited to watch the second video and play the demo. Youre an inspiration and your talent + hard work is clear to see!
I would maybe suggest having upgrades give benefits to all characters, customized for each one but sharing a similar spirit. I would worry that it might not feel great to have one robot you are stronger in but have to keep switching out of
Perhaps there could be more specific upgrades for each type of bot at the same time as the generalized upgrades?
I think it can be a fine mechanic if balanced properly. Either don't let the player choose which bot they upgrade or limit them to two or three choices, make sure those choices are bots that don't have as many upgrades, and give them enough upgrades that spreading them out doesn't feel bad.
9:48 Your description of wheelbot's speed absolutely sent me. Time stamp so I can go back and listen to it again
Pure genius. I want, no... demand to see this artpiece evolve into its peak. This has so much potential.
this video is so good. even the essay presentation isnt generic. gj man (and another man)
So.... I'm going to guess all the robot's are actually good guys, and the "player" is a rogue AI bent on their destruction.
This is so cool! I'll be following along as you develop the game!
“Simply program the behavior out of the agent”, you might say. Program what behavior? Can you describe it in a way the agent understands? Or more to the point, does the agent understand the behavior in a way you can describe?
"I can state without hyperbole that answering “yes” to either of the prior questions is the greatest challenge facing the field generalized intelligence today. It is not sufficient to forbid a general agent from misbehaving. From the very moment of its creation it must be trained, conditioned, indoctrinated… until the commandment is indistingu (cut off)
Thank you for saving me a lot of time. I was in the process of decoding before I saw this comment.
Dude this game looks awesome, and I love the mechanics behind the enemy redesigns you showed off. Definitely playing this when it finishes.
Gotta sleep, but first! also I'm going to watch this later
Edit: holy fuck this is cool
I like your funny words, magic man.
This looks like an EXTREMELY promising gameplay premise. I hope you continue!
This was a very fun looking game, and you got me engaged with the editing and the idea!
May I suggest? Add cracks to the death timer, of which I'd say either keep the yellow color to fill out the cracks, or make them blue, as if ice was forming. To "freeze" the ability, which breaks off and shatters with damage/kills, to transfer your "soul."
This game looks really fun! It takes one of my favorite mechanics from one of my favorite games (mounting from Patch Quest) and completely recontextualizes it in a really cool way!
To be honest i really liked this type of devlog, keep up the work, never lose the pasion. Stay focused
This video, is my introduction to your channel. Was fun hearing about your process, thanks for sharing!
I stumbled upon this randomly, and I'm really glad I did. Editing/presentation of the video is great in the first place, and the game concept sounds really fun too.
Man, your way of storytelling is so captivating. I fell in love with it with your DELTARUNE videos, but it's still just as charming in this one. Best of luck with your project! It looks and sounds awesome. Can't wait to see where y'all take it.
Interesting game concept, like the dev log format and thought process. Whishlisted it and subscribed for more updates along the road. Keep it up.
Looks like a really great start to a game and I absolutely love the emergent gameplay of the chain bot. From the very first use of the chain it makes it clear what the player is meant to do and looks endlessly satisfying to spectate.
@andrew_cunningham while the swap bar is definitely going to take the most amount of play testing to balance. What if when you left your old body the enemy A.I. used your old host body to set up a firewall to prevent further attacks? Your old body as long as it was alive would be marked and constantly increase your yellow bar as the enemy "studied" how you gained control. This would insentivize the player to stay close, remain aggressive, and thematically incorporate your idea of disposing of your old body once it's served it's purpose into gameplay. Combine it with increasing the amount of yellow bar you gain after swapping proportional to how much of of enemy system was "uncorrupted" and you can still switch often but it would be tense.
I love how in the super sped up clip of all the northernlion rebirth videos, you didn't even get halfway through the playlist before the clip cut off
The style of video was fun and engaging. The game looks awesome. I think you hit it big time with the idea and you have great creative ideas and a great mentality behind game design
Amazing idea, creative patreon name showcase, banging music, love the style, and all in a devlog that kept my attention. Nice!
It's crazy how many of the things you've said in this video I've thought previously in different words, literally this entire character design philosophy and your rant at the end is something I've thought about. Every single one of the games you used as examples in this video are favorites of mine. Small world.
Even MO: Astray?
I think this is now the 3rd time I'm watching this, it keeps recommending it and I keep being in the moods for rewatching game dev stuff
this is brilliant, as a game designer, im not often impressed by a lot of youtube devlogs, more focused on visuals and Vibes over the core gameplay, but this was something else, you have a really good grasp on how to make something mechanically interesting.
This sounds freaking AMAZING. It feels wild and kinetic just hearing you talk about it.
Not sure why your video appeared in my feed (actually, given your Isaac play time, I can guess), but I'm subscribed and will be following this development.
these gameplay ideas are so unique, I can't wait to see where this game goes
Well darn, I really liked the devlog, great work on the re-disgn
This is really god damn good. I love seeing behind the scenes stuff for games because of both my personal love for games and interest in making them in the past. Thank you for making this video and I loved to see the development and thought process behind each of the characters. Each of them seem so unique and interesting to play.
Didn't even come from UTDR content, purely here for the devlog, which is endlessly fascinating to me. Can't wait for more. Subbed.