Minor thought: perhaps instead of the enemies in the back just standing there like a bunch of dumbasses, maybe make them sporadically fire off really inaccurate shots. So they're not constantly keeping the pressure on, and even when they do fire it's stormtrooper levels of inaccuracy. But they are still doing _something_ and thus continue to play a very minor role in the fight. EDIT: That, or make it so when they're not the ones attacking, they should find some cover. Or possibly some combination of both. Like the guys in the back are mostly hiding but occasionally blind fire around a corner.
@@KillFrenzy96 Could definitely do a lighter version of what Overwatch did as well, how they gave a "danger" weight to every enemy player that changed how loud they are. For instance Reaper's footsteps behind you are louder than the Tracer's footsteps in front of you. He already has a priority weight for shooting so simply feeding that into a filter system would do nicely.
i really like the way enemies flinch when taking damage, it looks so good, really helps with making gunplay feel more responsive. Also the new drone pathfinding looks really good. As always, good progress Kyle!
It's a pretty simple difficulty mode adjustment to decide how many enemies attack, and you could also lower priority a bit for disrupted enemies so other enemies might cover temporarily when they take a hit. Also for variety, the longer an enemy goes without firing could increase their priority, so background enemies don't *just* stand there, but more rarely fire. I think there's even a weird way to work that into reloading/ attack speed? where enemies with faster weapons gain priority faster, so closer enemies fire at full speed while farther enemies fire at a significantly decreased speed, but still with relevance based on their weapon type. But I really like your solution overall for the priority, I think that's clever to keep the player moving!
Yeah was thinking just this, I liked the original where everybody was shooting, seemed like a lot of fun. Though I like bullet hells so I guess thats just a niche.
This video is great, I couldn't exactly nail why most unity and unreal 4 games made by very small devs seemed to have terrible gun play and now I realize it's mostly because of the enemies being unresponsive. Thank you for informing me on this just in case I ever decide to make a game in the future
For the sheilds; Why not include a "medic" styled unit, it stays sheilded itself until a nearby unit starts taking damage. It then attempts to pass it's sheild to it for a breif bit of time, opening itself up to being damaged.
Payday 2 has this feature and it's just annoying tbh. It'd just be better to have a shielded enemy and requires you to flank or use an explosive weapon.
@@ocyth Could go either way based on how its done, its pretty easy to flick back and forth between two targets, especially if one is just a medic and the other is stumbling from being shot
Probably the best way to do this would just be to make it so the medic doesn't have a shield at all, only can provide it to their allies. That way the player can focus the medic down easier, as they can pinpoint them before they've even used their shield ability if they're quick enough/ at a far enough range
Man this is beautiful. A game creator talking about.. fun ?! I mean I lost faith that this kind of man could even thrive anymore. I hope you'll land it ! You seem like a really good creator to me
About combat priority: A system I've seen used to handle crowded battles is using "tokens" which represent certain roles in combat. It's similar to what you do already, except enemies have different weights for different roles: If one melee unit, two assault units and one sky unit are allowed to engage simultaneously, for each token any unit can be chosen depending on their weight - a normal enemy might have a high weight for the "sky" token because they have high elevation over the player and a better firing position than any drone in the area. Maybe that would be an interesting iteration of your current system that can accommodate more varied enemy types.
please don't quit making this game, i would also wanna request enemy types where they do flips and jumps high, a speedy/fast one, and some that teleports, probably add a tank that is slow and can only be damaged at the back. This could add more strategic to your game and also more movement, making the game even more fun. and I'm also new here, this got me interested so you got another sub!
man I've always wanted to do art on a project like this. I love how you're going about enemy behavior. That's way too often overlooked in indie shooters. Like, *WAY* Too often.
Looking at what you're working on, I now see why the run&gun games that I know of (doom and Serious Sam) usually incorporates a lot more melee enemies and in SS's case, enemies with range weapon, but where the projectiles are pretty slow. If you're having the enemy be able to track the movement, it will basically be like facing an aimbot in any multiplayer game, if not, you will somewhat achieve the run and gun feeling, but I would argue that it will become somewhat "easy" in the sense that you just end up feeling almost invincible as long as you keep moving
Looks cool! I'd like to learn more about how you set up the navmesh zones. That seems like something that could be useful for the AI in the game I'm working on
I just had a random thought. What if you upload a game, then it becomes super popular so you add a inventory for like rare and cool in game things. Then (as the owner) you make a random account and give it some super rare things then sell it; change the rare item, then repeat...
Really interesting! You're may be aware of this, but the way you handled enemy attack prioritisation is somewhat similar to DOOM 2016. There's a great GDC talk called "Embracing Push Forward Combat in DOOM" which is a must watch for movement shooter devs.
would be really funny if there was some easter egg that appears, when the enemy reaches for a weapon and accidentally fails to instantly hold it right. like maybe jumble it around a bit or something :D would be fun
Disregarding sound pollution, I think it would be interesting if enemies with lower priority still shot at the player but intentionally missed, to still keep pressure on the player without actually increasing the skill level
@@Eric-cz5mb yep that's why it would increase the pressure so the player doesn't feel like there's enemies who aren't doing anything until it's their turn to shoot
maybe to prevent stray shots getting too annoying, you could have them sorta reverse lead if intentional inaccuracy, where they aim where you were a little bit in the past. That plus bullet travel should usually make them miss, and also would encourage continous movement in a direction or flow as Kyle said he'd like the player to do
Nah i think there should just be a small warning (like a transparent red the the side of where the stray shot is coming). Then also add a period to the stray shot to make sure that there aren't too many to the point it will corner the player.
