Never apologise for long periods between videos. The most important thing is that you can keep enjoying making the game and the devlogs, because it definitely shows in the final product! Amazing as always
This game looks super promising. I really like games like falsepine so this looks like its right up my ally. can't wait to see how you continue developing it.
Excited to see how you further develop the procedurally generated islands and landforms. Right now they clash quite a bit with the more realistic water and boat (and ik its WIP).
Oh, sweet coffee.... indeed it ease the pain. Thanks for that man! I'm saying your phrase with your voice in my head every morning and it helps to keep going on.
This looks amazing!! I love the idea of kinda doing research on monsters before fighting them. I do think that targetting specific body parts may be difficult given the small size of the monsters. Maybe trapping them first is to make targeting easier? But the idea has a lot of potential. I'm looking forward to seeing where this goes!!
I really appreciate the focus on code and systems here. I feel like that's something that's happened a lot less over the years (it makes sense, it's less popular, but as someone who loves programming it makes me sad). It's always nice to see how other people architect things :)
This is looking great! It would be cool to use that bullet-time effect when the last enemy on-screen is killed to add more of an impact for the end of combat! Keep it up this is cool as hell!
Love the idea of sailing around and seeing a really rare island spawn , knowing there's a super hard rare creature on it for some awesome/weird loot . Awesome dude !
Really excited to see how it turns out. And small idea, you mentioned trapping specific limbs, so a beartrap, or something similar, would be pretty cool.
I think taking inspiration from Project Zomboid was a good idea, I like the way targeting works in that game. I think this game is gonna turn out really good!
This project looks really cool. I actually just ran into a similar issue to the one you were having with monster ragdolls when I tried to add a ragdoll to dismembered limbs in my game
This looks great so far and I'm excited for the future of this game! Once it's in a playable state I'm sure an open beta on steam would help highlight some of the kinks you come across in future updates! ( and i'd be able to get my hands on it sooner)
Honestly, the monster with IK continuing after death looks more realistic. I have headshot critters before and they continue to swim or move their limbs like they are still walking or climbing. It seems chaotic but the individual movements are like muscle memory continuing once the signal is disconnected.
You could make the ai give certain body parts to the monster on different biomes or island so in snow biomes the ai can put together a monster that has ice powers or a mutant that has ice and fire powers.
The whole video is one song called "The Beautiful Pomegranate". I don't think it's officially released though, but feel free to hit him up on Instagram. Link in description :)
I think Ragdolls have caused the most problems out of anything else I've ever worked with. It's easy to get up and running for the simplest of situations, but ANY tweak that could complicate things is going to cause a massive headache. Dropped weapons getting launched, animations that clip into the ground/other objects that end up launching the model, repositioning to match animation pose, ragdoll setup values wackiness, maintaining equipped armor display, wacky collision with the player's unique movement system, inaccurate collision sounds, displacement from main parent object issues, and de-ragdolling has collectively cost me a ton of hours. Don't even get me started on the consequences of ragdolling a model with severed limbs.
Great project! I love the focus thingy when you aim. Good approache for system architecture. That blur on edges and zooming makes it cool. Idea with islands is great, hmm but how about gexes on my opinion its easyer for procedural generation?
@@ViciousLegacyGameAUS Ah I see, thanks for the quick reply! When I saw your first devlog, I was awestruck (still am!) this has been a dream game for me for years. Watching your devlogs and seeing you turn it into reality is really exciting. I hope you and your game succeeds with all my heart, keep it up champ! ♥♥
Maybe this doesn't fit the game but it would be amazing if the AI learned from the best procedural monsters and perfected them towards the end. Love the progress!
How much inspiration is this game going to be taking from the Monster Hunter franchise? Been following since day one and I'm really excited to see where it's going.
Thanks for the videos! It serves as motivation to not procrastinate as much and go back to learn some gamedev! Is there any chance you would make the game open source?
Ideally I will be here developing in UE5 one day with my own dev team, but for now I will stick to 2d Pygame games, I do not have the time nor the patience to learn all this. All that aside, this looks fucking great my dude!!!
Babe wake up, Vicious Legacy just posted
im up im up
Whos this shady guy, babe?
The ThreeMeatTreat is here babe
Just for style points, do zoom out when sprinting. It makes it more immersive.
