The Rat King, Improved Art, and More! - Gun Game Devlog 7

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  • เผยแพร่เมื่อ 27 ธ.ค. 2024

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  • @NoahTheRobinson
    @NoahTheRobinson 2 ปีที่แล้ว +27

    I think that having the ammo sprite at the bottom change to reflect the types of bullet that the gun shoots could potentially be cool

  • @gabrielalmeidaramos5675
    @gabrielalmeidaramos5675 2 ปีที่แล้ว +11

    I think a cool way to implement level selection is to kind of get into the map design, the level in the selection view would have a paper-like texture, enemies could be skulls and harder enemies would be skulls with horns, the loot would be replaced by a chest. When selected, all this paper shades to the real level and the doors open, I think it's a really cool design to go

  • @rhysmuir
    @rhysmuir 2 ปีที่แล้ว +2

    I had no idea the candles were lighting the room. If you want that to be clearly evident, then maybe make the light fall off a bit more? having more contrast between when the lights are and aren't would help make it clearer.
    However, that would make your game look darker... if you want to keep the bright scenes and the candles, maybe just fake the lighting with some low alpha circle sprites or textures around the candles? Also, not using the 2D lights could help improve your performance.

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Thanks for the feedback! I definitely agree that more contrast is needed. I might try to fake it as you suggest

  • @daemontale
    @daemontale 2 ปีที่แล้ว +3

    Love the art and animations! Feels very fresh. I actually think you can have the global light in the scene be a bit dimmer to have the lighting from the candelabras really stand out, it would also make it feel much more like a dungeon.

  • @yaazarai
    @yaazarai 2 ปีที่แล้ว +1

    Enter the gungeon has a great dash. Its more of a jump roll on a short arc. Its a lot slower though. The key is to have the player sprite angle stylistically in the direction of the dash--see hyper light drifter.

  • @memile
    @memile 2 ปีที่แล้ว +2

    Insanez it looks so so good. I love the gun that shoots green balls, the particles are on point. I honestly like the player character and the way everything is animated and squishy (sort of). The floor is so much better, everything pops. Amazing job!

  • @Smaxx
    @Smaxx 2 ปีที่แล้ว +2

    Oh, interesting, just stumbled over Devlog #6 earlier today. Just started, but first 20 seconds in I have to say that room transition looks great so far, loving it. It just feels a bit literally "disconnected", like how are the rooms moving? would there be magic sparkles? Or clockwork contraptions (think Rogue Legacy)? I'm not sure. But it works bare right now, too.

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Yes, I am trying to figure out how to weave more wizard themes into the game. My idea for the room connection ATM is to add some magic sparkles or disintegration around the edges to give it that feeling that it's materializing.

    • @pitpot_
      @pitpot_ 2 ปีที่แล้ว

      @@FirebelleyGames maybe have the new rooms come out of the floor with smoke and stuff, also there should be something in the background/ground and not just void

  • @memyselfishness
    @memyselfishness 2 ปีที่แล้ว +1

    Nice work! As some other people have said, the dash is mostly a speed thing, but also the stretching and squishing. I haven't noticed you using that animation technique anywhere else. I know Vimlark has a few videos on skewing his sprites to get more animation depth. If you want that type of style, it has to be in every animation.
    My only other piece of feedback was the use of the "Swap Gun" which does make sense but when I first saw the screen I would've thought that was the menu title or maybe the confirm choice. I legit sat there wondering how you would compare it to your other gun.

  • @twomur_
    @twomur_ 2 ปีที่แล้ว +1

    everything so far looks amazing!! here are a couple things id recommend for changes or additions (obviously you said everything is WIP so i 100% understand that, this is just my 2 cents)…
    1.) The dungeon with the rats enemies could maybe be given more personality to match the design of a sewer so like murky water ways, garbage, make shift wooden bridges built by the rats, rat bones and carcasses, etc
    2.) some kind of platinum or silver bullet that would show in your ammo UI which would represent a critical hit or something so players could tactically time them which would be kind of cool
    3.) the camera for the room selector could maybe center the room you’re selecting more so then the player could see it better which you did mention so yeah
    4.) for the dash maybe have it some kind of spell so maybe down the line you could upgrade it or have some kind of effect that could like trail fire behind your dash or poison
    5.) maybe some kind of customization menu the player could open that would show all the separate pieces for their gun so when they open it an animation of their gun separating would play then you could hover over the individual pieces to read tool tips or whatever and when you hit exit it would all piece back together kind confusing but yeah
    like i said you’re game looks great so far and i love the polish you have so keep up the amazing work!! :D

  • @masterjamie1999
    @masterjamie1999 2 ปีที่แล้ว +1

    Visually the room selector looks great, keeping it as is and having the room info to the left and right of the door could look good I think. Having the amount of room info you get be something you level over time to get more info is my idea. I do think the blue invulnerable effect looks bad, even just a different colour might be better.