Everything from that great Ubisoft roast, to the upfront presentation of issues, methods and solutions, to the messed up sicko mode. Video was an interesting treat and made me smile
I love how this looks to play so far-stealing the gun out of one guy's hands to throw it at another, stunning him, then unloading on the both of them looked really satisfying combined with the movement. What was that indie game at 0:38 though? Looked fun too.
A lot of these difficulty 'problems' should remain in the game, but only present when the game is played at the highest difficulty level (if the game has difficulty levels). It's a better way to add difficulty to a game than a simple health increase.
@@fiona9891 While having a playstyle that you desire players to play according to it shouldn't be forced onto the player by limiting other options, but I do get where you are coming from. I still believe that these things should still be present in the game in some form, either through being present on a higher difficulty, or through a hardcore gamemode. Different difficulty levels would naturally encourage different play styles, and would encourage players to play longer due to more added content. Difficulty levels has always been one of the easiest ways to include more replayability, even if that is not the main reason for having difficulty levels.
Yeah, enemies actually being able to hit you is not a bad thing. In fact, that's the point of hitscanning - if they fire while aiming at you, you can't dodge.
in a game like this, you should have bosses use and drop rocket launchers. Also, put some Quake-ish ammo boxes to recover different kinds of ammos to encourage moving (so if someone doesn't want to switch gun, they can pick up the correct ammo)
This game seems like it could easily take a spot in my top 5 games. If possible, I would love to see if the enemies could run to cover so that you would have to run behind it to get to them but also not all the time so it seems a bit less annoying. Other than that, this is a really solid game.
All I can say is, this game is looking FUN! F is for friends who do stuff together U is for you and me N is for anywhere and anytime at all Down here in the deep blue sea!
Suggestion: Have the AI take cover and the more the player stands still / doesn't move the more likely they are to throw grenades, flashbangs, pop up and take more accurate shots at the player. The more the player moves the more they try to minimize the amount of their body visible and choose to blind fire roughly towards the player. Would encourage flanking & moving to better positions.
Just got this recommended, instant sub. Smart game design discussion, great visuals, good occasional jokes without letting them detail the video. Love it!
I think it would be funny if some of the drones were still a bit stupid and just launched themselves into stuff while pursuing you, possibly taking out enemies with its explosion
You’ve clearly taken inspiration from the countless dev talks on doom 2016 and eternal. Really cool to see an indie dev implement the same solutions with success!
When you kill all enemies or something please make a boss that moves around the whole map and hunts you down instead of standing still like the others I think that would be a cool addition
This video apparently blew up compared to your others. For me, what resonated with me is the feeling of working on a game that is not fun for a long time. It's really rough because you want it to be fun, and you're always wondering which feature will be the one to really reignite that fire!
Since you're working on the fun and playability of the game, I have a suggestion. Could you work on the visuals of the enemies? Not necessarily how good they look, more how visible they look. The brightest and most visible part of their clothing from a distance is the pants, which is not what you want. What you did with the heavy gunner was good, the red goggle... things? make it really visible against the blue dev background, specifically it makes the head more visible, which is good. Maybe give the normal enemies something similar, but a different color. Or, mute the backgrounds slightly, while increasing the color of the enemies. I know at least on low video resolution, I couldn't see most of the detail of the enemies, basically just the colors. I had a harder time seeing them in the shadows, maybe some rim lighting or outlines would help you there too. I am basically taking these suggestions verbatim from this video: th-cam.com/video/RJ5goMBD6oc/w-d-xo.html I'm saying all of this because you decided to go ahead with the project, despite the demo not being fun, instead deciding to take cues from other popular games of the genre. TF2 has remained moderately popular for years, and it's not really a movement shooter, but it has some tools that I think you could use to make the game more fun.
Thanks for the suggestions. I don't do the art, and I just give my artist a lot of freedom to do whatever he wants. All I can really say is a lot of the art in the game is still experimental. Not a lot of time has gone into making the game look good, I am more concerned about the game's systems. Once the game has a solid foundation and direction, art will become more relevant.
@@KyleRhoadsDev I know I didn't make the original comment, but visibility goes a long way with *gameplay*. It's not only about making the game look good, but *readable*, and the readability of the game can make a game a lot more enjoyable too, when you can see what you're shooting, anyway. I'm just trying to say that even if the mechanics and systems aren't fully done, I don't think that's a big reason to just dismiss the colors.
@@juicebox3495 I completely agree, I really appreciate readability in a game. As of now Wills has been working on environment art. When we are able to agree on an official look of the environment, he can then shift his focus onto enemy readability.