Oh yeah totally meant to add that! 🤦
@@ViciousLegacyGameAUS I sometimes forget it's in development😅
Never apologise for long periods between videos. The most important thing is that you can keep enjoying making the game and the devlogs, because it definitely shows in the final product! Amazing as always
I can't underline how excited I am to see how this whole project turns out! Keep up the amazing work my guy
Thanks! Appreciate it :)
This game looks super promising. I really like games like falsepine so this looks like its right up my ally. can't wait to see how you continue developing it.
Cheers! Appreciate the support :)
love the editing skills and game ideas! It's extremely motivating to see someone work on an intricate game like this while I struggle through my own
Thanks! I believe in you
Slow and steady wins the race -- love the progress and looking forward to next month's devlog!
Excited to see how you further develop the procedurally generated islands and landforms. Right now they clash quite a bit with the more realistic water and boat (and ik its WIP).
Oh, sweet coffee.... indeed it ease the pain. Thanks for that man! I'm saying your phrase with your voice in my head every morning and it helps to keep going on.
A great update. It is coming along nicely. I look forward to a playable demo!
I get so excited for these videos
“Sweet coffee eases the pain.” My new favorite quote *sips my own coffee*
Keep up the great work!
This looks amazing!! I love the idea of kinda doing research on monsters before fighting them. I do think that targetting specific body parts may be difficult given the small size of the monsters. Maybe trapping them first is to make targeting easier? But the idea has a lot of potential. I'm looking forward to seeing where this goes!!
The monster parts idea is awesome. I’m so excited to see how this translates and where you take it! Keep at it man, you’ve got a beautiful idea
You should add a hidden sea monster, maybe with a secret underwater environment or just a sea monster that attacks your boat! Love it so far
I really appreciate the focus on code and systems here. I feel like that's something that's happened a lot less over the years (it makes sense, it's less popular, but as someone who loves programming it makes me sad). It's always nice to see how other people architect things :)
I really like watching your dev logs I can’t wait to see this game complete
You should add a ROCK AND STONE focus when you start making the focuses
Loving this devlog series! Can't wait to see where this game goes
This is looking great! It would be cool to use that bullet-time effect when the last enemy on-screen is killed to add more of an impact for the end of combat! Keep it up this is cool as hell!
Love the idea of sailing around and seeing a really rare island spawn , knowing there's a super hard rare creature on it for some awesome/weird loot . Awesome dude !
Great devlogs dude and the game is looking great. Love the concept. Hope it all works out well
This looks so good. Very hyped for future dev updates!
Really excited to see how it turns out. And small idea, you mentioned trapping specific limbs, so a beartrap, or something similar, would be pretty cool.
I really love the realistic ocean with low poly environment, it makes it very unnique!
I think taking inspiration from Project Zomboid was a good idea, I like the way targeting works in that game. I think this game is gonna turn out really good!
This project looks really cool. I actually just ran into a similar issue to the one you were having with monster ragdolls when I tried to add a ragdoll to dismembered limbs in my game
I've enjoyed watching your progress. Can't wait for the next video!
keep up the good work mate!
love your passion
this one devlog made the game sound like it'll be about 4 times cooler
Chopping the creature's head off is siiiick. Youve made good progress in this devlog!
What your are doing is amazing!
This looks great so far and I'm excited for the future of this game! Once it's in a playable state I'm sure an open beta on steam would help highlight some of the kinks you come across in future updates! ( and i'd be able to get my hands on it sooner)
Aunty Donna reference in the first minute wow! My man is a true Australian
That reference is so obscure I forgot I even put it in haha. I applaud you
Looking better every month
Nice work ! Really enjoying vid just like the previous ones! :D
Dude. You've mad so much progress
Just the vid I wanted to see when I woke up!
MY EYESS !!! 3:29 😵💫😵 whyyyyy me !!
I think the potential of the kinds of monsters that would arise from different combinations of body parts will be really fun to discover
Honestly, the monster with IK continuing after death looks more realistic. I have headshot critters before and they continue to swim or move their limbs like they are still walking or climbing. It seems chaotic but the individual movements are like muscle memory continuing once the signal is disconnected.