  • @bhBlacky82
    @bhBlacky82 2 ปีที่แล้ว +1

    dash: as it looks like a rat wizzard.. how about kind of disappearing in the middle of the dash and get some sort of little warp enter effect at the end of the dash with some particles.. something like half teleportation.
    looks really great overall!

  • @rancoroustomberry3398
    @rancoroustomberry3398 2 ปีที่แล้ว +2

    Hey ! About the dash, I think squashing the character doesn't really fit for a dash, it would probably be more adapted for a jump/fall probably.
    Personally when I make a dash animation, I put a trail behind the character, that stays for like .5 seconds a disappears quickly, or sometimes I also use a trail of duplicates of the player sprite, which fade out quickly.
    Anyways, it's looking awesome, I already want to play your game ! Good luck and keep up the great work !

  • @cupofdirtfordinner
    @cupofdirtfordinner 2 ปีที่แล้ว +1

    for the dash, you should make it a quick blur with near instant, snappy movement, which would feel very responsive and fun to play with, i'd imagine. what you could do for art is draw the sprite over and over from where it was to where it will be, so it looks like a solid streak, and have the camera lag behind so the entire screen doesn't shift suddenly, because that'd be really disorienting

  • @DommoDommo
    @DommoDommo 2 ปีที่แล้ว +1

    The Crystal life bar looks like a sword. That's what I thought until you said something, and I didn't understand why when this is all about guns lol. I love the switching rooms thing, very neat.

  • @hamburgerfatso
    @hamburgerfatso 2 ปีที่แล้ว +1

    A tarkov-esque attachment system where perhaps you could hold onto one spare of each type of attachment and swap them in and out, perhaps as you find other synergistic attachments would be cool.

  • @TheDelightfulDev
    @TheDelightfulDev 2 ปีที่แล้ว +1

    It would be nice when you are selecting the next room for the camera to pan out and show the entire room, while showing stats and things like you talked about.

  • @snakoi
    @snakoi 2 ปีที่แล้ว +1

    I'd recomment making the shadows bigger and influenced by lightning sources. Also some decoration outside the rooms like the game blazing beaks and just more destroyable objects like the pods that the enemy destroy while trying to shoot the player

  • @SnkPly
    @SnkPly 2 ปีที่แล้ว +2

    I love the new tile set and walls it looks simple but good. The contrast between objects in the background with no outline and important objects/player/enemies with a black outline is a good visual design. I think that the squash of the guns when shooting is a little extreme, especially when shooting full auto.
    - Visual changes that would be great
    The Ammo Bar looks okay but I think it would be better if you could see which weapon is using which ammo. Currently both look the same. A good change would be that the ammo displayed is based on the weapon the player is currently holding. Like shotgun shells for the shotgun or moss for the mossgun.
    The Dash/Roll still doesn’t look great. I don’t really have an idea on how to fix it.
    - Some Ideas I think could fit the game
    Weapon spread to make the guns more interesting to play and not just hold your cursor over the enemy and shoot.
    Environmental dangers like spikes.
    Props that can be used as shields.

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      All excellent ideas! I just recently implemented spread so we're on the same page there :)
      Thanks for these ideas!

  • @FreakyGamma
    @FreakyGamma 2 ปีที่แล้ว +1

    At first I thought the damage taken "force field" was a slow effect from getting hit, normally games using a flickering sprite state like in mario when you take damage to show invulnerability.
    As for your dash, I think it would be cool to implement a stamina bar for it to prevent players from spamming it indefinitely, then you can add invulnerability for the dash so players can dodge through attacks from enemies that would otherwise hurt you, kinda like dark souls roll dodges. And for its visuals I could see a white flash of the player character, and quickly move the player in the direction while rendering a trail behind the player, perhaps the gun you craft will have a base dash part that can then be upgraded based on other parts you can find during the run that can enhance it by leaving ice/fire/poison trails behind or even a bash mod part that can deal damage to enemies if you dash into them. This opens doors for the possibilities of other enemies and new attacks/threats the player can encounter, you could even implement puzzle rooms or trap rooms if that kind of thing could fit your game.
    Anyways, these are just ideas and can easily cause scope creep, but I hope you find this comment helpful! Great work so far, glad I found this channel, I'll be looking forward to more!