Maybe for a shield enemy you could have an almost mounted shield, where basically the enemy has a cone of fire they can use without moving, but if you get behind or to the sides of them, or if they have to move for whatever reason, they have to sorta hoist up the shield, do an animation to turn or move then set it back down as if it were heavy. That along with giving them a good gun, could be a good area denial tool for level design, making the player choose whether to outskill them and simply dodge a bullet hail while running towards them and whittling their shield off, or find an alternative route to flank them, where they're basically helpless if you act swiftly. (some issues with this method I could think of would be, they'd probably need to be exempt from the priority system and have their own argo style to fit such a roll - if they're too hard to fight from the front they may flat out lock down their cone of fire - their pathfinding and choosing when to turn could be a little finnicky - etc.)
We have a few new enemy types in the works right now, but that's a good concept. The priority system probably won't be a problem; it's getting some significant reworks anyway. The only issue I see with that enemy is the player running out of ammunition. Each enemy keeps drawing sidearms so the player always has at least some ammo to use, because the primary weapons run out of bullets fast. I think we can figure something out to address that though, if we want to make an enemy like the one you described. Thanks for the suggestion!
This is really cool, as someone with a very slight interest in programming, but 0 knowledge, this video is kinda inspiring Hoping you get your game running smooth as butter bro
IMO a big thing for fun is not having especially conventional weapons. This is one of the main things I think DOOM has to it, the plasma rifle for example is the closest you can get to a CoD SMG or some shit, but it's still a slow projectile with the projectile itself being massive to compensate.
Am I the only one who really likes this art style, animations, the grabbing mechanic, etc? I love that the other hand is taken off the gun when sliding, and I love the way the shotgun looks. Everything just very cool this is the game Ive been imagining I would make for years, keep the game going this way its headed now and I will want to see and feel more of it!
The first good-looking map may be in a video pretty soon, then you can really get a look at they overall style. I'm almost done building it. I made the shotgun myself, but based the design off of the KSG. www.artstation.com/artwork/18ZBA2 I also made the internals, but those have been gutted for the game model.
Great devlog, really enjoyed it! Thank you for uploading and I hope your project goes well, it looks promising and I really like how thoughtful you are about your design decisions and what ramifications they may have for the gameplay :)
I can see it all coming together, about deciding on the theme for the map. In my opinion it if you want to make it arcade style, it should either be a different theme and/or structural pattern for every level, or different worlds/dimensions that progress linearly with the same theme throughout that specific dimension, depending on wether you wanna make it into a cohesive story or not. Keep up the good work it’s getting to become really cool!
A thought about why it feels so fluent to the point of it reducing the tension whenever you're in combat, i think you should add a bit of flinching during jumping, wall running and firing. It also feel pleasant to the eyes, seeing similar or identical realistic weight added when performing simple tasks makes you feel awe.
Hi I've never seen any of your content but just the idea of hooking weapons out of their hands made me subscribe to see more. Fantastic idea and good job
You could always take a perfectly normal amount of inspiration from another successful movement shooter (doom), and have enemies drop health on death that you must collide with to pick up. Should allow you to add some reasonable durability to your player, and it punishes the player for attempting to play marksman from the back of the level. With this, you could do any of three things. 1. You could lower the health of the player to encourage them to collect health immediately after killing an enemy, bringing them closer to the action. 2. Have the AI close in and guard dropped health in order to encourage swift collection of health before the AI are allowed to contest it 3. You could just make the player guns wildly inaccurate (Or projectiles fizzle after traveling a certain distance) to encourage being much closer when attempting to kill enemies. (I would suggest that with this specific feature, you make the AI attempt to back away from the player once you enter a certain distance to prevent them from accidentally killing you too quickly.)
This game looks really cool, can't wait to play it when it drops! I have been doing my own indiedev stuff in unity, and I am at the very, very beginning just taking some basic courses online. Before, this would all be a different language, but now I understood a lot of what was being conveyed in this video! Super cool stuff, man :D
Pretty late but have you seen "The AI of DOOM (2016) | AI and Games"? Goes over how Doom 2016 uses a ticketing system to only allow x amount (based on difficulty) enemies can attack to not overwhelm the player with enemies also able to take ticket priority based on proximity, attack type, or enemy type. Alongside explaining how it encouraged movement.
First video i'm seeing about this game (or from you in general) just subscribed, and can't wait to be able to try this game when it goes public! already looks really fun to play
Btw, instead of having the non priority enemies stand around fiddling their thumbs while you obliterate their friends, you could give them a temporary case of stormtrooper aim. (Not being able to hit a single shot) That way it still feels intense even though only the select few enemies are a danger at the moment.
I've been super into be development for a while and honestly I think you've nailed exactly why so few singleplayer vr shooters have felt good other than Compound.
Here's some ideas that sound fun for your game: •Bring the shield back for an enemy that's about 4-8 times the size of a normal enemy, but have the shield be destructible in segments •Have a decoy for the player to be able to place/throw that grabs the drones' attention. --With a decoy, you could potentially grapple to the drone (or it only seems one way in your proof of concept...) the increased movement potential from a grapple is SUPER fun. Titanfall never got the playerbase it deserved! Okay, so they're half-baked ideas, but that's part of the fun of indie game development! I'm excited to see where you take your project!
