Improving Enemy Design in Roguelike RPG || Devlog - Project Bloom

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 34

  • @rockinpatty346
    @rockinpatty346 หลายเดือนก่อน +1

    3 months later, and I'm still coming back to this video for reminders. Thank you Edom!!! Also I'm sure life has been busy and hectic, but just know whenever YOU are ready we'll still be waiting for you over on Twitch!

    • @EdomGames1
      @EdomGames1  หลายเดือนก่อน +1

      Thank you I really appreciate that! Yeah IRL has been really hectic. Started a job but between transit and work I spend 13 hours out of the house. By the time I'm done cooking/cleaning/chores it's bed time. It really sucks...but I'm trying to figure out a sustainable schedule again. I appreciate the support!!

    • @rockinpatty346
      @rockinpatty346 หลายเดือนก่อน

      @@EdomGames1 of course! We totally understand, and probably figured it was just life getting in the way. I’m glad you’re doing well though! Just keep doing what you gotta do. Like I said we’ll be here when you’re ready 👍

  • @funasylumstudio
    @funasylumstudio 4 หลายเดือนก่อน +3

    Keep up the work my big dude, looking forward to the release

  • @erictrinque6513
    @erictrinque6513 4 หลายเดือนก่อน +2

    very good observations and concept for design, greatly appreciate your content, subbed. keep it up kid

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +1

      Thank you for the support!

  • @billmore6486
    @billmore6486 4 หลายเดือนก่อน

    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!!

  • @rockinpatty346
    @rockinpatty346 4 หลายเดือนก่อน +3

    !Bandaid was super effective! Great work as always 👍

  • @Chrisbycreme
    @Chrisbycreme 4 หลายเดือนก่อน +1

    Great video and approach to solving your issue. Excited to see the other mob types in your game

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +1

      Thank you! Yeah I can feel the newer ones getting better as I get a grasp on what I'm trying to do, as well as referencing other games helps a lot

  • @WestinsWorldStudio
    @WestinsWorldStudio 4 หลายเดือนก่อน +1

    Great conceptual video, thank you! Nice food for thought. And your game is looking awesome.

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน

      Thank you very much!

  • @SecretZoneGames
    @SecretZoneGames 4 หลายเดือนก่อน +1

    This was very informative, creating enemies really is hard

  • @SunSailor
    @SunSailor 3 หลายเดือนก่อน

    Very insightful video, thank you!

  • @Antantic_
    @Antantic_ 4 หลายเดือนก่อน +1

    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)

  • @daveh5139
    @daveh5139 4 หลายเดือนก่อน +1

    This was a fantastic video, keep it up!

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน

      Thank you I try!

  • @darkoblivionmaster
    @darkoblivionmaster 4 หลายเดือนก่อน +1

    I want this game. Seems rad

  • @SAKronikle
    @SAKronikle 4 หลายเดือนก่อน

    I could relate so hard to wanting to keep enemy abilities within the frame of my existing spaghetti code rather than reinvent the wheel.
    EDIT: Also just want to add this continues to be my favorite Devlog series I've seen on TH-cam. Every episode I learn something new.

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +1

      I appreciate it thank you very much! I try my best to add a nugget of knowledge into everything to be worth peoples time. Truthfully, I'm learning as I go as well and just sharing my pain points lol

  • @TheGameEar
    @TheGameEar 4 หลายเดือนก่อน +1

    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

  • @TuberTugger
    @TuberTugger 4 หลายเดือนก่อน +1

    Sorry, I missed the information. Too distracted by the epic visuals!

  • @compatriot852
    @compatriot852 4 หลายเดือนก่อน +1

    I think the genre and tone of a game make are a big factor in enemy design. A game like darkest dungeon is supposed to have a very dark/Lovecraftian mood, so combat is supposed to be tenseful, punishing and long.
    Your example of a crystal reminds me a lot of Darkest Dungeon's Color of Madness DLC.

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +1

      Yeah I 100% agree the visual theme of the game can often times convey the level of difficulty you're getting into. Its hard to imagine darkest as a causal game haha. The crystals are just a placeholder idea, I might change the monster design in the future to better fit a "crystal" user. But for now I gotta make due with what I have

  • @itsafish4600
    @itsafish4600 4 หลายเดือนก่อน +1

    Very nice

  • @torymiddlebrooks
    @torymiddlebrooks 4 หลายเดือนก่อน +1

    2 things.
    1) Please make this Steam Deck optimized, if you can. This game looks exactly like what I want to play on a long road trip.
    2) There are plenty of opportunities to reuse your boss mechanics by doing things like a boss rush end game, arena battles or (my personal favorite) telegraphing their techniques by giving a (much) abbreviated version to rare monsters you find earlier.

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +1

      Yeah that's definitely a good way of doing it, in fact since the systems are already in place it's easier to incorporate some sample boss mechanics in earlier fights. It also gives players a chance to learn the mechanic a bit before turning into hard mode

    • @torymiddlebrooks
      @torymiddlebrooks 4 หลายเดือนก่อน

      @@EdomGames1 It gives you, as the dev, the moral high ground of "What do you mean you died over and over? I telegraphed their move set for the last 3 tiles sets! Sounds like a skill issue..."

  • @CreeperSlayer365
    @CreeperSlayer365 4 หลายเดือนก่อน +7

    The biggest secret of Game Design is that we are all stealing from D&D and people who run D&D. Way too many good lessons from generations of designers to ignore.

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน +2

      Absolutely!! RPGs as a genre all derived from D&D and we'd be foolish not to draw inspiration

    • @Justin-sj5of
      @Justin-sj5of 4 หลายเดือนก่อน

      Yes and No. Yes, DnD is a wealth of lessons learned. No, DnD copies many games as well. It generally, gets more credit than it should for ideas it didn't originate.

  • @SonnyMakesGames
    @SonnyMakesGames 4 หลายเดือนก่อน +2

    !bandaid :D

  • @sebastianikeman
    @sebastianikeman 4 หลายเดือนก่อน

    Someone should list the games on sreen

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน

      I'll make sure to do that moving forward!