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว +1

      Great ideas, thank you! I agree the forcefield makes no sense, that is definitely going to be replaced by a flicker.
      Having gun parts affect your dash is also a really interesting idea, I'm going to give that some serious thought. Thanks so much!

  • @BloodyScythe666
    @BloodyScythe666 2 ปีที่แล้ว +1

    another thing is, giving the ammo system a meaning other than "well, my main gun's ammo is empty, so I have to use the other gun to refill my main gun". I think the game needs a reason to switch your weapons. an idea could be somewhat in the direction of a blue/red system, having certain elements require the one weapon, but not the other

  • @moofree
    @moofree 2 ปีที่แล้ว +3

    I would just make the dash faster, like double or triple the speed during the dash, and the sprite deformation would make more sense.
    One thing that's jarring to me is how the camera kinda jerks around. I know it's feedback, but I would smooth it a bit, or maybe move it in more determined patterns based on the feedback.

  • @wazaDev
    @wazaDev 2 ปีที่แล้ว +1

    Just found these devlogs, really nice are and implementation of the gun mechanic

  • @Jaykingatron
    @Jaykingatron 2 ปีที่แล้ว +1

    Hiya has some random though and you were asking about , how to make it a benift to go into a room with enemies rather than just guns. Is there story line element where your its not your health bar but your constitution/ corruption. over time your crystal becomes "corrupted "and starts to shatter ( aka health depleting over time). therefore you want to be able to do the run as quickly as possible- thus needing to upgrade wepon etc. you also need to go into a room to kill the "enemies" as they will stop the corruption droping crystals/shards/souls ( aka healing you). I know this isnt a new idea but could be an interesting mechanic. means that you dont have time to think and have to make quick choices therefore adding a differculty level to the game where you cnat set and look at stats. Laos will helo with the tile scrolling which i love very board game.

    • @Jaykingatron
      @Jaykingatron 2 ปีที่แล้ว

      Also with the tiles, I think theres an idea of a coloour coding to doors of the entrance corridor, or the colours of the moss on the floor, Red for boss, green for treasure, purple for high enemy ,etc. so help with making quick choices, linked to above.

  • @doggerbox771
    @doggerbox771 2 ปีที่แล้ว +1

    Love your visuals, keep up the good work man! What task board tool are you using btw? If trello how did you get dark mode? 😀

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      I am using Obsidian MD notetaking app with the Obsidian Kanban plugin!

  • @cloudie9450
    @cloudie9450 2 ปีที่แล้ว +2

    Cool game! Maybe you should move the health bar to where the ammo is and move the ammo a bit to the right. This should make it easier to see your health.

  • @Any_key404
    @Any_key404 2 ปีที่แล้ว +1

    I would not count on being able to move data or projects between major versions of software. Godot 4 is not bound to maintain backwards compatibility with 3.x files.
    We’ve been pretty lucky in them backporting 4.0 features to 3 though.

  • @nilsmuller-cleve6769
    @nilsmuller-cleve6769 2 ปีที่แล้ว +1

    I really like the concept for the level selection you are going for and the snapping in place animation looks great. I'm intrigued to see your final UI solution for it. What I don't like in it's current state is the look of the exit. Some form of visual effect (particles or something similar) that indicate to the player "hey, this way!". By changing said visual you can show at a glance if the room is clear and you can progress or not.
    The rat king is a missed opportunity imo.
    Not sure if you are aware, but there is actually something called a rat king in reality which refers to an entangled mass of rats. Something like that would make a great boss and you could give it the mechanic to spawn some of the regular rats to keep the player more on their toes as the encounter as it is right now feels a bit bland.
    Kudos for keeping pixels to scale in the lager sprite. For me personally, inconsistent sized and rotating pixels make a games visuals feel cheap.
    Tbh I think the lighting in it's current version isn't worth the hassle of dealing with optimization. The effect is barely noticeable and doesn't add much visual appeal.
    This could easily improved by upping the contrast, i.e. make everything by default much darker so the lighted areas around the chandeliers stand out more.
    Regarding the dash, why don't you make an AB test with some friends and see which version they prefer, or maybe even make it a progression element with the roll as the base and the dash that still allows you to shoot as the upgraded version.