Imagine a mayhem mode, where there are a lot of enemies swarming you with very little accuracy or regard for their own safety. Those helicopters crashing made me laugh
I just found your channel randomly and I honestly must say I'm going to be sticking around for a while, I love the style of the game and honestly sure it's not the finished product but I would play this to kill time when I got off work so more power to you you're doing good things. Heck if you could give me a release date I'd buy the game the first day it dropped
Great Job! maybe some stuff to consider: Make the heavy turn slow but have the shield, that way the player is encouraged to find a route behind them When an enemy is stunned make it so they will have a priority of 0, so they don't get to shoot For the number of enemies allowed to shoot, making it dynamic depending on the total enemies in the room will allow encounters to scale depending on what you desire in a room. If the room is more of a large arena with lots of enemies and lots of places to move, then more tokens allotted. If it's a small corridor where options are limited, limiting the tokens could be a good idea.
Hi, you've been selected by the youtube rng gods and your video was in my recommend. I thoroughly enjoyed this vid actually and i hope everyone will as well. Don't fuck this up
Incredible, that is a great amount of work done, and I am very happy to see the Doom eternal/Ultrakill type of games becoming a thing similarly to souls-like. I wish you luck and always keep the desire to continue developing your game. Also, I am sorry to ask, due to the fact that you already worked a lot on improving your game, but, please, could you add a revolver/hand-cannon in your game?.. I beg you. 🙏
I've wanted to add a hand cannon of some sort to the game since the beginning of the project, but we're trying to keep things simple and proceed with adding in new things steadily, so we can control the amount of work load. The next weapon is the sniper rifle, so not "hand", but "cannon" for sure. Maybe when the game is farther along I'll make a fat revolver.
one thing that adds fun is charm, just making a plot or story or environment can make the game fun, gameplay comes first when it comes to fun but making things more polished and have a style of its own would make it better
For anyone wondering, the game is still being worked on.
HELL YEAH
👍
one question, what's the name of the music at the start of the video
@@justaguy6939 „Transmission“ by
Aim To Head
@@alexanderwinter6653 thanks
pretty impressive considering that I haven't been fun for 24 years
lmao, I can't believe the creator of Poly Pizza commented on my video.
@@mrfact03s What?
@@mrfact03s Oh, I get it now
@@mrfact03s lol
@@guiii0696 lol
Minor thought: perhaps instead of the enemies in the back just standing there like a bunch of dumbasses, maybe make them sporadically fire off really inaccurate shots. So they're not constantly keeping the pressure on, and even when they do fire it's stormtrooper levels of inaccuracy. But they are still doing _something_ and thus continue to play a very minor role in the fight.
EDIT: That, or make it so when they're not the ones attacking, they should find some cover. Or possibly some combination of both. Like the guys in the back are mostly hiding but occasionally blind fire around a corner.
Perhaps put a low pass filter on further away gunshots to make them sound less annoying too.
@@KillFrenzy96 Could definitely do a lighter version of what Overwatch did as well, how they gave a "danger" weight to every enemy player that changed how loud they are. For instance Reaper's footsteps behind you are louder than the Tracer's footsteps in front of you.
He already has a priority weight for shooting so simply feeding that into a filter system would do nicely.
If he could design the enemies to work with each other like the combine in hl2 it would probably make them much more fun to fight
playing cards with each other, having a smoke, eating lunch, until they're rudely interrupted by the protagonist
this also makes it APPEAR as though they are still doing something smart instead of just standing there waiting their turn
"If it isn't fun, you pitch your game to Ubisoft." That line alone gave this video a like from me XD
i really like the way enemies flinch when taking damage, it looks so good, really helps with making gunplay feel more responsive. Also the new drone pathfinding looks really good. As always, good progress Kyle!
Thanks, the drone pathfinding is still a work in progress but gets the job done for the moment.
I agree
wait wtf midey?
@@plaidev BRUH
@@KyleRhoadsDev how about more airborne enemies, most of the move set is about speed and stunts
"Making only 2 enemies attack at the same time"
Half Life actually did this with the HECU grunts. I guess I found out why from this video
It's a pretty simple difficulty mode adjustment to decide how many enemies attack, and you could also lower priority a bit for disrupted enemies so other enemies might cover temporarily when they take a hit. Also for variety, the longer an enemy goes without firing could increase their priority, so background enemies don't *just* stand there, but more rarely fire. I think there's even a weird way to work that into reloading/ attack speed? where enemies with faster weapons gain priority faster, so closer enemies fire at full speed while farther enemies fire at a significantly decreased speed, but still with relevance based on their weapon type.
But I really like your solution overall for the priority, I think that's clever to keep the player moving!
could be seen as the enemies that are further away have to spend more time "aiming" to get a good shot on you, i like it
Having enemies further away, move into cover or maybe throw grenades or make callouts would also make them feel more natural.