I like this, I'll definitely play around with them continuing, Helldivers 2 bug style
You could make the ai give certain body parts to the monster on different biomes or island so in snow biomes the ai can put together a monster that has ice powers or a mutant that has ice and fire powers.
Nice works man!
slurp that coffee
Fellow coffee slurping Sean's unite
the game looks lit
looks great!
random monster is a cool idea who knows what they might encounter a behemoth or a spider with 3 heads.
Nice progress once again! By the way, what is the guitar music in your intro at 0:25? it says cozzy atticus but what is the name of the piece
The whole video is one song called "The Beautiful Pomegranate". I don't think it's officially released though, but feel free to hit him up on Instagram. Link in description :)
Thanks for the reply. Looking forward to the next devlog!
I think Ragdolls have caused the most problems out of anything else I've ever worked with. It's easy to get up and running for the simplest of situations, but ANY tweak that could complicate things is going to cause a massive headache. Dropped weapons getting launched, animations that clip into the ground/other objects that end up launching the model, repositioning to match animation pose, ragdoll setup values wackiness, maintaining equipped armor display, wacky collision with the player's unique movement system, inaccurate collision sounds, displacement from main parent object issues, and de-ragdolling has collectively cost me a ton of hours. Don't even get me started on the consequences of ragdolling a model with severed limbs.
Sometimes that’s part of the charm! Playing Battlefield and seeing enemy corpses randomly flying into the air is amazing
Yeah pretty much hey, that's also why I just went with the illusion of ragdollyness
Great project! I love the focus thingy when you aim. Good approache for system architecture. That blur on edges and zooming makes it cool. Idea with islands is great, hmm but how about gexes on my opinion its easyer for procedural generation?
Gexes?
is it hard to add inertia to procedural animation? just curious, I really love this game
Thanks! Depends how you do it. Mine are ultimately animated with navmesh agents which have their own system for handling momentum and things
@@ViciousLegacyGameAUS Ah I see, thanks for the quick reply! When I saw your first devlog, I was awestruck (still am!) this has been a dream game for me for years. Watching your devlogs and seeing you turn it into reality is really exciting. I hope you and your game succeeds with all my heart, keep it up champ! ♥♥
@@poimon5607 thanks so much for the support ❤️
Maybe this doesn't fit the game but it would be amazing if the AI learned from the best procedural monsters and perfected them towards the end. Love the progress!
How much inspiration is this game going to be taking from the Monster Hunter franchise? Been following since day one and I'm really excited to see where it's going.
Probably not a whole lot, it probably takes more after games like the Witcher
Thanks for the videos! It serves as motivation to not procrastinate as much and go back to learn some gamedev!
Is there any chance you would make the game open source?
Thanks! As for open source I think that's unlikely, but who knows
Will you remember me when your game will be famous?
Always ;) ❤️
@@ViciousLegacyGameAUS I’m glad to here that, keep up the good work man👌
Idk how but I somehow managed to guess Project Zomboid lmao 4:20
what have you been thinking of unity the past few weeks?
Overall I'm happy with the updated changes moving forward, so I'll be staying
what's with sonic and tubers from New-straya?
Ideally I will be here developing in UE5 one day with my own dev team, but for now I will stick to 2d Pygame games, I do not have the time nor the patience to learn all this.
All that aside, this looks fucking great my dude!!!
bullet time makes sense for an item
An extremely important question:
Will dual weapons be included in the future?
Good question. I'm not actually sure. Dual handed for sure, but mixing and matching might be tricky
Could you give active ragdolls + animations to the enemies
A complex monster parts system and Focus - is this a Horizon Zero Dawn spinoff?
An unexpected comparison but a welcome one nonetheless
Yay!
slaying
Will there still be a way to lock onto a single enemy using the targeting system? or is the targeting system locked as the radius?
There will still be ways to target specific parts. But I'll cover that in a future video
Ight!@@ViciousLegacyGameAUS
trail after the boat while you sail it ?
Yeah that sort of stuff will come much later during polishing I think
You gotta make it multiplayer
I wish I knew how to code
If you have a computer, patience and you can read, you can learn to code.
:)
The water is beautiful but it doesn't really match the world geometry aesthetic.
don't you think this is overly ambitious
Ambitious? Absolutely. Overly? That's subjective