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Great feedback, thanks! I do know about the real rat king, I thought it would be kinda funny to do a literal rat king, but perhaps you're right about the missed opportunity.

  • @fireplant4769
    @fireplant4769 2 ปีที่แล้ว +1

    In my opinion:
    -I see the floating effect in the stage selection but the animation is a little bit too stuttery
    -There should be some way to know if you are immune without taking damage, so you dont need to take damage to check it. Maybe a symbol on the screen
    -The swap weapon UI needs a lot more work.
    -I also agree with the dash not fitting but I cant come up with a reccomendation to make it better.

  • @xxracso
    @xxracso 2 ปีที่แล้ว +1

    While its good theres risk reward for the player to choose to fight over treasure rooms, theres nothing that really stops them from just "next rooming" and avoiding combat every time. The solutions I can of right now are limiting the amount the player can "next room", increasing the difficulty of the next room everytime they press the button (and removing the chance for treasure) or having a point system where they NEED to do combat x amount of times to get to the boss. Obviously you'll think of something better because these are just fixes at the top of my head- but I really like the idea of choosing which room the player goes in

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Ah ok, I think I didn't present this right. There are a fixed number of rooms you can choose to go to next - 3 or so. The room selections are not regenerated every time, you just get to have your pick of the 3 that were generated for you. Does that make sense to you?

    • @xxracso
      @xxracso 2 ปีที่แล้ว

      @@FirebelleyGames I seeeee. Yeah that makes sense

  • @markaszagorskas7531
    @markaszagorskas7531 2 ปีที่แล้ว +1

    Hello! bit late but I think adding some abstract shapes in the dark purple background where there are no tiles could make the game a lot more believable, since now it kinda seems you are walking around in some big floating void

  • @joeymobiel8796
    @joeymobiel8796 2 ปีที่แล้ว +1

    The art looks way better! Alright!
    Lookin good!

  • @wadosh1
    @wadosh1 2 ปีที่แล้ว +1

    What software do you use for your task/project management? I like the look of the UI!
    For the dash, I think that a trail would be good, or maybe even make it a short teleport (blink) ability. Looking good so far! :)

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      I use Obsidian MD with the Kanban plugin! Thank you for the feedback!

  • @ZoranRavic
    @ZoranRavic 2 ปีที่แล้ว +1

    Room Select - Have you considered, instead of UI buttons, having in-game buttons that you have to shoot at?

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว +1

      Very cool idea, I have some drastic changes coming but thank you for giving me the idea to use the guns more on the environment!

  • @herota1658
    @herota1658 2 ปีที่แล้ว +4

    So to me your player looks like a wizard, so I was thinking the dash could be a meter, when activated the player would mount a broom and the meter will be deplete, it can be canceled or run, out meaning the player could use it to move around faster or dash, of course the meter recharges when not in use.

    • @daemontale
      @daemontale 2 ปีที่แล้ว

      Nice idea! A "blink" effect, like a short distance sparkly teleport, might actually work well with the wizard angle as well

  • @dr.toukan-ka-moon9723
    @dr.toukan-ka-moon9723 2 ปีที่แล้ว +2

    love the changes but the enemies need a spawn animation / particles cos rn they just pop into existance

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Agree, this is actually in my backlog!

  • @Phrog64
    @Phrog64 2 ปีที่แล้ว +1

    Hey Firebelley, what software are you using to organize yourself at 1:09?

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Obsidian MD with the Obisidian Kanban community plugin!

  • @Sk-hp8im
    @Sk-hp8im 2 ปีที่แล้ว +1

    How did you do the walls? Can you do a tutorial on how the tileset works and how the walls can be taller than the tileset?

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว

      Hello! Everything is the same size, 32x32. I made the floor tiles look like multiple tiles together, so there is more detail, but everything is contained in a 32x32 image!

  • @quincyisrandom7487
    @quincyisrandom7487 2 ปีที่แล้ว +1

    While watching the video, I noticed that every time you placed a room it was above the one you were in. Are there rooms that go in other directions?

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว +1

      Good observation! Not yet, though I realize this is a problem and will make rooms connect in other directions at some point in the future!

  • @hudrozz
    @hudrozz 2 ปีที่แล้ว +1

    The rooms seem quite bare to me and way too open, would be nice to see some walls u can use as cover from enemies and stuff like traps on the floor.

  • @espenkristiansen3160
    @espenkristiansen3160 2 ปีที่แล้ว +1

    What do you use for your board / feature tracker? That looks slick

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว +1

      Obsidian MD with the Obisidian Kanban plugin!