Yeah was thinking just this, I liked the original where everybody was shooting, seemed like a lot of fun. Though I like bullet hells so I guess thats just a niche.
i really want to know what game its this called
Idea for higher difficulties: Don't increase enemy damage, just the amount of enemies that can attack at once.
Also, this game looks awesome!
and maybe reintroduce leading fire to make it harder to doge bullets
This video is great, I couldn't exactly nail why most unity and unreal 4 games made by very small devs seemed to have terrible gun play and now I realize it's mostly because of the enemies being unresponsive. Thank you for informing me on this just in case I ever decide to make a game in the future
For the sheilds; Why not include a "medic" styled unit, it stays sheilded itself until a nearby unit starts taking damage. It then attempts to pass it's sheild to it for a breif bit of time, opening itself up to being damaged.
that could work and if you kill the "medic" the shield just vanishes
wouldn't that just ruin the point of the game being a movement shooter tho?
Payday 2 has this feature and it's just annoying tbh. It'd just be better to have a shielded enemy and requires you to flank or use an explosive weapon.
@@ocyth Could go either way based on how its done, its pretty easy to flick back and forth between two targets, especially if one is just a medic and the other is stumbling from being shot
Probably the best way to do this would just be to make it so the medic doesn't have a shield at all, only can provide it to their allies. That way the player can focus the medic down easier, as they can pinpoint them before they've even used their shield ability if they're quick enough/ at a far enough range
More people definitely should watch these videos, they are so high quality
The CSGO clip fucked me up, because the moment you said "Get assblasted as soon as you saw one pixel of an enemy" that's exactly what came to mind.
I love the technical stuff when paired with the occasional meme. I really look forward to these videos.
Man this is beautiful. A game creator talking about.. fun ?! I mean I lost faith that this kind of man could even thrive anymore. I hope you'll land it ! You seem like a really good creator to me
About combat priority: A system I've seen used to handle crowded battles is using "tokens" which represent certain roles in combat. It's similar to what you do already, except enemies have different weights for different roles: If one melee unit, two assault units and one sky unit are allowed to engage simultaneously, for each token any unit can be chosen depending on their weight - a normal enemy might have a high weight for the "sky" token because they have high elevation over the player and a better firing position than any drone in the area. Maybe that would be an interesting iteration of your current system that can accommodate more varied enemy types.
please don't quit making this game, i would also wanna request enemy types where they do flips and jumps high, a speedy/fast one, and some that teleports, probably add a tank that is slow and can only be damaged at the back.
This could add more strategic to your game and also more movement, making the game even more fun.
and I'm also new here, this got me interested so you got another sub!
This looks promising, can't wait for the finished product.
1:38 ninja BEEEENNN!!!
Dani: "Heavy Breathing"
man I've always wanted to do art on a project like this. I love how you're going about enemy behavior. That's way too often overlooked in indie shooters.
Like, *WAY* Too often.
Looking at what you're working on, I now see why the run&gun games that I know of (doom and Serious Sam) usually incorporates a lot more melee enemies and in SS's case, enemies with range weapon, but where the projectiles are pretty slow. If you're having the enemy be able to track the movement, it will basically be like facing an aimbot in any multiplayer game, if not, you will somewhat achieve the run and gun feeling, but I would argue that it will become somewhat "easy" in the sense that you just end up feeling almost invincible as long as you keep moving
Looks cool! I'd like to learn more about how you set up the navmesh zones. That seems like something that could be useful for the AI in the game I'm working on
I just had a random thought. What if you upload a game, then it becomes super popular so you add a inventory for like rare and cool in game things. Then (as the owner) you make a random account and give it some super rare things then sell it; change the rare item, then repeat...
Wow this is a really cool looking game! The whole hotline Miami but 3d thing works really well and the movement looks smooth and fun!
Really interesting! You're may be aware of this, but the way you handled enemy attack prioritisation is somewhat similar to DOOM 2016. There's a great GDC talk called "Embracing Push Forward Combat in DOOM" which is a must watch for movement shooter devs.
would be really funny if there was some easter egg that appears, when the enemy reaches for a weapon and accidentally fails to instantly hold it right. like maybe jumble it around a bit or something :D would be fun
dude this looks awesome, passion projects really bring the best in video games. never stop
Disregarding sound pollution, I think it would be interesting if enemies with lower priority still shot at the player but intentionally missed, to still keep pressure on the player without actually increasing the skill level
Actually, stray bullet are the scariest
@@Eric-cz5mb yep that's why it would increase the pressure so the player doesn't feel like there's enemies who aren't doing anything until it's their turn to shoot
Ic
maybe to prevent stray shots getting too annoying, you could have them sorta reverse lead if intentional inaccuracy, where they aim where you were a little bit in the past. That plus bullet travel should usually make them miss, and also would encourage continous movement in a direction or flow as Kyle said he'd like the player to do
Nah i think there should just be a small warning (like a transparent red the the side of where the stray shot is coming). Then also add a period to the stray shot to make sure that there aren't too many to the point it will corner the player.
Everything from that great Ubisoft roast, to the upfront presentation of issues, methods and solutions, to the messed up sicko mode. Video was an interesting treat and made me smile
your description has a typo, I think you meant "Devlog -0.279π⁵"
ah thank you very much, I am so embarrassed!
Relatable
@@KyleRhoadsDev how do I get the game
@@KyleRhoadsDev what game did you call this
As a member of the speedrunning community, we are going to love this.
I love how this looks to play so far-stealing the gun out of one guy's hands to throw it at another, stunning him, then unloading on the both of them looked really satisfying combined with the movement.
What was that indie game at 0:38 though? Looked fun too.
I would also like to know
High Hell
@@KyleRhoadsDev Ah, thank you!
@@KyleRhoadsDev and whats the name of this game you made
@@Lacdol-S2N Currently its called Static Mag
Ohhhhh I Like Becoming Doom I love it haha cant wait for the Community to mod these Love the work nice man
A lot of these difficulty 'problems' should remain in the game, but only present when the game is played at the highest difficulty level (if the game has difficulty levels). It's a better way to add difficulty to a game than a simple health increase.
This
the issue wasn't just that it was hard, it discouraged the desired playstyle
@@fiona9891 While having a playstyle that you desire players to play according to it shouldn't be forced onto the player by limiting other options, but I do get where you are coming from.
I still believe that these things should still be present in the game in some form, either through being present on a higher difficulty, or through a hardcore gamemode. Different difficulty levels would naturally encourage different play styles, and would encourage players to play longer due to more added content. Difficulty levels has always been one of the easiest ways to include more replayability, even if that is not the main reason for having difficulty levels.
Yeah, enemies actually being able to hit you is not a bad thing.
In fact, that's the point of hitscanning - if they fire while aiming at you, you can't dodge.
in a game like this, you should have bosses use and drop rocket launchers. Also, put some Quake-ish ammo boxes to recover different kinds of ammos to encourage moving (so if someone doesn't want to switch gun, they can pick up the correct ammo)
This game seems like it could easily take a spot in my top 5 games. If possible, I would love to see if the enemies could run to cover so that you would have to run behind it to get to them but also not all the time so it seems a bit less annoying. Other than that, this is a really solid game.
The movement system looks way fun,
gives me Titanfall vibes. You also have a great sense of humor😄
All I can say is, this game is looking FUN!
F is for friends who do stuff together
U is for you and me
N is for anywhere and anytime at all
Down here in the deep blue sea!
ayo?
F is for fire that burns down the whole town!
U is for uranium -BOMBS
N is for NO SURVIIIIVOOOOOOORS-
plankton!! thats not what fun is about!
Props for simultaneously developing the game and editing videos like this. I know how hard that is.
Suggestion: Have the AI take cover and the more the player stands still / doesn't move the more likely they are to throw grenades, flashbangs, pop up and take more accurate shots at the player. The more the player moves the more they try to minimize the amount of their body visible and choose to blind fire roughly towards the player. Would encourage flanking & moving to better positions.
Yes, just like in half life / black mesa (as modern example)
Just got this recommended, instant sub.
Smart game design discussion, great visuals, good occasional jokes without letting them detail the video. Love it!
I think it would be funny if some of the drones were still a bit stupid and just launched themselves into stuff while pursuing you, possibly taking out enemies with its explosion
@@ThisIsNotMyRealSelf yes I like this idea
You’ve clearly taken inspiration from the countless dev talks on doom 2016 and eternal. Really cool to see an indie dev implement the same solutions with success!
When you kill all enemies or something please make a boss that moves around the whole map and hunts you down instead of standing still like the others I think that would be a cool addition
This video apparently blew up compared to your others. For me, what resonated with me is the feeling of working on a game that is not fun for a long time. It's really rough because you want it to be fun, and you're always wondering which feature will be the one to really reignite that fire!
Since you're working on the fun and playability of the game, I have a suggestion. Could you work on the visuals of the enemies? Not necessarily how good they look, more how visible they look.
The brightest and most visible part of their clothing from a distance is the pants, which is not what you want. What you did with the heavy gunner was good, the red goggle... things? make it really visible against the blue dev background, specifically it makes the head more visible, which is good. Maybe give the normal enemies something similar, but a different color. Or, mute the backgrounds slightly, while increasing the color of the enemies.
I know at least on low video resolution, I couldn't see most of the detail of the enemies, basically just the colors. I had a harder time seeing them in the shadows, maybe some rim lighting or outlines would help you there too.
I am basically taking these suggestions verbatim from this video:
th-cam.com/video/RJ5goMBD6oc/w-d-xo.html
I'm saying all of this because you decided to go ahead with the project, despite the demo not being fun, instead deciding to take cues from other popular games of the genre. TF2 has remained moderately popular for years, and it's not really a movement shooter, but it has some tools that I think you could use to make the game more fun.
Thanks for the suggestions. I don't do the art, and I just give my artist a lot of freedom to do whatever he wants. All I can really say is a lot of the art in the game is still experimental. Not a lot of time has gone into making the game look good, I am more concerned about the game's systems. Once the game has a solid foundation and direction, art will become more relevant.