  •  2 ปีที่แล้ว +1

    I really admire your polishing and "juicyness" skill. I think some animations like the gun shooting are too "squishy" and not feeling like a solid thing, perhaps not tweening the scale of some sprites helps you with that. Keep up the great work!

  • @Crisisdarkness
    @Crisisdarkness 2 ปีที่แล้ว +1

    Wow, good progress, everything is looking nice

  • @sil8nt653
    @sil8nt653 2 ปีที่แล้ว +2

    When the enemies spawn you should make an animation for them appearing instead of them just popping up

  • @nemene8585
    @nemene8585 2 ปีที่แล้ว +1

    maybe instead of rewarding combat rooms, you could have a currency you spend to reroll a room, this would be much easier to balance i reckon, and would remove the ability to spam the next room untill you get a god room or something

  • @nilsnorman1889
    @nilsnorman1889 2 ปีที่แล้ว +1

    This game is so cool, keep the great work up

  • @rudy_kolibri
    @rudy_kolibri 2 ปีที่แล้ว +1

    could you explain more in depth how youre generation will work(code)

  • @lukagarner
    @lukagarner ปีที่แล้ว

    As far as the art goes, the characters don't have a personality (as you said, you know that and will be working on it). Now this wouldn't be an issue if it didn't have any impact on the game.
    The problem with not having a readable personality is that you lose the "percieved story" of a player. For example, in terraria, when you first summon the eye of cuthulu, the image of the player next to that boss is intimidating itself. That screenshot alone tells you that :
    1. The player is in danger
    2. The boss is bigger than the player so it's probably stronger than the player, this also helps to make the boss look like IT is the enemy.
    3. Player is a human and Eye of cuthulu is a gross mutant, which brings the intimidation level higher and also establishes further that the eye is the enemy, not the player.
    On the other hand the rat king (boss?) fight image is confusing. The only lead I have that the rat king is our enemy is the fact that the player is in the center of the camera, other than that, I have no clue. There are no eyes on the player (which is the easiest and one of the most effective ways to establish a personality) so it's hard to understand what's his deal, the enemy has those but there's no size difference, so I'm conflicted on which one should I be rooting for. I have NO story, the drama of the battle is lost (or at least significantly lessened). Something to think about
    Edit: Just saw that this was 11 months ago, welp, I hope it still helps?

  • @indieramus
    @indieramus 2 ปีที่แล้ว +1

    I think it'd be nice if the rat king has more contrast between his fur color and his crown. The crown can read as spiky hair.

  • @BloodyScythe666
    @BloodyScythe666 2 ปีที่แล้ว +1

    I don't see the benefit of choosing a room, the way you've shown it. a UI that shows you the rooms you can pick with some additional information would make more sense to me.
    if you stick with the dash, it definitely needs an invincibility indicator, if it has some s.
    what I still really like is the VFX on the green projectiles and the ammo animation.

  • @bobbylevampire
    @bobbylevampire 2 ปีที่แล้ว +1

    Ok so hm I don’t like how the feet are detached from the body but it looks very pretty and fun!

  • @BetaTester704
    @BetaTester704 2 ปีที่แล้ว +1

    Boss bar would be nice

  • @HeroG9000
    @HeroG9000 2 ปีที่แล้ว +2

    Definitely make the rat king bigger he doesn’t look like a large or special enemy at that size

  • @pitpot_
    @pitpot_ 2 ปีที่แล้ว

    The weapon switch mechanic is kinda weird in my opinion, you should be able to choose which weapon to use.

  • @GameMakeMan
    @GameMakeMan 2 ปีที่แล้ว

    You should make the bullets emitt light

    • @FirebelleyGames
      @FirebelleyGames  2 ปีที่แล้ว +2

      I want to, but unfortunately more lights = more performance problems. Maybe when I update to Godot 4 I can make them emit light

    • @GameMakeMan
      @GameMakeMan 2 ปีที่แล้ว

      @@FirebelleyGames dang didn’t think about that

  • @aelamf
    @aelamf 2 ปีที่แล้ว +2

    I think the rat king should be bigger

  • @NeatGames
    @NeatGames 2 ปีที่แล้ว +1

    Very juicy~

  • @ThatsRealNeato
    @ThatsRealNeato 2 ปีที่แล้ว +1

    I think you should seriously consider toning down or outright removing the screen shake. It gives me a headache to look at and is practically unwatchable. Screen shake should be used very sparingly in games, not every time you fire a bullet.