@@KyleRhoadsDev I know I didn't make the original comment, but visibility goes a long way with *gameplay*. It's not only about making the game look good, but *readable*, and the readability of the game can make a game a lot more enjoyable too, when you can see what you're shooting, anyway. I'm just trying to say that even if the mechanics and systems aren't fully done, I don't think that's a big reason to just dismiss the colors.
@@juicebox3495 I completely agree, I really appreciate readability in a game. As of now Wills has been working on environment art. When we are able to agree on an official look of the environment, he can then shift his focus onto enemy readability.
@@KyleRhoadsDev Ah yeah, I forgot about that part. Makes sense, then.
Maybe for a shield enemy you could have an almost mounted shield, where basically the enemy has a cone of fire they can use without moving, but if you get behind or to the sides of them, or if they have to move for whatever reason, they have to sorta hoist up the shield, do an animation to turn or move then set it back down as if it were heavy.
That along with giving them a good gun, could be a good area denial tool for level design, making the player choose whether to outskill them and simply dodge a bullet hail while running towards them and whittling their shield off, or find an alternative route to flank them, where they're basically helpless if you act swiftly.
(some issues with this method I could think of would be, they'd probably need to be exempt from the priority system and have their own argo style to fit such a roll - if they're too hard to fight from the front they may flat out lock down their cone of fire - their pathfinding and choosing when to turn could be a little finnicky - etc.)
We have a few new enemy types in the works right now, but that's a good concept. The priority system probably won't be a problem; it's getting some significant reworks anyway. The only issue I see with that enemy is the player running out of ammunition. Each enemy keeps drawing sidearms so the player always has at least some ammo to use, because the primary weapons run out of bullets fast. I think we can figure something out to address that though, if we want to make an enemy like the one you described. Thanks for the suggestion!
That weight system was pretty cool
This is really cool, as someone with a very slight interest in programming, but 0 knowledge, this video is kinda inspiring
Hoping you get your game running smooth as butter bro
IMO a big thing for fun is not having especially conventional weapons. This is one of the main things I think DOOM has to it, the plasma rifle for example is the closest you can get to a CoD SMG or some shit, but it's still a slow projectile with the projectile itself being massive to compensate.
this game looks great cant wait to try it when it comes out
Am I the only one who really likes this art style, animations, the grabbing mechanic, etc? I love that the other hand is taken off the gun when sliding, and I love the way the shotgun looks. Everything just very cool this is the game Ive been imagining I would make for years, keep the game going this way its headed now and I will want to see and feel more of it!
The first good-looking map may be in a video pretty soon, then you can really get a look at they overall style. I'm almost done building it. I made the shotgun myself, but based the design off of the KSG. www.artstation.com/artwork/18ZBA2
I also made the internals, but those have been gutted for the game model.
Great devlog, really enjoyed it! Thank you for uploading and I hope your project goes well, it looks promising and I really like how thoughtful you are about your design decisions and what ramifications they may have for the gameplay :)
This is impressive as hell
the gameplay does honestly look amazing and has a real potential to be very captivating
This is becoming a master piece. Can't wait for a demo of some kind to be available. Your awesome
Feels like a mix of grappling hook from halo and the speedy gameplay of doom.
I can see it all coming together, about deciding on the theme for the map. In my opinion it if you want to make it arcade style, it should either be a different theme and/or structural pattern for every level, or different worlds/dimensions that progress linearly with the same theme throughout that specific dimension, depending on wether you wanna make it into a cohesive story or not. Keep up the good work it’s getting to become really cool!
This is one man doing this, now think about a whole studio working together efficiently.
This game looks amazing! Please keep working on it because people will love it.
really cool man i like seeing behind the scenes making games isn't easy but man is it ever cool
interesting, i just stumbled upon your devlog here, i'm excited to see where this game is going
nice video of something that looks like a really fun shooter! Keep up the great work!!
Super interesting devlog! Glad the algorithm brought me here
A thought about why it feels so fluent to the point of it reducing the tension whenever you're in combat, i think you should add a bit of flinching during jumping, wall running and firing.
It also feel pleasant to the eyes, seeing similar or identical realistic weight added when performing simple tasks makes you feel awe.
I just found this channel and i already know its underrated
Hi I've never seen any of your content but just the idea of hooking weapons out of their hands made me subscribe to see more. Fantastic idea and good job
This is very interesting, listening to a developer describing how he is making a game which its mesmerising
You could always take a perfectly normal amount of inspiration from another successful movement shooter (doom), and have enemies drop health on death that you must collide with to pick up. Should allow you to add some reasonable durability to your player, and it punishes the player for attempting to play marksman from the back of the level.
With this, you could do any of three things.
1. You could lower the health of the player to encourage them to collect health immediately after killing an enemy, bringing them closer to the action.
2. Have the AI close in and guard dropped health in order to encourage swift collection of health before the AI are allowed to contest it
3. You could just make the player guns wildly inaccurate (Or projectiles fizzle after traveling a certain distance) to encourage being much closer when attempting to kill enemies. (I would suggest that with this specific feature, you make the AI attempt to back away from the player once you enter a certain distance to prevent them from accidentally killing you too quickly.)
This game looks really cool, can't wait to play it when it drops!
I have been doing my own indiedev stuff in unity, and I am at the very, very beginning just taking some basic courses online. Before, this would all be a different language, but now I understood a lot of what was being conveyed in this video! Super cool stuff, man :D
I don't know who you are, I don't know how you appeared in my recommended but liked the content and you sound smart so +1 sub lol.
this game has huge potential, cant wait to see how it comes along
Pretty late but have you seen "The AI of DOOM (2016) | AI and Games"? Goes over how Doom 2016 uses a ticketing system to only allow x amount (based on difficulty) enemies can attack to not overwhelm the player with enemies also able to take ticket priority based on proximity, attack type, or enemy type. Alongside explaining how it encouraged movement.
First video i'm seeing about this game (or from you in general)
just subscribed, and can't wait to be able to try this game when it goes public! already looks really fun to play
0:24 to 0:28 legit the best game roast i've ever heard
when u added the hotline miami music I was vibing lmao
I was thinking about the similarities so it's a nice touch
Btw, instead of having the non priority enemies stand around fiddling their thumbs while you obliterate their friends, you could give them a temporary case of stormtrooper aim. (Not being able to hit a single shot)
That way it still feels intense even though only the select few enemies are a danger at the moment.
Thumbs up across the board to all these changes, looks great.
This looks sick bro. Cant wait and see what its like to acc play it. Looks smoooth
dude this loks awsome i tried unity and i could never find any good tutorials so i think i have a dissent ide of how hard it is so well done dude
I've been super into be development for a while and honestly I think you've nailed exactly why so few singleplayer vr shooters have felt good other than Compound.
Here's some ideas that sound fun for your game:
•Bring the shield back for an enemy that's about 4-8 times the size of a normal enemy, but have the shield be destructible in segments
•Have a decoy for the player to be able to place/throw that grabs the drones' attention.
--With a decoy, you could potentially grapple to the drone (or it only seems one way in your proof of concept...) the increased movement potential from a grapple is SUPER fun. Titanfall never got the playerbase it deserved!
Okay, so they're half-baked ideas, but that's part of the fun of indie game development! I'm excited to see where you take your project!
as soon as I heard the hotline miami music I got so fucking excited about this game cause I see where the inspiration is from
this accualy looks fun. i haven't seen much games like it. the ability to throw your gun looks cool
Imagine a mayhem mode, where there are a lot of enemies swarming you with very little accuracy or regard for their own safety.
Those helicopters crashing made me laugh
YOOO! Your game is fast paced I love it.
looks promising, keep up the good work!
Well, this is the first I'm hearing of this game, and this iteration looks really, really cool... so yeah, I like it. Keep at it. :o
I just found your channel randomly and I honestly must say I'm going to be sticking around for a while, I love the style of the game and honestly sure it's not the finished product but I would play this to kill time when I got off work so more power to you you're doing good things. Heck if you could give me a release date I'd buy the game the first day it dropped
I learned.. honestly a lot. Not what I'd hoped, but a lot of interesting stuff here.
Great Job!
maybe some stuff to consider:
Make the heavy turn slow but have the shield, that way the player is encouraged to find a route behind them
When an enemy is stunned make it so they will have a priority of 0, so they don't get to shoot
For the number of enemies allowed to shoot, making it dynamic depending on the total enemies in the room will allow encounters to scale depending on what you desire in a room. If the room is more of a large arena with lots of enemies and lots of places to move, then more tokens allotted. If it's a small corridor where options are limited, limiting the tokens could be a good idea.
The gun sinc at 0:06 it’s amazing
Hi, you've been selected by the youtube rng gods and your video was in my recommend. I thoroughly enjoyed this vid actually and i hope everyone will as well. Don't fuck this up
The movement gameplay and Game mechanics are all great so W
reminds me a lot of ghostrunner, looks really fun keep up the good work
This is really cool! Keep working on it!
Closest thing to a Bulletstorm sequel we will get.
Incredible, that is a great amount of work done, and I am very happy to see the Doom eternal/Ultrakill type of games becoming a thing similarly to souls-like.
I wish you luck and always keep the desire to continue developing your game.
Also, I am sorry to ask, due to the fact that you already worked a lot on improving your game, but, please, could you add a revolver/hand-cannon in your game?.. I beg you. 🙏
I've wanted to add a hand cannon of some sort to the game since the beginning of the project, but we're trying to keep things simple and proceed with adding in new things steadily, so we can control the amount of work load. The next weapon is the sniper rifle, so not "hand", but "cannon" for sure. Maybe when the game is farther along I'll make a fat revolver.
I only play games and still I feel like I learned a lot of useful stuff watching this.
one thing that adds fun is charm, just making a plot or story or environment can make the game fun, gameplay comes first when it comes to fun but making things more polished and have a style of its own would make it better
those slides look like someone dumped 200 buckets of hamburger grease on the floor. very nice
That moment when you are a video game character, and you see a white colored bean coming towards you.